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

CURRENTLY: Read a thread far below to check the status. These are good to download and try minus a few little details. Rough Draft.

Here's links to the files:
http://rest30.com/videogamedivision/jpotestproj.zip -project file
http://rest30.com/videogamedivision/jpoteststandalone.zip -standalone
*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
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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
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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
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(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
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--game working great again,

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

Dpful
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--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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Thank you John!

Thank you John!

Tall Karen
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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
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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!

Dpful
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A few quick things: 1. What

A few quick things:

1. What audio settings can I use?
---MP3's don't work, correct? (unless I need a certain bitrate or something)
---is OGG format better than WAV? -I've been using WAV
----------My music has always had problems, cutting out, sometimes not starting, I've only had two homemade sounds at a time (the background music and the football sound effect, and they seem to compete with each other, with sometimes one stopping the other entirely.
I always thought I get back to the music, try and reduce the filesizes, and get it working consistently (plus I had to re-master all the music anyways). I'm getting to it now, and I can't figure it out, so I thought I'd just ask.
I've tried cutting the filesizes in half by rendering in 8 bit PCM, 44100 hz, and they sound great- I tried the game with the music at 8 bit pcm and the sound effect at 16 bit (I hadn't got to it yet), and the sound effect rang out as a loud distortion, making me think the program couldn't switch between the bitrates easily. I got the music and the sound effect both in 8 bit, and the distortion was gone, but it's a little jittery, sounds start late, very inconsistent triggering, but seems to be playing more often then when I had the whole thing at 16 bit. (the music and sound effect seem to be jiving with each other).
Anyways, it's making me think that I need to find the bitrate and hz of the pre-packaged sound effects and try and match those. What are they? And do you have any advice on how to handle that? I'm thinking that my files are too big and I'm taxing the program, and that there's got to be an optimum setting that I'm missing. ----and if there's no solution, I'll have to optimize the game around the music (the music is important)- do you have any advice towards that? -I'm not sure what the streaming options or whether I can load it up differently in game or.. duh I don't understand that part, but I do have to capability to process the files in any-which-way.

2. Also, as a point of interest, I've been trying to get the speed up on the game in general, and I'd like to share what I did
---tried to keep all bullet firing above .02 frequency
---double checked the elimination of all sprites off screen
---Discovered that if an enemy generator was generating more than 20 enemies (that was the number I settled on), it would slow the game down till the end of the level, not just after the 20 enemies were gone. That was a great discovery.

And now I'm just trying to get my sound hashed out, and I'm good to go. I'm very excited to get it wrapped up, the content and composition is just about complete. I'm going to experiment with different ways to hide the between level pauses for now, and keep up with my optimization techniques, and trying some new and a little more complex triggering ideas on the new levels (having destroyed enemies trigger level progression).

Thank you!! lmk about the sound format when you get a moment.

Dpful
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-Right after I wrote that, I

-Right after I wrote that, I gave it another try-- I made sure that all my sound effects were NOT streaming, and that the music WAS, and it seemed to make a difference (music hasn't cut out yet).
Still, could you please keep me on the right track on audio formats? I'm aiming for max stability/optimization.

Thanks again.

Tall John
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Audio

Hi Dpful,

Thank you for your posts on using audio. You are correct about having the music streaming but the sound effects not. PC hard drives can struggle to stream from several different sources simultaneously.

We don't currently support mp3 format, but we will be including it soon. The ogg format is quite popular in the videogame industry because of its licensing.

The music within the Shoot 'Em Up Kit uses the Vorbis Audio (vorb) codec. It uses a sample rate of 44100Hz and a bitrate of 160kb/s.

The sound effects use the PCM S16 LE (araw) codec. They use a sample rate of 44100Hz, a bitrate of 705Kb/s and 16 bits per sample. They're mono so that they can have positional audio.

The next update will allow audio to be optionally streamed from memory, rather than the hard drive, which will help performance.

I hope this answers your question, but if you need any more details or advice then please let me know

Thanks,
John

Dpful
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Audio idea and important bug

Thanks for the audio info, John. I'm going to experiment with some of those file types and see if anything helps, but perhaps I'll have to wait for the update to keep the music steady-- on that, any prediction of when that would be? I'm planning on presenting my game in arcade cabinet format at a technology festival here in town the beginning of August (No rush of course! I'm grateful for the program!, just planning my workarounds in case it'll be beyond that- as I expect that'll solve all my problems). On that note, the music does seem to consistently drop just as another sound effect is firing in multiple, like if too many enemies fire at the same time, it'll kill the music.

Similarly to how you mentioned adding a display priority to bullets, entities and particles, would it be possible to set priority to sounds? Maybe designating a sound as "background music" vs. "gameplay sound effect" and then give it a streaming priority at the expense of the other? That would be another solution, if it was possible.

