Hello Everyone--
I'm getting a crash at agk::sync() and I think the following function is the problem:
void app::myLoadImage(int imageNum, char fileLoc[])
{
if (agk::GetFileExists(fileLoc))
{
if (agk::GetImageExists(imageNum))
agk::DeleteImage(imageNum);
agk::LoadImage(imageNum, fileLoc);
}
}
We need certain sprites (not all) to maintain the same image number, even if we change the image. If we just do a loadimage, the game complains that the imagenumber is already being used. So I tried this solution, but this seems to not work either.