Current Development Build

Started by Blizzard, March 24, 2011, 04:27:29 pm

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Ryex

interesting... anthing special about your project? how many scripts does it have. what is the last message in the log before it freezes?
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VanillaSky

Quote from: Ryex on September 25, 2012, 10:17:41 pm
interesting... anthing special about your project? how many scripts does it have. what is the last message in the log before it freezes?


Whoops! Seems like it works; it just took very long time which is awkward considering the powerful rig I have :D
Sorry Ryex!  :^_^':

But I can't start the project - I click on the Game.exe, the window opens, and then closes after 1-2 seconds

I use the following scripts

- TitleSkip
- Change Tileset
- Keyboard script
- Flat Events
- Event Clone machine

As you can see, nothing really crazy, mhm.

Another thing: I admire your work guys, seriously. When I read about the feature list of the ARC editor I couldn't stop smiling since there are so many things that I miss when using RMXP! Cross-platform release and the huge perfomance boost will be reason enough for me to pay you guys and release my game under the ARC flag. I hope you guys make good progress, this will be pretty big when finished :)

Kudos!

Ryex

September 26, 2012, 06:53:06 pm #142 Last Edit: September 26, 2012, 08:52:29 pm by Ryex
the processes that would take the longest are the conversion of the animations file (especially if you added a lot of animations), the processing of all the maps (takes about 10 minutes with all of the map in Chaos project) and the transfer of the graphics and other resources (if you have a large amount of that stuff if might be faster to disable that check box and copy it yourself)
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Blizzard

There are a few more things you need to do right now before it will work. You can find out more here: http://forum.chaos-project.com/index.php/topic,11882.0.html
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VanillaSky

Quote from: Blizzard on September 26, 2012, 07:48:50 pm
There are a few more things you need to do right now before it will work. You can find out more here: http://forum.chaos-project.com/index.php/topic,11882.0.html



Ah, thanks Blizz! Will look into it later :)

VanillaSky

So I could finally start the game! Problem was the game used a sound effect from the RTP which I used as a placeholder.

And well, seems like there is much of adjustments to do. Battle animations are displayed wrong, Events which are copied from another map via script don't work correctly and the framerate isn't as good as on XP. Plus some moves like dashing don't work. But oh well, it's still an early dev build and I'm just very happy to make it work!

BTW, which is the best anti-lag/perfomance boosting script out there? Since I use the event copy script, a lot of events are getting copied onto one medium-sized map. Thanks for your help :)

Ryex

could you show us an example of animation being displayed wrong? (and ins a screen shot of right and wrong). we need to know this sort to thing to fix it. also, how exactly do these events copied from another map fail? there is no reason that a script that worked in rmxp would not work in ARC.

as for the frame rate that's really weird. ARC naturally runs at 60 FPS with is far faster than RMXP and has far more power than RMXP so it would take a lot more to slow it down.
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VanillaSky

Quote from: Ryex on October 02, 2012, 01:14:08 pm
could you show us an example of animation being displayed wrong? (and ins a screen shot of right and wrong). we need to know this sort to thing to fix it. also, how exactly do these events copied from another map fail? there is no reason that a script that worked in rmxp would not work in ARC.

as for the frame rate that's really weird. ARC naturally runs at 60 FPS with is far faster than RMXP and has far more power than RMXP so it would take a lot more to slow it down.


Alright, I'll try my best to explain my problems :)

This is how it's supposed to look


The player uses dash and a small dust animation is being shown on a event which is spawned at the hero's position before using dash.
Unfortunately I couldn't make a screenshot of the ARC version of the game because all I get after using the print button is a blackscreen. But the dust graphic is being shown on the player's character. And then some other battle animations get stacked on him as well which looks really weird.

The events from the other maps don't work like they should. It works flawlessly in the XP version. In the ARC version, a enemy gets spawned on the map and is dead after one hit. It seems like it doesn't carry over the variables like HP or switches. I don't know why this is the case. Maybe there is a flaw in the script itself? You can take a look at it (it's a German script btw):

Spoiler: ShowHide
#==============================================================================
# ** Events klonen V1.1
# EventsKlonen.rb von Abt Ploutôn, Monsta (07.08.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/51
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=9900
# http://www.rmxp.de/forum/rmxp-de-technik/rgss-skript-datenbank/programmierhilfen/p227129-events-klonen/#post227129
#==============================================================================

#--------------------------------------------------------------------------
# Events klonen V1 @ Abt Ploutôn
#--------------------------------------------------------------------------

