Ralph Versteegen wrote:
2008/10/2  <[EMAIL PROTECTED]>:
pkmnfrk
2008-10-01 18:54:17 -0700 (Wed, 01 Oct 2008)
75
Added all the other types of sprites. Documentation will be forthcoming...
---
U   wip/game.bas
U   wip/plotscr.hsd
U   wip/yetmore.bas

A crash bug: you forgot to adjust the frame number when replacing a
sprite. The frame number could end up higher than the current max.

Argh, that would be a copy'n'paste bug. I will look for it (although, you should probably have mentioned where it is)

Also, you shouldn't use sprite_duplicate in clonesprite.

Why not?

Also also, what's with this warning for load hero sprite? Were you
originally going to use fixed ID numbers!?
warn:Do not load a sprite onto another sprite that has not been freed.
Either use freesprite first, or use replaceherosprite!

The warning is for this situation:

variable(foo)
foo:= load hero sprite(1)
foo:= load hero sprite(2)

In this case, sprite #1 is leaked until the game is reset. And, woe on them if they made the sprite visible in the mean time.

All in all, otherwise looks good to me. Surprisingly simple, no? You
always go for the things everyone else is afraid to touch.

Correction, I go for the things I suddenly decide I want in the program ;)
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