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AntiheroX
Registered 23/06/2008
Points 3
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23rd June, 2008 at 22:37:26 -
I've used MMF2 on and off for a while now. I had a project in mind for another maker, but I shifted to MMF2 because I thought it would make it easier on me.
Everything was going fine - my mouse driven movement for the exploration section worked fine.
I started to build my combat system (it is an RPG) in another frame. I use arrays to store stats, skills, and inventory and reference the arrays during the events. It worked great, with five large sprites active on the screen, plus the cursor, animations, AI and math - it still managed to run smoothly.
My problem came when I started to put the game together. Transfering from the front screen to the character creation screen goes smoothly. The character building process goes off without a hitch. The exploration frame loads and runs. Then all hell breaks loose.
I can jump to my combat frame from the exploration frame with no problem, and I can return once all hostiles have their health stat reduced to zero (or the player has been killed - which kicks back to the opening screen.) But from that point, any "jump to frame" command results in a crash to desktop when running as an .exe
I thought it might have been a file size issue, since I'm using sprites made from screen shots I recorded of some 3d models I made. With only one 1024x768 exploration map and one combat map, my file size weighs in at around 36 meg, which compresses down to 15.6 meg. Since the heaviest frame in the app is the combat one, I thought that might be the problem.
I rigged up a way to jump from the exploration frame to the custom character creation frame. The jump went fine, and the jump back to the exploration frame was fine. But, yet again, any further "jump to frame" order results in a crash to desktop.
There is probably something minor I'm overlooking, hopefully. Anybody out there have any suggestions/ideas about what the problem is?
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AntiheroX
Registered 23/06/2008
Points 3
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24th June, 2008 at 01:06:01 -
I figured out a work around. If this is already somewhere else on the site, sorry for the duplication - but maybe if this is on the first page for a while it might help other newbies.
What I'm doing now is storing a variable to the array I use for my game's database. Then I use the restart application command. My front page is now a blank routing page. Based on the variable read from the array, it goes to the appropriate frame. (I got the idea because the only multiple frame switch that didn't crash the game was the death one which involved a restart) This way I never have more then one "next frame" or "jump to frame" because I reset the application before every transition.
This lets me bounce back and forth between the frames for my menus, combat, and field setups without any memory glitches.
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