thomashaaks
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thomashaaksParticipantNot intentionally π
How can I find out? I’m simply using the BLIde menu “Modules->Build all modules” and the checkmark “Build threaded” is not set.
How can I find out if the normal build (F5) is done threaded?
I remember that at one time after debugging I had singlesurface.bmx open as active file, hit F5 and the debug window said something like “building threaded version”…
thomashaaksParticipantYes, it’s loading fine and every effect is running in the preview.
thomashaaksParticipantThat’s working okay π
DebugLog:added file test.png from archive
DebugLog:Trying to load test.png
DebugLog:Image loaded ok!
Edit: Just gave the tlParticleManager.bmx from rigz.mod/timelinefx.mod/doc a try: That’s also working fine!
So my guess is the vaders “effects.eff” or…something else π
thomashaaksParticipantHmm,
still not working…
Building executable...
Compiling:Vaders.bmx
flat assembler version 1.67.36 (1572863 kilobytes memory)
3 passes, 88162 bytes.
Linking:Vaders.debug.exe
RUNTIME ERROR:Attempt to access field or method of Null object
The debug log didn’t change very much (if at all):
DebugLog:added file Smoke1.png from archive
DebugLog:added file Flare2.png from archive
DebugLog:added file BlastWave4.png from archive
DebugLog:added file Glow1.png from archive
DebugLog:added file vaderbullet.tpa from archive
DebugLog:added file DarkerWispySmoke1.png from archive
DebugLog:added file ElectricGroup1.png from archive
DebugLog:added file p.png from archive
DebugLog:added file Spark1.png from archive
DebugLog:added file playerbullet.tpa from archive
DebugLog:added file title.png from archive
DebugLog:added file fire7.png from archive
DebugLog:added file Boilingsmoke3.tpa from archive
DebugLog:added file fireburstcontinuous2.tpa from archive
DebugLog:added file DATA.XML from archive
DebugLog:added file ICONS from archive
And the error occurs in the same line 66 in singlesurface.bmx.
I attached the stacktrace as a text file and a screenshot from BLIde with the exception…
The original vaders.exe from the zip file runs perfect of course π
Edit: attached a zip file containing the screenshot and the stack trace…
July 11, 2009 at 10:13 pm in reply to: Error compiling TimelineFX module due to gman zipengine #3354
thomashaaksParticipantAaah, much better π
Compiled now without any issues!
Now let’s create the demo game and compile Vaders π
Yeeeehaaaa!
thomashaaksParticipantNevermind. I found it. I need a folder Blitzmaxmodgman.mod. Inside this folder I have zipengine.mod.
Then the compiling continues.
But next error: Obviously I need the wx stuff…
Compiling:wxsinglesurface.bmx
Compile Error: Can't find interface for module 'wx.wxglmax2d'
[E:/Programme/BlitzMax133RC5/mod/rigz.mod/wxsinglesurface.mod/wxsinglesurface.bmx;16;1]
Build Error: failed to compile E:/Programme/BlitzMax133RC5/mod/rigz.mod/wxsinglesurface.mod/wxsinglesurface.bmx
Guess I’ll have to download some more stuff. You should mention that on the Downloads page.
thomashaaksParticipantThe shootem up effects are cool, especially the shields and explosions!
The star bursts are too much firework IMHO but who knows when you need them π
And I don’t like the downward gravity in some of the star burst effects but of course I could change it in the editor.I’m looking forward to play around with the shootem up effects!
What graphics program did you use to create your shapes (like the clouds or the lightning for example)?
Thanks for providing these two effect libraries!
thomashaaksParticipant@peterigz wrote:
It’s probably easier to just download the dx9 module then just not use it but the options there. π
That’s the answer I was hoping for π
Thanks, now let’s hope the conversion rate between pound and Euro is good tonight π
thomashaaksParticipantSounds good π
I think disabling saves is okay.
Otherwise you can’t protect your stuff if you give away the TimelineFX module for free πRegards,
Thomas
thomashaaksParticipantA “Randomize” feature would be nice to generate random emitters.
There is a Particle Designer for the Game Maker product over here which is not as powerful as yours (becaused it is based on the limited particle system inside Game Maker) but the “Randomize” feature is very helpful/funny/amusing/entertaining and leads to a lot of unexpected “ooh that looks nice!” effects.
Maybe you just download it and give it a try and find out if such a feature might be a helpful one for the TimelineFX editor.
thomashaaksParticipantYour “Purchase” page now only offers the TimelineFX editor so I guess you plan to give away the module for free?
Any time frame when the stuff can be bought/downloaded? I feel some urge to buy it π
thomashaaksParticipantMaybe setting the background color would be sufficient in many cases?
Or another option to add π
thomashaaksParticipantAll of it sounds good π
I’m going to play around with the editor and try a bit for myself as soon as I have a free evening πThanks,
Thomas
thomashaaksParticipantThree emitters I’d like to see or get suggestions how to create them:
– laser shots/beams with different colors and lengths, maybe even the possibility to create a laser beam from point a to point b. Would that be doable?
– space ship fusion engine
– energy shield for space ships that can “glow up” if hit
By the way: Is there any built in collision stuff included for emitters and/or particles?
thomashaaksParticipantBut I assume the wxWidget style does not create a local variable using New inside the Create method, right?
So if you do
Local b:tBullet = New tBullet.Create(wx, wy, game.vaderbulleteffect, 2, game)
the Create code does more like an initialization than creating an object.
So in a good sense of OO the method should not be named Create but Initialize because it does not create an object but only initializes the Newed one.
Local b:tBullet = New tBullet.Initialize(wx, wy, game.vaderbulleteffect, 2, game)
But that’s just nitpicking and can safely be ignored π
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