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Posted: Wed May 04, 2005 11:16 pm
by PyTom
Okay, I've finally tried it out again. Current list of problems:
- I still get the same error on startup.
- Loading doesn't work. I get a "Runtime Error '13': Type Mismatch" when I go to load the game.
- If you get the password wrong, the game quits out.
On the other hand, I did make it past where I was last time.
There are several things that contribute to me not really playing the game much... Without being able to save, I have to restart after I die, which is quite frustrating. It's a twitch game, which I'm not that great at, so I die quite a bit. And the text is a bit on the small side, especially when it is displayed on top of a bring green background.
Now... many of these things are just personal preferences, except maybe the save bug. But I think I would point them out as constructive criticism while the game is still somewhat under development, and as a partial explination as to why it slipped under my radar for the past couple days.
Posted: Thu May 05, 2005 7:10 am
by Megaman Z
type mismatch error: did you modify the Database file by hand? (not using a certain program?) what does it show on startup on the load game window? does the Progress stat on the load screen appear to be a number? is the database file in the same directory as the executable, thus preventing a "can't read database file" error? (I made a point to put THAT in the readme file, because it happened to me during testing on my end and it's really easy to accidentally do!)
game quitting on wrong password: primitive copy protection which probably won't work in the long run. the password is my username, case sensitive, without spaces. (there is another password in the game, but that determines which ending you get... to a degree...)
text size: okay, I'll make the window itself a bit bigger so I can make the labels bigger so I can make the text bigger. I may also change the green color to something else... not sure yet... maybe white...
Posted: Thu May 05, 2005 11:16 am
by PyTom
Megaman Z wrote:type mismatch error: did you modify the Database file by hand? (not using a certain program?) what does it show on startup on the load game window? does the Progress stat on the load screen appear to be a number? is the database file in the same directory as the executable, thus preventing a "can't read database file" error? (I made a point to put THAT in the readme file, because it happened to me during testing on my end and it's really easy to accidentally do!)
When I start up the game, I get an error message:
Code: Select all
Class not registered.
Looking for object with CLSID: {00000010-0000-0010-00AA006D2EA4}
When I click OK, I get the startup screen. My character name is "Label1", and the Page # is "# data".
My gut feeling (after a bit of google searching) is that I'm missing the JET engine, which ships as part of Access (IIRC). Since I'm not about to go out and buy Access, I think I can't run the game.
game quitting on wrong password: primitive copy protection which probably won't work in the long run. the password is my username, case sensitive, without spaces. (there is another password in the game, but that determines which ending you get... to a degree...)
Does it really make sense to attempt to copy-protect a free game? I mean, I want as many people as possible to play, and enjoy, my games.
It's one thing when the passwords are there for a reason. In mikey's games, the passwords serve to ensure that the endings are reached in a given order. It doesn't make sense to throw passwords at a user just because you can.
Posted: Thu May 05, 2005 3:46 pm
by Megaman Z
hold on to that thought about Access, PyTom... two things: I may release a password-save version if I can come up with... 100 or so passwords (and enough time to code in each and every one)... or I could change the format to text file. I didn't have Access installed at time of compilation and (what was believed to be) final testing, so Access isn't the only way the JET engine is shipped. Visual Basic, to my knowledge, has it. I'll look at it. besides, I have some stuff to test out anyway...
lemme see if Labbit's suffering the same thing before I rush out and do all this stuff...
[EDIT: fixed... I think. I have an install file for the game that includes the JET engine, and that should fix it... I'll email it next chance I have]
Posted: Sat May 07, 2005 5:55 pm
by Megaman Z
okay, I just told Outlook to fire off both halves of the install file. see if that helps, PyTom.
for the development log, remember to use the pakaging and deployment wizard next time...
(TOZII is temporarily on hold. focusing on other projects right now...)
(and to answer the copy-protection thing, I have the 1ST password noted in the readme on the first zip file I sent [D***IT! I knew I forgot something!]. so, if you don't have the readme file on hand, the password is "MegamanZ". copy that, CaSeSeNsItIvE, into the 1ST password inputbox. alternatively, I may [and probably will] either remove the password altogether or use it for a [second] special ending. that's right, a SECOND special ending. the first one... I'm not telling you about. the only thing I'm telling you is that you'll get TWO passwords for TOZII and a nifty cheat to use in TOZ [but you get the first of the two passwords and the cheat on the regular best ending anyway!])
[re-edit: okay, the files are on their way... now let me rest. writing 18 messages to send the install file isn't simple work!]
[update: just so we're clear on this, if I do patches and fine-tuning releases, just overwrite the *.exe file. this will probably apply to TOZ2 as well. that way, I don't have to send 18+ emails like this time!]
Posted: Sun May 08, 2005 6:47 am
by mikey
So you finally have it all tested? Good! When can we expect a release?

