24 replies [Last post]
Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:

Changed subject heading- not experiencing crashes anymore!
*Editing out old content, so some stuff in thread below won't make sense anymore*

CURRENTLY: these files are the game in project and stand-alone format- containing the pause problem between levels-
And also the full screen problem, full screen in-program, ok. Full screen in standalone, having problems.

Here's links to the files:
http://rest30.com/videogamedivision/jpotestproj.zip -project file
http://rest30.com/videogamedivision/jpoteststandalone.zip -standalone (this is an old standalone, not the same as the project)
*edit* if anyone want's to download these files, right click and "save as" - they are direct links to the files, not on a webpage.

Thanks Karen and John!!!!!!!!!!!!

Tall Karen
User offline. Last seen 5 days 21 hours ago. Offline
Joined: 02/26/2011
Posts:
Experiencing intermittent crashes

Hi Dpful,

I am sorry that you are experiencing crashes. I have tried downloading the files but the first link goes to a '404 error' page and the second downloads but won't open - could you try sending them again?

I am glad that you have had success with the behaviour editor.

One way to get the the 3 bombs per life would be to create a weapon to fire the bombs and check the 'Use Reload' box in the weapon definition. If you set 'Max Ammo' and 'Clip Ammo' to 3, the weapon will fire 3 bombs then stop as it is out of ammo. It will automatically be reloaded when a life is lost. This tutorial may help with the bomb.

There is a tutorial on weapon upgrades here. I hope this helps.

Thanks,
Karen

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Thanks, I'll try getting my

Thanks, I'll try getting my bomb in order!
I'll dive in again, and see what I can do.
-----Oh yeah, can you right click and "save as" on those files? they are direct links right to the files, with no web page. LMK if any probs.
Last time I tried the game, it had a new prob- I got it to load up, but the behavior I had set to keep the score at 0 stopped working (if that's a clue).
Thanks again!!

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
(havn't tried out bomb yet) I

(havn't tried out bomb yet)

I went back into the program, all my behaviors had changed just a little bit- which I think was the problem:

I originally had to set a behavior on "player tick", for each level-- I had to do it for each level- I tried "game tick" but it only worked for the first level, and couldn't be remade for each level after, so I thought I'd go with "player tick".

Anyways, I set it to "if player score compares to '0', then 'score multiplier' is '0'". And it was tedious because I had to do it for every level, and I hadn't gone back to see it.
I just checked it, and I saw that all my "player 1 score" squares had turned into "player 1 score multiplier", which turned it into a dumb argument, and perhaps was crashing the game. So, perhaps the bug is that all those logic squares changed by themselves.
I'm going to redo them all now and see what happens.
I'll report back if there's a repeat.

---Also, perhaps at the same time that that happened, One bullet, the one that the mech boss uses as he appears at the end of the second level of the game (actually called "Level 2" in the project"), just walking through the foreground and firing +z, His bullet changed to firing +y as a surprize. --I think in the project I sent, I had switched it to a firing +x (I couldn't get it to fire +z anymore!).
---And, on level 3, some of the enemies, I believe "gross flyer 2", and some others too, dang I can't remember, began firing once a second instead of the setting I had left them with, which was much more frequent. If that provides any clues.

I'll try and get my behaviors reprogrammed, and then try and post that along with a version from before the crash if that helps at all.

Thank you!!
I'll get back to work

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
--game working great again,

--game working great again, I'll check back if any probs.

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
--had problems I've settled

--had problems
I've settled on something. -I reposted my project and standalone at the top of the thread.
The behaviors haven't changed on me, and the game is running great in program, but when I compile it, it crashes right after the mode select level. (The next level is right where the score behaviors start). Just to refresh, I've got it set to "on player 1 tick, compare player 1 score to 0, if they equal, then activate player 1 score multiplier and have the score be multiplied by 0" (at least I think that's what it means).

And I had to make one for each level, as it seamed to just apply to the player by the level. --with my only complaint being that, on the behavior editor list, I can't tell which behaviors apply to which level, so it's a little difficult to troubleshoot.