# Monsta Edit: 1.0 05.06.07

# Aufruf:
# $game_map.add_event(map_id,id,x,y)
# ...weitere Events...
# $scene.spriteset.refresh

# Neuerungen vom Monsta Edit
# - Man kann sich die ID des neuen Events zurückgeben lassen (@id = $game_map.add...)
# - Bug mit Self Switches bei geklonten Events behoben
# - Die Zeile "$game_map.need_refresh = true" brauch nicht mehr ins Call Skript
# - ID's werden richtig ersetzt (siehe Post SLB)

class Spriteset_Map
  #--------------------------------------------------------------------------
  def refresh
    $game_map.need_refresh = true
    unless @character_sprites == nil
      for sprite in @character_sprites
        sprite.dispose
      end
    end
    @character_sprites = []
    for i in $game_map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, $game_map.events)
     @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
end

class Game_Map
  #--------------------------------------------------------------------------
  def add_event(map_id,id,x,y)
    s = 1
    (1..@events.size + 1).each{|s|break unless @events.keys.include?(s)}
    map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
    ev = map.events[id]
    ev.id = s
    @events = Game_Event.new(@map_id, ev)
    @events.moveto(x, y)
    return @events.id
  end
  #--------------------------------------------------------------------------
end

class Scene_Map
  #--------------------------------------------------------------------------
  attr_accessor :spriteset
  #--------------------------------------------------------------------------
end
#==============================================================================
# ** Events klonen V1.1
# EventsKlonen.rb von Abt Ploutôn, Monsta (07.08.2008)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/51
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=9900
# http://www.rmxp.de/forum/rmxp-de-technik/rgss-skript-datenbank/programmierhilfen/p227129-events-klonen/#post227129
#==============================================================================

#--------------------------------------------------------------------------
# Events klonen V1 @ Abt Ploutôn
#--------------------------------------------------------------------------

# Monsta Edit: 1.0 05.06.07

# Aufruf:
# $game_map.add_event(map_id,id,x,y)
# ...weitere Events...
# $scene.spriteset.refresh

# Neuerungen vom Monsta Edit
# - Man kann sich die ID des neuen Events zurückgeben lassen (@id = $game_map.add...)
# - Bug mit Self Switches bei geklonten Events behoben
# - Die Zeile "$game_map.need_refresh = true" brauch nicht mehr ins Call Skript
# - ID's werden richtig ersetzt (siehe Post SLB)

class Spriteset_Map
  #--------------------------------------------------------------------------
  def refresh
    $game_map.need_refresh = true
    unless @character_sprites == nil
      for sprite in @character_sprites
        sprite.dispose
      end
    end
    @character_sprites = []
    for i in $game_map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, $game_map.events)
     @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
end

class Game_Map
  #--------------------------------------------------------------------------
  def add_event(map_id,id,x,y)
    s = 1
    (1..@events.size + 1).each{|s|break unless @events.keys.include?(s)}
    map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
    ev = map.events[id]
    ev.id = s
    @events = Game_Event.new(@map_id, ev)
    @events.moveto(x, y)
    return @events.id
  end
  #--------------------------------------------------------------------------
end

class Scene_Map
  #--------------------------------------------------------------------------
  attr_accessor :spriteset
  #--------------------------------------------------------------------------
end


The FPS is not 60 FPS. This got me wondering as well. The game runs better in XP than in ARC. I didn't use a anti-lag script in the ARC version to keep it as clean as possible and I didn't play around with anything else. None of the scripts I use are "technical", they mostly are for graphical things like changing the chipset or making events flat so that the player can walk over.

Hope that this description helped a bit better :)

Ryex

hmm, the events things should like it could be caused buy the changes in ruby 1.9 from 1.8, I'd wait for Blizz he could likely figure that out. the animation are probably a bug in ARC itself as for screen shots in ARC, I was fairly sure that F12 could take a screen shot, was fairly certain that was built into the engine. the black box is because winds print screen screen shot functionality does not work with DierctX windows
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Blizzard

ARC runs on DirectX9 so using Print Screen (or ALT + Print Screen) should work if you run the game in windowed mode.

I'm not sure what is wrong with the animations. I was not able to notice anything like that in ARC.

I'm not sure why the events aren't working. The only thing that might make sense is the difference between Ruby 1.9 and Ruby 1.8, though, it still doesn't make sense that such a substantial feature doesn't work.

I'm not sure why it runs slower. Are your drivers up to date? Is the DirectX version installed on your system up to date? Note that ARC uses hardware 3D acceleration to make as much use of the GPU as possible so it's not impossible that ARC games run slower on old GFX cards.