----also, I'm having an interesting problem with one piece of art:
In my game, there's a sprite called-- I noticed just now, as an interesting point, that none of the sprites names seem to displayed after the original naming, and you select them by their image only (when using the particle editor and the sprite editor, is what I noticed). A minor improvement would be to keep the names up, since, in my project for example, I use the same sprite with different frame rates or animation manipulations a few times, and I've just remembered which one I did first or second---

Anyways, it's the sprite that's used with the particles "missile explode big", "fancy pang explode", and "fancy pang explode boss" in my project.
I thought is was the zipping process, or who-knows-what, but it turns out that if I copy the project folder to a usb drive (to use on another computer), that sprite becomes corrupt. --Also when I uploaded to my server (where the link is at the top of this thread-- sorry anyone who's checked it out-- that's why the big explosions are all whacko). I got my second computer running, copied the project over, rebuilt the sprite from scratch thinking it must have been a fluke, but then after working on the now computer, I copied the project back to the old and the same thing had happened.

The exact problem is that the sprite sheet, originally framed out into 47 frames that are 256x147 pixels, when I copy to thumb drive or upload to my server, it gets turned 47 frames that are 256x256. (so that's what'll be in the zip at the top of the thread. check a frame-width of 147 to see how it is on my computer).

Do you think you could fix it easily? Or if not, do you have some advice on how I should rebuild the sprite to avoid the problem? I actually don't know the in's and outs of png's and if there's some secret info tucked into the file or anything. But for some reason, SEUK is squaring those frames off by itself, as I copy the file, which I can't wrap my head around.
Just double checked: the art for the sprite is called "great explosion 1" in the textures folder. It's a big file, but there's others that are much bigger that havn't had problems.

Thanks for the help!!!! I hope my problem is insightful.

Dpful
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Problem worked around: I just

Problem worked around: I just rebuilt the sprite making sure the frames would be square, just in case something went amiss. And it worked on my computer. I'm going to load my latest build to the link at the top of the thread to double check.

Tall Karen
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Sprite Workaround

Hi Dpful,

Thank you for letting us know about the work around. I must admit we'd been scratching our heads over this one. :) It seemed a very strange problem.

Some graphics devices only support square textures, and others only support 'power of 2' texture sizes (16x16, 32x32, 64x64, 128x128, 256x256, 512x512, etc.) I've made a note to include some warnings when you import a texture that doesn't conform to these size restrictions - but it tends to only be older graphics devices that have these restrictions now.

Thanks again,
John

Tall John
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Sprite Workaround

Hehe - It looks like Karen left herself logged in on my PC. I only noticed when I saw who the post was credited to.

Thanks,
John

Dpful
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Thanks John! And Karen! If

Thanks John! And Karen!

If anyone working on the SEUK is following this thread, I'm just taking a break from my problems and helplessness to blog a summary of what I've got:

I've downloaded the links at the top of the thread and everything seems to be in order and working properly. Please give it a download and check it out if you're interested in
1. Seeing what an extreme layman was able to work out with the kit, and how I've been able to get it to handle the art in a 2D presentation, and I should note that I composed every level, even every new thing, a little differently, and I think a little more efficient and organized each time. The things I didn't get to are parenting, bullet patterns, some of the special effects, some shooting details, behavior editor (I got into that just a little), and much more. But I am learning the program and streamlining my process. John and Karen have never left me high and dry for more than a few days, usually writing me back almost immediately. Play the standalone to see this.
2. If you'd like to see the different ways I've constructed my levels. And please feel free to ask any questions, I understand pretty well all the stuff I've done in the game. John and Karen will answer you before me. But you could also email me at rest30music at gmail dot com. Download the project file to see that. It opens in the "feature test" beta version of the program (and maybe not others).

The game runs slow on my laptop, and very fast on my computer, so you might get a different experience. If the first level music ends before the level does, that's how slow it's running. (top speed on my desktop). It's still a very rough draft, with the finished game presented different in many ways, but you can see which parts are refined and which are not, in the presentation and gameplay both. Besides that, it's just missing one final level.
I use joy2key for control.

Things I'm still waiting on are, from myself and from future SEUK updates, are:
cut scene redo and gameplay tweaks
super bomb and a few gameplay features I'm going to try, including some Behavior Editor things.
High Score editing with joystick
Sound stability (for these large background music files)

That's all I can think of for now. It's final form will be in an arcade cabinet with a 16:9 screen.

Also, John, the full screen problem has disappeared. Crazy as it sounds (and I'm guilty of not giving full disclosure- I was hoping it would be something you two would recognize), I took my laptop to an event, HDMI'd it to an unfamiliar smart TV, the game ran way slow, I tried all the display settings on my laptop to get the two to jive, and henceforth, I couldn't get SEUK (or my laptop) to ever go into full screen mode again.
I then started working on my game on my other computer, (which had no problems)--- upon moving the project back to my laptop, there is no problem. So that's some major behind-the-scenes "computer and tv smartness" graphics action that I don't understand.

