Jump to content


blah

Member Since 01 Dec 2005
Offline Last Active Sep 19 2013 06:34 AM

Posts I've Made

In Topic: Caster - multi-platform Ogg extension

21 February 2013 - 12:18 AM


I'm having issues with the 256 limit; it seems to store every sound played permanently.

I can load a sound, play it 255 times, then wait a minute and play one more sound. That crashes the extension; it says it can only play 255 sounds at once, even though I'm only really playing one.

Does this system crash after 256 TOTAL sound played? If so, it seems pretty useless. Any other suggestions for .ogg?


That cannot possibly be so; I have a sound played once every 10 game ticks (45 per second) for 2 objects, and that room stays active for over a minute. If it was 256 sounds played, I would be experiencing many crashes.
Are you sure you aren't reloading the sound 255 times?
I think if you continuously call caster_load, and never call caster_free that could cause serious issues, but other than that, it seems to work fine for me.
Care to share your code?

Sure thing. I have an object at the very beginning of the game calling;

wBullet1=caster_load("AUDIO\wBullet1.ogg")
wBullet3=caster_load("AUDIO\wBullet3.ogg")
wBisonSpawn=caster_load("AUDIO\wBisonSpawn.ogg")
wBisonDeath=caster_load("AUDIO\wBisonDeath.ogg")
wBisonHit=caster_load("AUDIO\wBisonHit.ogg")
wBisonShoot1=caster_load("AUDIO\wBisonShoot1.ogg")
wBullet2=caster_load("AUDIO\wBullet2.ogg")
Etc. Then I play sounds using

caster_play(oInit.wBullet1,volume,1)
Etc. I noticed that playing the game for a while would result in the 256 sound error (or sometimes it would just say Internal Error.) I didn't know what was causing it, so I tested using

repeat(253)
caster_play(oInit.wBullet1,0.01,1)
Once on Alt Press, then playing a few sounds after waiting ~20 seconds, and it crashes every time. There is no extended silence on the sound or anything either. This is on GM8 as well. Does this extension not work for 8.0?

In Topic: Caster - multi-platform Ogg extension

19 February 2013 - 01:02 AM

I'm having issues with the 256 limit; it seems to store every sound played permanently.

I can load a sound, play it 255 times, then wait a minute and play one more sound. That crashes the extension; it says it can only play 255 sounds at once, even though I'm only really playing one.

Does this system crash after 256 TOTAL sound played? If so, it seems pretty useless. Any other suggestions for .ogg?

In Topic: Robot Janitor!

11 November 2011 - 01:50 AM

thank you for all the suggestions!

In Topic: Pressure: Randomly Generated Levels

23 April 2010 - 04:50 AM

As captain Ricco suggests, look up Spelunky. Simply, all levels are randomly generated, but there's sereval rooms that might appear in a level, that always look the same (except that some [pushable blocks] are randomly transformed into [arrow traps]). Those could be, but are not limited to:
-Shops. Shops always look the same, and always seem to have the entrance in their right wall. There's sereval types of shops (dice house, explorer shop, weapon shop, kissing parlor) but they have the same design, just different signs on the walls.
-Kali's Altar. These altars has a scary statue behind them and are covered in blood. They are also always placed in a square, empty chamber.
-Snake Shaft. So deep you need 2 ropes to get up from them, this is a shaft with some platforms on its sides, and it has 6 snakes in the bottom part, as well as some gems and a crate or treasure chest.

There's some subtle level designs that appears exactly the same sereval times (though very rarely in the same level), so I guess the game works like this:

1) Pick a number of "available rooms" randomly and place them at random spots on the map.
2) Find one path so that the player can jump, walk or fall from start to goal without ever having to use a bomb or a rope. Mark every tile this path passes "busy". This path can go trough empty tiles in rooms or trough the tiles we haven't filled with anything yet.
3) For all non-busy tiles we haven't used yet, fill them with random stuff (walls, items, enemies, nothing).

thank you very much, this is exactly the kind of information I wanted!

any more posts in a similar manner is more then appreciated :)

In Topic: Resource Mangement In Unique Rts?

24 January 2010 - 07:01 PM

I can't have no resource, because you might just get lucky and get a tank hangar while the enemy gets just infantry; I need SOME limitation on what you can and can't use, because if I don't all pieces will have to be generally the same level of usefulness for balancing sake.

Randomness isn't necessarily a bad thing, especially when it works through the filter of strategy. Poker is still an excellent game, even though it's almost completely random.

Why not make the game using random cards, then try to decide on a resource system if and only if the random system doesn't work out? You don't have to make every decision before you start creating the game, and in many cases, playtesting is going to be a more effective judge of quality than our guessing ever could be.

well the problem was that (I forgot to state in the OP) you'll get to choose what cards to place in your deck, and if there is no resource management everyone will just deck out in tanks and VTOLS and ignore the smaller infantry

In order to reward the player (or at least not punish them) for good design, why not modify your existing idea(s)? How about the resource buildings gradually generate more resources over time? and hence if your enemy keeps destroying your poorly placed generators, you will never achieve the same efficiency as a well-placed generator that lasts.

Perhaps there could also be some kind of efficiency bonus for placing these rooms next to each other?

Thats a great idea actually;the closer they are the more efficient, but also more vulnerable to AOE attacks. thanks!