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Thread: 2006 PGD Annual: Stage 6 feedback

  1. #31

    2006 PGD Annual: Stage 6 feedback

    Hi NecroDome.

    Finished your game, too. Very nice work!

    The endboss was nice, but he was not able to hit me when I stay in the middle of the screen between the shooting parts of his "turret". So the endfight was very easy, just don't move and shoot

    I had another exception in level 2, but after clicking the message box away I was able to go on.



    All in all a very nice work you made! Fast gameplay, nice graphics and tons of action.
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  2. #32
    Legendary Member NecroDOME's Avatar
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    2006 PGD Annual: Stage 6 feedback

    I'm trying to fix that... but the problem is: I don't know where the error is it seems thats i'ts almost random
    NecroSOFT - End of line -

  3. #33

    2006 PGD Annual: Stage 6 feedback

    use try...except much... and handle errors your own way (logging etc). This way you will find it. And of course you could just prevent the messagebox from appearing (dirty way).
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  4. #34
    Legendary Member NecroDOME's Avatar
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    2006 PGD Annual: Stage 6 feedback

    How can I prevent the messagebox from appearing? (Code plz)
    NecroSOFT - End of line -

  5. #35
    PGD Community Manager AthenaOfDelphi's Avatar
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    2006 PGD Annual: Stage 6 feedback

    One sure fire way is to hook the application.onException event.

    The prototype is:-

    procedure (sender:TObject;e:exception) of object;

    Any unhandled exception else where in the code will be caught by this... or thats the theory. If you are using threads or anything like that, its not guaranteed.

    What you do with the exception once its in there is up to you.
    :: AthenaOfDelphi :: My Blog :: My Software ::

  6. #36

    2006 PGD Annual: Stage 6 feedback

    Are you using Delphi?

    If so, just place your render and processing calls in a try-except block and do nothing in except block.


    Code:
    try
      processgame;
    except
    end;
    Code:
    try
      rendergame;
    except
    end;
    As I already mentioned, this is the dirty way. There always is a good reason for exceptions to be thrown. This way you just ignore it, even if the system gets unstable as a result of the error.

    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  7. #37

    2006 PGD Annual: Stage 6 feedback

    Quote Originally Posted by WILL
    Yes, I'll be posting the final entries on the details page of the competition page. I'm going to be away at sea for the next 2 nights however, so I'll start it when I get back from that.
    Hey WILL,

    howsit? :lol:
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  8. #38
    Legendary Member NecroDOME's Avatar
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    2006 PGD Annual: Stage 6 feedback

    Thanks, I will try it when I update .S.C.A.G.
    NecroSOFT - End of line -

  9. #39

    2006 PGD Annual: Stage 6 feedback

    Quote Originally Posted by Huehnerschaender
    Are you using Delphi?

    If so, just place your render and processing calls in a try-except block and do nothing in except block.


    Code:
    try
      processgame;
    except
    end;
    Code:
    try
      rendergame;
    except
    end;
    As I already mentioned, this is the dirty way. There always is a good reason for exceptions to be thrown. This way you just ignore it, even if the system gets unstable as a result of the error.

    Greetings,
    Dirk
    Unless this has changed recently and IIRC, there used to be a speed penalty for wrapping code with try/except ( maybe even try finally ), especially in a render loop. I would suggest trying to find out what causes the AV and fixing that instead and only use a try except at the very top of the code hierachy.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  10. #40
    PGD Community Manager AthenaOfDelphi's Avatar
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    2006 PGD Annual: Stage 6 feedback

    try...except does hit you with a speed penalty, but only if you make use of the except.

    Code:
    var
       count &#58; integer;
       loop &#58; integer;
       start &#58; cardinal;
    
       fred &#58; TLabel;
    begin
    
         count&#58;=0;
         fred&#58;=nil;
    
         start&#58;=getTickCount;
    
         for loop&#58;=1 to 1000000 do
             begin
                  inc&#40;count&#41;;
    
                  if &#40;fred<>nil&#41; then
                     fred.caption&#58;='Hello';
             end;
    
         memo1.lines.add&#40;'No Try &#58; '+intToStr&#40;getTickCount-start&#41;&#41;;
    
         count&#58;=0;
    
         start&#58;=getTickCount;
         for loop&#58;=1 to 1000000 do
             begin
                  try
                     inc&#40;count&#41;;
    
                     fred.caption&#58;='Hello';
                  except
                  end;
             end;
    
         memo1.lines.add&#40;'Try &#58; '+intToStr&#40;getTickCount-start&#41;&#41;;
    end;
    This code snippet... the first loop executes in between 0-10 ticks, the second takes around the 270-290 tick mark. If all references to fred are removed, then they execute in the same time.

    My quick test was compiled with Delphi 5 and was done on an Athlon 800.
    :: AthenaOfDelphi :: My Blog :: My Software ::

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