Anyways, any suggestions?
I'm running it on "feature test branch"

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Problem solved again I did

Problem solved again

I did narrow it down to the "choose mode" level. After eliminating everything unique about that level as being the problem, I increased the length of time after the words exploded and it seems to have solved the problem.
Maybe the particles from the explosion were causing a problem with the loading of the next level??
Back on track.
Behaviors working great.

Also- I now believe that, rather than a bug that changes behaviors, I might have accidentally picked the wrong icon when replicating all the "play score" and "player score multiplier" behaviors. (I havn't had any problems with it since).

Tall Karen
User offline. Last seen 5 days 21 hours ago. Offline
Joined: 02/26/2011
Posts:
Experiencing Problems

Hi Dpful,

Thanks for uploading your project. I have tested your project and reproduced the crash after level select. We will find out what is causing this and get back to you.

The behaviours should apply to all levels. If you want to make a behaviour that only applies to a specific level then you can use the Game -> Level property. But we'll check the behaviours in your project and see what is happening.

Thanks,
Karen

Tall Karen
User offline. Last seen 5 days 21 hours ago. Offline
Joined: 02/26/2011
Posts:
Experiencing Problems

Hi Dpful,

You posted your update just before I posted my reply. :) I'm pleased to hear the behaviours are working properly again.

Thanks,
Karen

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Having another problem, which

Having another problem, which I believe is in the same file I posted:
npc generators are set to have their AI "fire" to "min freq 1.00/max freq 1.00", and they won't change to anything else-- definitely the npc generators on Level 3. And maybe some other things, too-- some that I had previously set to fire very rapidly have reset back to 1.00/1.00. I had noticed that before, but now see that definitely the NPC generators (at least) won't let me change the rate at all.

Check "gross blimp 3" "kraid" and "Mommy walker" on that level, they might be changing back also. It seems like sometimes changing one will reset another, but that's just from my memory (if that's helpful).

Thank you! Still loving the program!

Tall John
Tall John's picture
User offline. Last seen 2 days 41 min ago. Offline
Joined: 01/27/2011
Posts:
NPC Generator Firing

Hi Dpful,

Thank you for letting us know about this. It's a strange problem but we've reproduced it and are working on getting this fixed at the moment.

Thanks again,
John

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Thanks so much John, my game

Thanks so much John, my game has been suffering for lack of bullets. -Also, confirmed again today that the "mommy walker" and "gross blimp 3" were resetting back to 1.00/1.00 by themselves.

I've been working on the game again this morning, and can't get these 2 things hashed out. If there's no way to do it, then I've got some special requests. Mostly to add as an option somewhere, maybe in the behavior editor, "On player death, reload clip". Anyways, here's a report on my latest problems, and just a few bugs. Thanks again for all the help, I'm stuck on these few things I can't do, but everything I can do, I'm very grateful for!!
I've re-uploaded my project file at the top of the thread.

Probs:
- mostly seen on Level 1 slc skyline and maybe a little on level 3 park.
1. I've been experimenting with weapon power ups (Also, I've got a second button for a straight shot), I'm trying to have the front shot active (weapon slot 2 I believe), and then power up by activating the other 2 slots. (the angled shots). It seems very straightforward, but I can't get it working. It seems as if the powerup is being applied the second the level starts, rather than when I destroy the powerup.
And I can't find a reason why.

2. I've got my super bomb working nicely (I haven't tuned it's collisions yet, but understand the concept. Thanks for the tutorial, Karen), but I still have not been able to find a way to get it to reset/or the clip to reload/ or any other strategy to get another batch of 3 bombs every time I loose a life. (0r, better than what I wrote above, a behavior option like "on respawn, load clip" would work).

3. small bug-- on the level editor, every time I'm trying to place a new object, while it's still floating on my mouse cursor, unplaced, rather than hanging on the x y planes, it zooms in and out on the x plane. So I have to approximate somewhere it'll land visibly, then manually change it's x coordinate to 0, and then drag it to where I wan't.
I remember this phenomenon happening in the past, or times dragging objects where the mouse will pull it very quickly on an unexpected axis, but it is now stuck in that mode on all object placement attempts. And I can't remember the exact moment it started doing that.

