Chugs,
I don't specifically remember how I shut the program down. I often use ALT-F4 when I'm in a hurry, and it's possible I did that or hit Escape several times quickly. I know that I've had to use the Task Manager most of the, if not every, time I quit Jack-O's Revenge.
I have started explicitly Nulling objects in my code because I kept running into memory leaks. In theory, though, I don't think you have to clean up anything manually.
As for the wall collision thing, it drives me absolutely nuts. It is definitely the reason I haven't played more of the game. I usually get frustrated within the first two levels. Without seeing your code, I am going to take a stab in the dark and ask if you are moving Jack-O THEN checking collisions or the other way around. At the slowish speeds he moves, you should be able to avoid most sinking problems using something like this:
If (Jacko.x + Jacko.width + Jacko.xvel >= object.x) Jacko.x = object.x - Jacko.width
If, however, you are first moving Jack-O then doing
If (Jacko.x + Jacko.width >= ...)
^^ The difference being you are checking after the move instead of checking his position+velocity before the move.
That's just one thought on the matter and may not be applicable in this case.
SpaceAce
I don't specifically remember how I shut the program down. I often use ALT-F4 when I'm in a hurry, and it's possible I did that or hit Escape several times quickly. I know that I've had to use the Task Manager most of the, if not every, time I quit Jack-O's Revenge.
I have started explicitly Nulling objects in my code because I kept running into memory leaks. In theory, though, I don't think you have to clean up anything manually.
As for the wall collision thing, it drives me absolutely nuts. It is definitely the reason I haven't played more of the game. I usually get frustrated within the first two levels. Without seeing your code, I am going to take a stab in the dark and ask if you are moving Jack-O THEN checking collisions or the other way around. At the slowish speeds he moves, you should be able to avoid most sinking problems using something like this:
If (Jacko.x + Jacko.width + Jacko.xvel >= object.x) Jacko.x = object.x - Jacko.width
If, however, you are first moving Jack-O then doing
If (Jacko.x + Jacko.width >= ...)
^^ The difference being you are checking after the move instead of checking his position+velocity before the move.
That's just one thought on the matter and may not be applicable in this case.
SpaceAce