Posted: Sun May 08, 2005 6:21 pm
by Megaman Z
mikey>>once PyTom and I fix the "missing ZXX files" problem, it should be done.
[edit: okay, I taught myself FTP so that I could get the files onto a spot PyTom set aside for me. so, technically, I would call this the point where the game is "released". now to wait for confirmation before making the thread mikey's waiting for...]
[update: the install file did nothing good for PyTom. same error. I am now saying "to heck with the MDB file!"... txt files, here we come! also, TOZII will have a more compatible save system... I hope... (it'll probably be passwords... and someone's gonna exploit a glitch with them if that happens...)]
Posted: Sun May 08, 2005 10:25 pm
by Megaman Z
I just sent a help request to Tage for the save/load problem we seem to be having...
I'm willing to bet the problem can be traced back to the data control on the load screen.
TOZII will probably have to use a password system to track progress...
Posted: Mon May 09, 2005 3:37 pm
by Megaman Z
okay, if you look at the sig, TOZSP has been added. this is nothing new to people with TOZ (except for a couple things), it's just a remake of TOZ using the Ren'Py engine as an alternative to the VisBASIC version (which doesn't want to work...). right now, it's in the "team organization" phase: finding an artist or two, a musician, and possibly asking PyTom for help with some of the complex scripting... anyhow, just a heads-up!
[status update: Labbit's freind(s) may be on the team as {an} artist(s).]
Posted: Tue May 10, 2005 1:26 pm
by mikey
An artist, musician... didn't the game already have graphics? Or is it difficult to convert them?
Anyway, don't get discouraged! Reworks tend to be draining.

Posted: Tue May 10, 2005 4:16 pm
by Megaman Z
mikey wrote:An artist, musician... didn't the game already have graphics? Or is it difficult to convert them?
nope. the whole thing was text-based... exept for the HP counter... and a note that was supposed to be scribbled on a piece of paper...
mikey wrote:Anyway, don't get discouraged! Reworks tend to be draining.

fortunately, I still have the source code for the original version that I can use. that'll get things started quicker. I'll also use this version to expand the story a bit. (you'll get some stuff depending on how you get through the game... hint, hint. [no hacking involved, PyTom and eclipse!])
(speaking of pytom, I should probably get ready to send him help requests... nothing worse than not being able to complete a game, let alone a remake, because you can't figure out the coding... no problems so far...)
[status and dev. notes: status="it's coming along"; notes="PyTom, I am using SciTE, BTW. useful little tool. when I get a ""renpy had an error with..."" message, I read the lines referenced in the script itself via the goto line command (can't do anything with the other files... that's PyTom's department!) and check to see if something's off on script-writing. right now, it's... 1% of what some people would say a demo release is. need graphics. Labbit's gonna try to talk to some people to see if they'll help."; cheesy_writing=True]
Posted: Tue May 10, 2005 5:19 pm
by mikey
Megaman Z wrote:(speaking of pytom, I should probably get ready to send him help requests)
Incoming!

Seriously, I haven't seen any developer be so responsive to requests, so let's not overwork him too much.
Text based it was then... hmm, that really means you almost start from scratch, despite the script.

But then again, take it as positive motivation. This thread is getting way too long... and you know what happens with in-dev games with long forum threads...

Posted: Tue May 10, 2005 5:41 pm
by Megaman Z
I know what I want some of the characters to look like, so it's not as bad as you would think. I just don't have exacts on this.
Posted: Tue May 10, 2005 8:03 pm
by Chuck
I could try to draw if you really need someone and no one else is willing...
Posted: Tue May 10, 2005 9:02 pm
by Megaman Z
lemme see if Labbit's gotten any artists to help first...
the problem with me and ren'py on our own is that there's no artwork. translation: ren'py turns from a visual renai engine to a text-only engine. not what I am aiming for.
if Labbit doesn't turn in anything when I get back from a dentist appointment tommarrow, I'll PM you with the character specs.