Reply to Re: Bug in dmod or freedink
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October 28th 2012, 07:12 AM
shevek
adding a preload_seq(444) in the beginning of the script fixes the problem
Ok, that explains what happens: the sprite sequence isn't loaded until the screen is updated. And for some reason the sprite can't talk until its sequence is in memory (makes sense if you don't think about it...)
It also explains why it didn't happen before: I suppose sprite 444 was already loaded somewhere earlier in the game.
preload_seq is intended to be a performance tweak. I find it unacceptable to require it to make things work. Luckily there is another solution: add wait(1) after the call to create_sprite does the job as well. I suppose this makes sure update_frame is called, which loads the sequence.
Well, it works in freedink at least.
Ok, that explains what happens: the sprite sequence isn't loaded until the screen is updated. And for some reason the sprite can't talk until its sequence is in memory (makes sense if you don't think about it...)
It also explains why it didn't happen before: I suppose sprite 444 was already loaded somewhere earlier in the game.
preload_seq is intended to be a performance tweak. I find it unacceptable to require it to make things work. Luckily there is another solution: add wait(1) after the call to create_sprite does the job as well. I suppose this makes sure update_frame is called, which loads the sequence.
Well, it works in freedink at least.