Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!

Andre Santee

Member Since 11 Jun 2002
Offline Last Active Feb 02 2014 07:28 AM

Topics I've Started

Magic Rampage - Platformer w/ Action RPG

29 December 2013 - 04:59 PM

Hi guys!
I'm here to announce my new game, Magic Rampage, which I created using my own open source engine, Ethanon.
Magic Rampage is a free-to-play platformer that combines fast paced action gameplay with elements from the classic Action-RPG genre seen in games such as The Legend of Zelda A Link to The Past. It attempts to bring back the experience of playing platformers on our classic 16-bit consoles, but with a more up-to-date touch at the genre.
Currently it is only available for Android, but it will be available for iOS and other platforms in a near future.

Crash instead of compile error

28 December 2012 - 02:41 PM

Hi Andreas, I've been following the WIP version and enjoying using AngelScript so far. Thanks for the great work.

There's something I found today which might be a bug, fortunately it is easy to reproduce. The following code is crashing the compiler instead of returning an error message:

class Foo
	Foo(int a)

class Bar : Foo
	void func()




Assertion failed while using function handles

11 December 2012 - 09:48 AM

After I updated my engine project to the latest WIP version of AngelScript I could successfully run my base testbed.
However I had a minor issue while trying to run Magic Portals with the updated version of AngelScript:

Assertion failed: (calledFunc), function AdjustGetOffset, file /../../../../source/as_restore.cpp, line 3471.

I could isolate the issue and reproduce it in a smaller excerpt:
[source lang="java"]class Foo{ int a;}class Bar{ float b;}funcdef void TEST_FUNC_HANDLE(Foo, Bar);void testFunction(TEST_FUNC_HANDLE@ func){ func(Foo(), Bar());}[/source]
It appears that the assertion fails while trying to save the bytecode for testFunction. Am I doing anything silly?

Crash when I use arrays after updating as

07 December 2012 - 03:42 PM

I'm having a crash after I upgraded from AngelScript 2.22 to the latest version 2.25.2. It happens on line 3240 of as_scriptengine.cpp:

[source lang="cpp"]asCScriptFunction *asCScriptEngine::GenerateTemplateFactoryStub(asCObjectType *templateType, asCObjectType *ot, int factoryId){ ... ... ... ... // Tell the virtual machine not to clean up the object on exception func->dontCleanUpOnException = true; func->JITCompile(); // it crashes right here according to xcode return func;}[/source]

The error message is EXC_BAD_ACCESS

I'm using Xcode on a Cocoa application.

I'm using the standard scriptbuilder add-on (from the latest version as well) and the crash happens during module building. I'm using the latest array add-on too.

One thing I noticed is that it only happens if I define AS_MAX_PORTABILITY, otherwise the crash won't happen (though most of my code still won't work but there's a great chance this is my bad, probably because all my code was made to run on MAX_PORTABILITY environment).

I'm running a very minimalistic script in order to make it clearer to debug the crash, which is:
[source lang="java"]void main(){ LoadScene("empty"); Foo[] foo;}class Foo{ int a;}[/source]
I have reproduced this crash on other situations and I'm pretty sure it is the array declaration that causes this crash (if I comment it out, no crash happens).

However, when I declare variations of this array type, behavior changes:

Foo@[] foo; // doesn't crash
Foo@[]@ foo; // doesn't crash
Foo[]@ foo; // crashes

I hope I could give enough details. Has anyone experienced anything similar?

Instances with only references

31 October 2011 - 10:29 AM

Is it ok to do the following:
Object@ objRef = Object(foo, bar);

It always worked fine to me as long as the construction parameters are correct. When the constructor is empty (even if its default constructor isn't declared).