4. small bug-- as enemies exit my NPC generators, their animation speeds multiply. Clearly seen on the plant enemies of "Level 3", which I thought was a cool effect and didn't think twice about, but less so as I noticed the little red helicopters I've placed on Level 1 were doing the same thing.

Anyways, please help if you have any insights or fixes for those first two things, the power ups and the superbomb, when you get the time.
And thank you for the amazing program, and thank you for a patience with me and your help. I hope my project and experience keeps lending any insights as you keep developing the program! I love it!

Also- if I do end up with some kind of corruption problem, rather than a bug, please LMK (is that even possible?). I've just got this one file, that's backed up, but representing a lot of work- if I ever broke it somehow, I'd still be able backtrack a bit.

Tall Karen
User offline. Last seen 5 days 21 hours ago. Offline
Joined: 02/26/2011
Posts:
Experiencing Problems

I’m glad you are enjoying the program, we are always happy to help.

We have a fix for the rate of fire resetting to 1.0 and it will be in the next Beta release, which we expect to be in a couple of days.

1. The power up problem may be because all the weapons are set to enabled in the Level Editor. Each Weapon Slot for the player has an Enabled check box. If you uncheck this for slots 2 and 3, they will not be enabled until you collect the power up.

2. We have added automatic reload on player death and it will be in the Beta release. As a temporary fix, you can set up a reload button (in the Weapon Definition, leave Clip Ammo set to 3, increase Max Ammo to a large number eg 9999 and change one of the buttons at the bottom of the tab from Unused to Reload).

3. If the game is set to be a 3D game, moving the mouse moves an object on the XZ plane while for a 2D game it moves in on the XY plane. Your game may be set to be 3D – if you want to change this go to Menu at the left end of the tool bar then Project Settings and check the 2D game checkbox.

4. We will look into why this is happening and get back to you.

You can back up your games by making a copy of the Shoot-Em-Up Kit Projects/projects/[game name] folder. You can then go back to an old version by replacing the folder. We intend to add a ‘Save As’ feature to make it easier to save new versions of a game instead of overwriting the original.

I hope this helps.

Thanks,
Karen

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Thank you Karen and John! All

Thank you Karen and John!
All that makes sense, I'll get back to work, you are the best!

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Slight pausing problem

first, I see you've finished the latest update, Thanks so much! I can't wait to try everything out. I'm so grateful for your work on this program, it's changing my life.

Second, I'm having a small but important problem- I don't know if it's part of the update, or part of my game- the last thing I did was load in a batch of about 7 or so sprites. And I never know when I'm going to max out the program/my computer, so maybe I'm hitting the limit. I've also made some major optimizations to my game by using sprites instead of polygons (bullets), and by making sure no bullets fire faster more frequent than .05 seconds-- The game stays at full speed almost all the time now, and never fails (if I would max it out before, the first thing to be dropped would be the collisions, which would leave more entities on screen, which would spiral into a terminal slowdown)-- I don't believe I even come close to that now. I fantasize that it's because of the switch to 2D, but probably just because I curtailed that very fast shooting (I had some shots set to 0 frequency). And, on that note- there was a problem with the switch to 2D-- the little red helicopter things that shoot the little round blue polygon bullets would not switch to sprites, and I couldn't find why. Actually, sorry to make you read all this, these are my problems, by priority:

1. MAIN PROBLEM: There is now a pause between every level. I've been trying to slip in some little cut scenes (as tiny levels) in between the levels, and these pauses (.5 to 1 second pauses) have appeared as the levels switch. Could you check them out? My methodology is just an npc (little yellow diamond at the top, moving right) triggering the sprites (the approaching words) and then ending the level with a trigger. Anyways, I could work around this with black backgrounds, but the pauses are very long and greatly interrupt the flow I was working towards. So please lmk if it's something you could fix or not.

