[ALPHA-RELEASE (.09)][GuideMe] Random Mazes
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Re: [ALPHA-RELEASE (.06)][GuideMe] Random Mazes
Found the same bug.
In the starting post is a tutorial for trouble shooting.
In the starting post is a tutorial for trouble shooting.
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- Explorer At Heart
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Re: [ALPHA-RELEASE (.06)][GuideMe] Random Mazes
Balls! Patched. Forgot one little button :)
Also as frozen said, you can use the troubleshooting on the first page to go back to the maze_main page. Even putting this fix in won't get you out of there, it has to re-enter the encounter to pick up the changes.
Also as frozen said, you can use the troubleshooting on the first page to go back to the maze_main page. Even putting this fix in won't get you out of there, it has to re-enter the encounter to pick up the changes.
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Re: [ALPHA-RELEASE (.07)][GuideMe] Random Mazes
And no problem on the screen shots, I can usually find them once I know they are there. It's hard to thoroughly click through all the options sometimes, thanks for finding them and letting me know!Frozen88 wrote:I also found a dead end with Lauren just now.
Sorry, didn't make a screenshot :(
- Spoiler: show
*edit* Patched both! Quick little typos there, whew.
Last edited by desertfox on Thu Oct 06, 2016 4:02 am, edited 1 time in total.
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Re: [ALPHA-RELEASE (.07)][GuideMe] Random Mazes
Happy to see this released! Downloading now...
Maybe this weekend I'll get a chance to try it out. Definitely looking forward to it.
Meanwhile I've been working on updates to the script engine. Hope to have an update to release soon, but lots of testing and regression testing to do, so realistically it will be a couple weeks at least. Have fixed many bugs, lifted some limitations and added some great new features, and am polishing off some more. If there's anything you'd like to see in the next version now's a good time to ask.
Congrats on getting this out there desertfox!
PG
Maybe this weekend I'll get a chance to try it out. Definitely looking forward to it.
Meanwhile I've been working on updates to the script engine. Hope to have an update to release soon, but lots of testing and regression testing to do, so realistically it will be a couple weeks at least. Have fixed many bugs, lifted some limitations and added some great new features, and am polishing off some more. If there's anything you'd like to see in the next version now's a good time to ask.
Congrats on getting this out there desertfox!
PG
I'd rather be stroking!
New tease downloader for GuideMe with EOS support.
Downloads of teases I've converted to GuideMe
New tease downloader for GuideMe with EOS support.
Downloads of teases I've converted to GuideMe
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Re: [ALPHA-RELEASE (.07)][GuideMe] Random Mazes
Well thank you sir! Would not have done it without the script engine! I hope you enjoy seeing your language in all its glory throughout. I ended up with a style towards the end, my early ones had a scattering of formats but then I sort of unified how I did it.PlayfulGuy wrote:Happy to see this released! Downloading now...
Maybe this weekend I'll get a chance to try it out. Definitely looking forward to it.
Meanwhile I've been working on updates to the script engine. Hope to have an update to release soon, but lots of testing and regression testing to do, so realistically it will be a couple weeks at least. Have fixed many bugs, lifted some limitations and added some great new features, and am polishing off some more. If there's anything you'd like to see in the next version now's a good time to ask.
Congrats on getting this out there desertfox!
PG
So far not needing anything... well, based on the amount of bugs i'm producing... maybe some sort of "lint' to find 'dead' pages. Most of my bugs so far short of me mauling if statements have been leaving pages with no delay or button to escape from.
Really otherwise pretty much anything I could want to do is in there, there is a lot of flexibility there now.
Mechanically I'm having some performance issues but that is strictly the nature of how I'm doing the teases. I'm not sure you can do anything on your end. The cost is the file read operation I think, not the parsing of it, and I'm writing a bit 'line verbose'. But i'm a bit worried about doing some of the larger scripts I want and packing it all in. I'm not really sure if this is solvable and might be an issue with how I've handled loading the scripts up. Eh
Anyway yeah its really nice so far.
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Re: [ALPHA-RELEASE (.07)][GuideMe] Random Mazes
Your welcome, and yeah, I'm totally stoked to see a large project like this made using something I created. It's very gratifying.desertfox wrote: Well thank you sir! Would not have done it without the script engine! I hope you enjoy seeing your language in all its glory throughout.
You'll be happy to know that I encountered that same issue enough times in my testing and working on some things for myself that I have implemented a fix for this. I'll send you a PM with some notes in case you want to add it to your code before I get around to releasing the new version. Basically I made a change where if a page has no delay and no buttons a default "Continue" button gets added automatically.desertfox wrote: So far not needing anything... well, based on the amount of bugs i'm producing... maybe some sort of "lint' to find 'dead' pages. Most of my bugs so far short of me mauling if statements have been leaving pages with no delay or button to escape from.
Awesome!desertfox wrote: Really otherwise pretty much anything I could want to do is in there, there is a lot of flexibility there now.
I'll monitor this as I play through a maze and see what ideas I can come up with.desertfox wrote: Mechanically I'm having some performance issues but that is strictly the nature of how I'm doing the teases. I'm not sure you can do anything on your end. The cost is the file read operation I think, not the parsing of it, and I'm writing a bit 'line verbose'.
If you're thinking it's file read, have a look at your image sizes. I've noticed that one of the primary performance issues with Guideme is image size. In some of the picture sets I use for testing the original images were quite large (like 3000x5000 pixels) and I noticed the pages took a long time to load, yet other teases were quite fast. I resized all the images I use so that the largest dimension is 2000 pixels or less and it made a significant difference in how quickly the pages load. There's probably an optimal size that still gives good definition for the image without being too large, but I haven't experimented to determine what that size is.
