Is the fact that the cursor in the sprite editor no longer remembers the position from sprite to sprite intentional?
I haven't downloaded a nightly in a long time, so I'm not sure how long it has functioned this way, but before it was much easier to line up sprite edits with little effort. It's one of the reasons I used the Custom sprite editor over an outside editor.
Also, unrelated, I noticed that when I left custom open for a long period of time and came back to it that the ability to switch palettes in the sprite editor stopped working, both the arrow keys and clicking on the list. I had to restart the program to get it working again, which I don't ever remember happening before. Not a big deal, but I figured it might be the symptom of another problem.
Sprite Editor Question
Moderators: marionline, SDHawk
I've noticed that whenever there is a script error or I reload a script in test mode the entire screen turns black afterward. The game is still functioning normally otherwise (I can tell by the sound effects). If another script error occurs the screen will flash on for a second and go dark again immediately.
It seems to only happen on some maps, and the only difference I can see between the maps it does and doesn't happen on is that the maps that are size 16 x 10 do not seem to have this happen.
It seems to only happen on some maps, and the only difference I can see between the maps it does and doesn't happen on is that the maps that are size 16 x 10 do not seem to have this happen.
I actually fixed a bug when reloading scripts yesterday. Does that make any difference? I doubt it though. Hmmm.. I think I vaguely remember seeing something like that some months ago. Are yuo using a recent nightly build? Do you make use of "load palette" or other master palette commands? Does it happen on script errors when not using Test Game?
I wonder how many people actually make use of script reloading. It's off by default because its unfriendly and you have to know what you're doing; yesterday I was tearing out my hair because of misuse of it.
I wonder how many people actually make use of script reloading. It's off by default because its unfriendly and you have to know what you're doing; yesterday I was tearing out my hair because of misuse of it.
Last edited by TMC on Sat Apr 08, 2017 2:03 pm, edited 2 times in total.
I find it somewhat helpful for quick testing of changes. However, it also happens with any script error. There are no palette affecting commands in most of the scripts it happens in (which is all of them). And, yes, it happens outside of Custom as well. I'm currently using 20170403. I'll try the newest update and see if that changes anything.
Also, I just noticed some other strange behavior.
This line of code works perfectly fine:
Put Camera (Camera Pixel X, 200 * (Next Opponent -- 1))
Whereas reversing the order of the values like so
Put Camera (Camera Pixel X, (Next Opponent -- 1) * 200)
produces this error...
"hard-coded function camerapixelx takes at most 0 arguments but is being passed 1 arguments"
EDIT: The latest nightly has the same behavior.
Also, I just noticed some other strange behavior.
This line of code works perfectly fine:
Put Camera (Camera Pixel X, 200 * (Next Opponent -- 1))
Whereas reversing the order of the values like so
Put Camera (Camera Pixel X, (Next Opponent -- 1) * 200)
produces this error...
"hard-coded function camerapixelx takes at most 0 arguments but is being passed 1 arguments"
EDIT: The latest nightly has the same behavior.
Last edited by Soule X on Sat Apr 08, 2017 2:38 pm, edited 1 time in total.
I can't reproduce this script error problem, even on Windows. It might be specific to your game. Could you send it to me?
You can avoid the problem by writing "Put Camera (Camera Pixel X(), (Next Opponent -- 1) * 200)"
Wow. It's incredible that I've never encountered this problem myself. I thought I knew Hamster Speak inside-out. After initial disbelief, I do actually know why this happens, it's a flaw in the way HSpeak parses commas, which I do probably need to rewrite anyway. It's going to be a major undertaking.Soule X wrote:"hard-coded function camerapixelx takes at most 0 arguments but is being passed 1 arguments"
You can avoid the problem by writing "Put Camera (Camera Pixel X(), (Next Opponent -- 1) * 200)"
Okay, I found the culprit and I'm very confused. It's happening because of my custom fade in script that happens when you first enter the map. It's due to the script calling Reset Palette to get the colors back to normal. However, if you use Fade Screen In instead of Reset Palette it doesn't have any problems.
So this...
...causes the screen to go black after the debug menu and script errors.
This does not...
I don't get it. I would have assumed they did basically the same thing.
So this...
Code: Select all
script, Fade In, begin
Reset Palette
Update Palette
end
This does not...
Code: Select all
script, Fade In, begin
Fade Screen In
end