2. Minor problem: The little blue polygon bullets shot by the little red helicopters won't replace with a sprite bullet. When I do (by way of bullet and weapon definition) they shoot nothing, or perhaps a tiny speck too small to see, or... Perhaps it's a scaling bug? I've got other NPC Generator enemies that don't have the same problem, so I can't figure it out- I havn't been able to debug it.

3. Minor, but I guess fundamental problem: Now that I'm attempting to go full 2D, I'm having a hard time with my z --- Ideally, I'd need all explosions in front of entities, and all bullets in front of that (from the camera's perspective). I there an easy way to do that? I guess that's what I'd request in the next update, drawing visual priority settings. I see already that particles take priority, I think in all situations? I'm going to go back and check all my z settings and see if just need to change them all, to get those results with my labor. But if you have other advise, please let me have it.
----- I had previously handled it, I believe, by letting all particles stay on top, as I believe they stay (explosions), all entities on the bottom (or where ever they lay in z), and the corners of the polygon bullets would poke through all that to the front of the explosions (All my bullets were stuck loaded up sideways ayways, so their long tails would poke through the particle sprites- I was never able to fix their direction, but they worked great visually). Now all my 2D bullets are buried behind the explosions and I'm afraid I won't get them to show in front of any particles--- on that note, I tried having some explosions (the big explosions for the missile weapon) appear and then quickly travel +z, but as a fluke of how the particles are applied to the bullet code, all movement instructions applied to x, y, or z, just translate to "travel to the left on screen".

4. one bug encountered- I was changing the button press instructions for the player "weapon defenition"on tags 5 and 6, and I would have to select the option right below the one that I wanted, to get it to record (It would register the option right above what I chose)--- I can't remember the order of the options now, but I was going for "fire 1 direction pitch", and to accomplish this I had to click instead on "fire 1 direction roll". (fire 1 direction pitch would then show up in the weapon definition).

Thanks again for this great program!! I am feeling more confident and more familiar all the time. I have gotten the weapon powerups working great-- my previous problem was that the "player area" had it's properties set to activate one of the weapons, so at first tick, I'd have an unexpected power up kick in, making me think it was broken, And it took me awhile to find that. And thanks so much if you can help me with these, and I hope any of my problems are helpful to you.

--I've got my current drafts, with the between-level pause problem posted at the top of the thread in project and stand-alone form.
--Anyone else on the forum, please check them out to see how cool my piece is turning out, or how I'm putting the game together.
--Every 15 seconds or so, footballs quickly fly from right to left. Catch those for weapon power ups that last 10 or so seconds. There's three different kinds.

Tall John
Tall John's picture
User offline. Last seen 2 days 41 min ago. Offline
Joined: 01/27/2011
Posts:
Slight pausing problem

Hi Dpful,

I'm really pleased to hear you are enjoying the Shoot 'Em Up Kit. We'll keep the new features coming. :)

Thank you for letting us know about these problems and sharing your current drafts with us. We tried reproducing the first couple of issues with an empty project but we didn't experience any delays between levels or tiny sprite bullets. We are downloading your project and will investigate what is happening from there.

You raise a good point with the explosions appearing behind models. There should be a way of pushing the explosion forward so that it hides the object which is being damaged. We will add this as an option to the particle system. It will push the explosion sprite towards the camera by the radius of the collision sphere. This should work better and minimise the risk of overlapping other items in the scene.

Thank you for reporting the issue with the fire buttons being incorrectly labelled. We have fixed this now and will be updating the main build with this change very soon.

I'm looking forward to trying out the latest version of your game. :D I've really enjoyed your previous builds.

Thanks again,
John

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Thank you! Also, when you've

Thank you!
Also, when you've got my project downloaded, My special scoring behavior has bit the dust-
I had it set to "on tick, if score equals 0, then multiply score by 0" --then on the mode select screen, you could choose modes- either score mode, which gives 5 lives and a single point (to circumvent that bahavior), or 99 lives and 0 points (keeping that behavior in effect).