It could well be it's the image load and not the script load causing the delays.
The average computer screen is still only a couple thousand pixels (maybe 2500) in it's largest dimension, and in a tease the image is often less than half the screen, so using 1250 pixels as the largest dimension is probably not unreasonable. This dramatically reduces the file sizes and total download size as well.
Question for you:
Damn! I signed in here to ask you something then I spent so long replying to your post that I can't remember what I was going to ask! I hate that!
Oh, I remember now... Are the mazes a set size and shape? Wondering about trying to map it as I go. Is it a grid or something I can sketch out ahead of time? But then I don't know where I'm starting do I? Oh well. If you can give any insight on what might help with mapping the maze...
PG
I'd rather be stroking!
New tease downloader for GuideMe with EOS support.
Downloads of teases I've converted to GuideMe
New tease downloader for GuideMe with EOS support.
Downloads of teases I've converted to GuideMe
Re: [ALPHA-RELEASE (.08)][GuideMe] Random Mazes
You can either map it yourself or get an ingame map really fast, when you do a ritual.
You will see :)
I recommend the ingame map the first time.
€: I think I found a bug:
You will see :)
I recommend the ingame map the first time.
€: I think I found a bug:
- Spoiler: show
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Re: [ALPHA-RELEASE (.07)][GuideMe] Random Mazes
Right now the map is 25x25 grid. It is very mapable, no weird things like moving two rooms at once or anything, so you can graph paper it out to your hearts content :) You do start at a random location in it, and the exit is somewhere randomly 'far away' as the crow flies.PlayfulGuy wrote: Oh, I remember now... Are the mazes a set size and shape? Wondering about trying to map it as I go. Is it a grid or something I can sketch out ahead of time? But then I don't know where I'm starting do I? Oh well. If you can give any insight on what might help with mapping the maze...
PG
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Re: [ALPHA-RELEASE (.08)][GuideMe] Random Mazes
Last edited by desertfox on Fri Oct 07, 2016 5:03 am, edited 2 times in total.
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Re: [ALPHA-RELEASE (.07)][GuideMe] Random Mazes
I actually ran out of memory because I was using a picset that was 10 meg a picture, and I've been downsizing them to 1920x1080 after that :) But for actually running the script through it is behaving just fine.PlayfulGuy wrote:I'll monitor this as I play through a maze and see what ideas I can come up with.desertfox wrote: Mechanically I'm having some performance issues but that is strictly the nature of how I'm doing the teases. I'm not sure you can do anything on your end. The cost is the file read operation I think, not the parsing of it, and I'm writing a bit 'line verbose'.
If you're thinking it's file read, have a look at your image sizes. I've noticed that one of the primary performance issues with Guideme is image size. In some of the picture sets I use for testing the original images were quite large (like 3000x5000 pixels) and I noticed the pages took a long time to load, yet other teases were quite fast. I resized all the images I use so that the largest dimension is 2000 pixels or less and it made a significant difference in how quickly the pages load. There's probably an optimal size that still gives good definition for the image without being too large, but I haven't experimented to determine what that size is.
It could well be it's the image load and not the script load causing the delays.
The average computer screen is still only a couple thousand pixels (maybe 2500) in it's largest dimension, and in a tease the image is often less than half the screen, so using 1250 pixels as the largest dimension is probably not unreasonable. This dramatically reduces the file sizes and total download size as well.
Where I get hung up is loading it up, you'll see when you play the maze, the first tease you run into once you get into the maze is a particular culprit. The maze will hang for a second while it reads in the 2000 lines. If you slam the move button during that time it will actually push to and then immediately off the runscript page back to my movement page and out of the script. It would probably be fine if I could figure out how to kill the button from doing anything while it is loading up.
But I also hesitate because if I want to do a really long script in one file it'll exacerbate the problem, I thought includes might fix that but I think it stitches that all together right away.
Again it all comes down to how I'm doing the maze, basically you are in my guideme pages moving around, then when it has an encounter, you are moved to your loadscript page where it reads in the selected .scr file and plays it. On the script engine end I don't think there is anything to really do about it unfortunately.
Re: [ALPHA-RELEASE (.08)][GuideMe] Random Mazes
I exited through michelle, didn't drift.
I had to use alt+d to go back to the main maze sometime.
- Spoiler: show
Ps: English is not my mother tongue, it can be confusing.
Last edited by Frozen88 on Fri Oct 07, 2016 9:04 pm, edited 1 time in total.
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Re: [ALPHA-RELEASE (.08)][GuideMe] Random Mazes
Excellent! Thanks.Frozen88 wrote:You can either map it yourself or get an ingame map really fast, when you do a ritual.
You will see :)
I recommend the ingame map the first time.
Thanks! And yeah, Includes stitch it all together at load time. I'll still poke around a bit and see if anything comes up.desertfox wrote:
Right now the map is 25x25 grid. It is very mapable, no weird things like moving two rooms at once or anything, so you can graph paper it out to your hearts content :) You do start at a random location in it, and the exit is somewhere randomly 'far away' as the crow flies.
Perhaps Philo will chime in on some of the things that affect performance. It's probably worth a post in the Guideme thread if you haven't already.
PG
I'd rather be stroking!
New tease downloader for GuideMe with EOS support.
Downloads of teases I've converted to GuideMe
New tease downloader for GuideMe with EOS support.
Downloads of teases I've converted to GuideMe
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