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zoinkity
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 PostPosted: Sun Jun 10, 2012 7:51 pm    Post subject: Reply with quote Back to top

In fact, we've heard from the developers that they didn't have a good metric for it either. They just fed it too-large buffers and diminished until it didn't work any more.
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K1lo
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 PostPosted: Mon Jun 11, 2012 12:56 am    Post subject: Reply with quote Back to top

zoinkity wrote:
In fact, we've heard from the developers that they didn't have a good metric for it either. They just fed it too-large buffers and diminished until it didn't work any more.


Huh that's interesting, but I guess not entirely surprising.

Rey: no, I opened the original level and tweaked it as is. I wanted something functional I could make minor changes to whilst I figured out what everything did. Barebones projects are next on my list Wink
 
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Rey
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 PostPosted: Tue Jun 12, 2012 3:00 pm    Post subject: Reply with quote Back to top

Well i say that because iv tried doing a level with out the bare bones and mixing up your own custom blocks with rares usually doesent go right.
In my results ends up level crashing or stay black when loading level.
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zoinkity
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 PostPosted: Wed Jun 13, 2012 4:49 am    Post subject: Reply with quote Back to top

The only reason custom actions wouldn't work is due to a problem with how the actions are written. You don't have to strip everything out of a stage every time you make a new one. It's completely unnecessary.

Incidentally, the way we worked out how many of the options in action commands worked was by writing and linking global commands via gameshark and altering them as needed during gameplay. There's a small trick to it--you need to make a closable loop to trap execution when rewriting later bytecode--but if that didn't crash the game then nothing would.
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