Anyways, (maybe I'd have to trouble shoot it again since the update), that behavior on "game tick" didn't work, and if I added it to each level, it would work (though the behaviors are un-labeled, in reference to a level, in the display-- Whichever level was open in the editor would be the one the behavior would apply to.-- and I believe it's assigned to "player/tick"

So that long list of identical behaviors in the game are just typed in for each level. When I added the cut scenes, I typed it in again for those, but it didn't work. Maybe I have to redo them all in sequence? I guess, a special request for future would be to choose different modes that turn the score on or off, or for that behavior to work on "game tick"-- duh I just realized that if that was the case, I wouldn't be able to give myself the first point to circumvent the behavior.

---If it's interesting to check any of that, please do. But maybe not that important- I only invented that because I was trying to generate something similar to this traditional feature, which I hope you have time to implement someday in the future:
1. A continue screen- where, when your 3 lives are gone, you can decide to play for fun or restart for score--- And a score board that only saves the score for the first credit, and not the continues.--- I actually plan on presenting in the arcade format, so credits and continues will be a real thing for me.
2. And a controller operated high score input (for the same reason- arcade).

Thank you John and Karen! I'm just reiterating these things. I'm doing great with the program and loving it, loving your work on it, and WAY STOKED.
I better get back to level 3 right now.
If you find any probs or advice on my end with the between level pausing, let me know. Thanks again!

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Possible bug report: On my

Possible bug report:
On my project, level 3, having a hard time copying and pasting individual enemies- Can't copy and past "mommy walker" and "mommy grossy 2".
Havn't trouble shot, just thought I'd take a second to drop a line just as it's happening.
Also: on same level, "kraid 1" has bullets on tag 1 that don't fire at the start, but start firing in a bit sometimes, and on "mommy walker", tag 1 will sometimes fire, sometimes not.

Thanks, hope it's helpful

Djio
User offline. Last seen 2 hours 2 min ago. Offline
Joined: 08/14/2015
Posts:
Hi Dpful, i tried your

Hi Dpful,
i tried your project yesterday and there is a lot of good things.
You got a good "shoot-them-up feel" in the rythme of the game. The boss fight was excellent.
You put a lot of work in the menus and transitions.
It gets sometimes too hard and messy when too many sprites gets bigger at once. The death animation is particularly blinding :)
Keep up the good work !

Tall Karen
User offline. Last seen 5 days 21 hours ago. Offline
Joined: 02/26/2011
Posts:
Possible bug report

Hi Dpful,

We have reproduced the issue with copying sprites and we will get it fixed. I will look at the firing problem too. We haven't managed to reproduce the pausing issue yet but we will look into what could cause it.

Thanks,
Karen

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Hi, having a problem all of a

Hi, having a problem all of a sudden: Game won't compile to "force full screen", only windowed. "Force full screen" works fine in the SEUK but when compiled, the game opens to a blank screen- or if I compile it windowed and then alt-enter it into full screen, it pause/crashes.

Tall John
Tall John's picture
User offline. Last seen 2 days 41 min ago. Offline
Joined: 01/27/2011
Posts:
Force Full Screen

Hi Dpful,

Thank you for letting us know about this. We're looking into this now and will get this fixed as soon as possible.

I'm pleased to say we've fixed the copy and paste issue and this will be available in the next beta update. We'll put this beta update together as soon as we've fixed the full-screen problem.

Thanks again,
John

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Thank you John!

Thank you John!

Tall Karen
User offline. Last seen 5 days 21 hours ago. Offline
Joined: 02/26/2011
Posts:
Force Full Screen

Hi Dpful,

We have not been able to reproduce the full screen issue yet. Would you mind sending your project so we can see what is happening and get it sorted?

Thanks,
Karen

Dpful
User offline. Last seen 22 hours 22 min ago. Offline
Joined: 11/05/2016
Posts:
Thank you Karen, The files

Thank you Karen, The files are linked at the top, project and packaged versions.

Please give them a try, too- I've made some great optimizations that I want to report on as soon as I get another second.
Thanks again!