All in all, we can only further analyze these problems if you put an XP demo and an ARC demo of your project. Then we could start analyzing the problem directly as we were not able to reproduce any of these problems.
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Ryex

if you want you can Just PM a Team member the project that demo the problems, we will not to share the data out side of the team and only use it for debugging purposes.
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VanillaSky

Quote from: Ryex on October 02, 2012, 07:58:05 pm
if you want you can Just PM a Team member the project that demo the problems, we will not to share the data out side of the team and only use it for debugging purposes.


Appreciated! I can definetely do this and trust you guys with my baby :) Who of you has time for it?
I will send the person the XP + the Arc project I made. What I noticed is that all the battle animations seem to.. stack? If I hit an enemy, a sword animation is being shown. If this enemy explodes in a fountain of green blood (another animation), this animation has the sword animation on it - it really looks weird. And if you use another battle animation, it gets stack on top of those two and so on; it really is crazy.

I try to prepare the project as far as I can :)

Memor-X

Quote from: VanillaSky on October 03, 2012, 11:09:57 am
What I noticed is that all the battle animations seem to.. stack? If I hit an enemy, a sword animation is being shown. If this enemy explodes in a fountain of green blood (another animation), this animation has the sword animation on it - it really looks weird. And if you use another battle animation, it gets stack on top of those two and so on; it really is crazy.


i think that's normal, in the default battle system i'm sure it waits until the battle animation is finished before playing the next and people when they use events to play animations, will normally use Wait
  • to make the game wait until the animation is done, if your using an Active Battle System (eg. Blizz-ABS), the animation stacking would be expected, it would break the flow of the system if you waited until an animation stopped playing, though from personal experience it does look they stack but i only really use 5 - 10 frame long animations in those situations

Blizzard

Yes, this would only be a problem if the behavior is different on RMXP than it is in ARC.

You can PM the demos to both me and Ryex. Ryex will take a look at the animations and events while I take a look at the FPS.
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Blizzard

Alright, I took at look at the game. While in arc.cfg the frame rate was not set to 60 (it was 40, as is RMXP's default), the game was running smoothly on my PC and a lot better than with RMXP's engine. So it must be your PC. Make sure that your drivers are up to date and that you have the newest DirectX installed. Let's see what Ryex found out about the animations and events.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

VanillaSky

Quote from: Lord Blizzaja on October 12, 2012, 10:42:41 am
Alright, I took at look at the game. While in arc.cfg the frame rate was not set to 60 (it was 40, as is RMXP's default), the game was running smoothly on my PC and a lot better than with RMXP's engine. So it must be your PC. Make sure that your drivers are up to date and that you have the newest DirectX installed. Let's see what Ryex found out about the animations and events.


Okay, so what kind of drivers I need to update besides DX? At least it runs great on your system :)

Besides, how is it going with ARC? Any big news to be expected?

Blizzard

You should download the newest DirectX for your OS from Microsoft's site and the newest drivers from the website of your graphics card manufacturer (nVidia, ATI or Intel in some cases). After installing DX and the newest drivers, things should work. Which graphics card do you have anyway?

We're currently trying to get F0 to finish the editor so ARC LE Beta can be released. http://forum.chaos-project.com/index.php/topic,12485.0 Feel free to join in.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

VanillaSky

Quote from: Lord Blizzaja on October 22, 2012, 08:22:54 am
You should download the newest DirectX for your OS from Microsoft's site and the newest drivers from the website of your graphics card manufacturer (nVidia, ATI or Intel in some cases). After installing DX and the newest drivers, things should work. Which graphics card do you have anyway?

We're currently trying to get F0 to finish the editor so ARC LE Beta can be released. http://forum.chaos-project.com/index.php/topic,12485.0 Feel free to join in.


I have a Geforce GTX 570, 16 GB of DDR3 RAM and a i5-2500K @ 3.30GHZ - actually it should have no problem with my system and most of my drivers are always upt to date since I play modern PC games.

Okay, good to know. I'll join you guys :)

Ryex

interesting. I too have a GTX 570 with latest drivers ect.  I did notice that there was an animation stacking error but I cant seem to find a cause of it in the engine. basicly every animation that get played no matter the location gets stacked on every animation that is played after.

the ARC version seems to have multiple problems however priorities arn't drawn correctly (the tree in the bottom left corner spears above the player in RMXP but below in ARC) I do notice that RMXP seems to run a bit faster by what appears to be 5-6 frames (I don't have a frame counter available so that's my best guess)

in the ARC version the Night passes instantly but in RMXP the "Day survived" never comes up after the night.

also, in ARC the zombies never re-spawn

frankly I'm stunned at the number of bugs that riddle this with seemingly no explanation.
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Blizzard

Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.