imported_peterigz
Forum Replies Created
-
AuthorPosts
-
imported_peterigzParticipantThats ok, I think Blide always builds a normal and threaded version when it compiles a module. It does it with me too.
If I build vaders or the tlParticleManager example in threaded mode then I get that exact same error, so it’s very odd that you get it for vaders, but not the example… hmmm.
In Blide if you go to Building -> Compiler Options then you can see there if you’re compiling stuff in threaded mode.
imported_peterigzParticipantahh, I think I just recreated it by building in threaded mode. Are you building in threaded mode?
imported_peterigzParticipantok, we’re getting somewhere 🙂
Does the vaders.eff file load into the editor?
imported_peterigzParticipantok, so that eliminates it not extracting from the .eff file as “url” is not null, so it’s a problem with LoadImage not being able to load the stream properly. So the question is, what’s the difference between our PCs hehe.
Lets get back to basics, try running this code:
SuperStrict
Framework brl.max2d
Import gman.zipengine
Import brl.pixmap
Import brl.pngloader
Local zip:ZipWriter = New ZipWriter
zip.OpenZip("test.zip", False)
Local pixmap:TPixmap = CreatePixmap(32, 32, PF_RGBA8888)
pixmap.WritePixel(1, 1, $FFFFFFFF)
SavePixmapPNG(pixmap, "test.png")
'add the png to the zip
zip.AddFile("test.png")
zip.CloseZip()
'try and load them both back in again
Local ZipR:ZipReader = New ZipReader
ZipR.OpenZip("test.zip")
If Not ZipR RuntimeError "Couldn't open Zip file!"
Local tempstream:TStream = ZipR.ExtractFile("test.png")
If tempstream
DebugLog "Trying to load test.png"
Local image:TImage = LoadImage(tempstream)
If image
DebugLog "Image loaded ok!"
Else
DebugLog "Failed to load image!"
End If
Else
DebugLog "Failed to extract file!"
End If
tempstream.Close
ZipR.CloseZip()
End
That will simply create png file, add it to a zip file, extract it and try and load it, so if all works well then you should get an “Image loaded ok” message.
imported_peterigzParticipantActually my guess is it’s not extracting from the .eff file properly for some reason. I’ve attached a new timelinefx.bmx file if you want to overwrite your one. This will put some more useful info to the debuglog and stop running the program in more elegant fashion. Just overwrite timelinefx.bmx and recompile it.
Thanks!
imported_peterigzParticipantDoes it work ok when you download it and just run the exe?
It’s loading the effects file ok so it must be struggling to load one of the graphics files. Are all of these present and correct in the folder:
background.png
player.png
saucer.png
vader.png
vader2.png
vader3.png
imported_peterigzParticipantGreat 🙂
If you downloaded vaders before yesterday (Friday) then you might want to download it again. I fixed a few things including a memory leak. Hmmm, I should probably start putting version numbers on these now hehe 🙄
imported_peterigzParticipantI just re-uploaded the mod and removed the svn stuff and wxsinglesurface.
imported_peterigzParticipantahh hold on, you can just delete the wxsingle surface, its purely for when I compile the editor. Thanks for spotting that!
imported_peterigzParticipantYeh, was caught between 2 minds, I’d like to have to option for subversion, just got to sort out the online version. You’re prolly right though, should remove them for now.
imported_peterigzParticipantYeh, maybe I should rename it Fireworks hehe.
As for the shapes I use Photoshop. There’s lots of brushes you can find on line with a bit of googling that make nice looking particles.
Getting good looking particle shapes can be half the battle when creating effects! Particle Illusions has lots of good ones but they’re all copyrighted 🙁 – to be expected though I guess hehe. A technique I like to use is to use the particle editor to create an animated particle, and then use that to create an effect, for example the explosion effects in the shootem up effects. Obviously you have to be careful how big you make them as you don’t want to use too much memory. But animtated particles can be reused quite effectively in a number of effects.
imported_peterigzParticipantNope no dependency, you can use either opengl, dx7 or dx9 (my preference is opengl, it always seems faster on my pc). If you don’t want anything to do with dx9 whatsoever then open up singlesurface and rem out where indicated including obviously the import to dbs.d3d9max2d. I put comments in there show where you need to comment out the code.
Remember to recompile the modules once you’ve done it in this order:
singlesurface.mod
entity.mod
timelinefx.modIt’s probably easier to just download the dx9 module then just not use it but the options there. 🙂
You dont have to specify a driver, I believe the default is direct x 7 and opengl on the mac, although its as yet untested on the mac!
imported_peterigzParticipantok i just uploaded a new version which you can get on the downloads page or just click here: http://www.rigzsoft.co.uk/files/TimelineFXEditorSetup.exe
The only difference is that all saves are disable now until I figure out a way of doing a trial version. But unless something drastic happens it should be up for purchase tomorrow. 😎
imported_peterigzParticipantThat one is fixed already thankfully 🙂
I’ll upload a new version of the demo shortly.
imported_peterigzParticipantYes, something I’ll do as soon as I’ve got it ready for release.
-
AuthorPosts