Thanks again for the great program!!!!!!!!!!!!!!!!!!!!!!!

Dpful
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---Forgot to mention: When

---Forgot to mention: When you start the game, if you blow up the invisible thing in the lower right corner with your diagonal shot, you get 30 bears.

Dpful
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Whoops, spoke too soon- I

Whoops, spoke too soon- I played to the end and there's one big recurring sprite (called bit steady explosion, I think) that's had it's frames redefined.
I'll redo that one in with square frames and I suspect it'll be fine.
--I guess it's working for me like: either if the sprite sheet is very large (or long, because I have other sprites bigger and with more frames, but they're laid out in a grid instead of a line), or there's many frames in the animation (like 47), then you have to make sure the art is squared off (by the frame). I havn't tested it with anything else, though, so just taking note on those two sprites I had.
--- I do BELIEVE, though, that this new sprite (steady explosion) was OK last time, while the other big explosion had problems, and now I've fixed the big explosion and now the steady explosion is off. They'll both be fixed I think after I square it off, I'm sure, but I hope it helps shine a light on any problems.
I'll leave the problem in the link at the top of the thread.

Tall John
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Sprite Issues

Hi Dpful,

Thank you for your feedback and for sharing the latest version of your game. I'm downloading it now to try it. :D

Thanks also for leaving the sprite problem in the current version - It's really helpful to have a project where we can reproduce the issue. We'll look into this and get it fixed.

We've been a bit distracted by implementing some new user-interface features over the past few weeks but we're back on the features again now. It's useful to hear which features you are waiting for and we'll make sure these are a priority.

Thanks again for your help and feedback.
John

Dpful
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Super Bomb problems

Just checking in for a suggestion, request for the next update, or maybe an idea of when the next update is scheduled (if that's possible at all),
regarding:

I've given it another go-through on the super bomb idea, and I can't find any options to reload the clip besides pressing a reload button.
In my case, I need the clip reloaded when the player is destroyed- so I can have a fresh couple of bombs to be used for each life.
---or if I could trigger a clip reload with anything, like an upgrade or something, I could work something out. But I can't find anything in the kit besides pressing a reload button.

--and then, regarding update schedules, (please forgive my for picking about it!! I'm patiently waiting for whatever/whenever you two do), I'm still stuck with intermittent background music and excited/hoping that after the option to have it not stream, it'll work.

Thanks, I pretty close to wrapping up my masterpiece.

Dpful
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-----------Just double

-----------Just double checked like I always to (ironically) right after I ask for help, and found this interesting thing:

I have all my background music set with the "steam" button un-ticked. Each level starts but the music doesn't play. Right after my first death, the music starts immediately. After my third death, or perhaps after a random number of deaths, the music stops again and doesn't restart again.

I'm uploading the project file to the top of the thread if you need to check it out. The one called jpotestproj.zip

Thanks

Tall Karen
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Super Bomb Problems

Hi Dpful,

I have tried downloading the project from the link but I'm getting a 'Page Not Found' error. Can you check the link please?

Thanks,
Karen

Dpful
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sorry about that- fixed.

sorry about that- fixed. (save link as).

Sorry again, too- I was flailing a little last night- I'm building the game alternately on my laptop and the desktop computer that I'm going to put into the arcade cabinet. And it behaves a little differently on either. And all my frustration was while using the level editor preview rather than the standalone.
I've bounced it back to the desktop, and the music failures are less consistent. But there is a consistent failure in the middle of the 2nd short level- the section after- "dawn is breaking over the city", where the music cuts out every time for me. A bunch of enemies start shooting at once, and the music stops. So it seems like if to much audio (or perhaps just too much anything), the music is de-prioritized and is dropped. It would be a huge task to search out all the sections dense enough to do that, I was hoping you guys could find a way to keep the music on top.

Also- i got confused, I was believing that a future update would give the option to load up all the music (because I thought it was a music-streaming-from-the-harddrive problem), but I've see that I can tick off streaming or not on all my sounds,(which leads me to believe it must be a prioritization problem within the program). Is that true?

Anyways, till you get back, I'm going to experiment with smaller music file sizes and see if it makes a difference.

Thank you!
I'm so excited to get this project wrapped up. I've got all content finished and waiting to be tuned, and just all the cut scenes and general flow to finish. You're making my dreams come true.

-----Still waiting on the super bomb-- please lmk if a "reload clip on player destroyed" option will be available!

Dpful
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My experiments are

My experiments are failing.

If you could have the program prioritize the music, that would be amazing.

but If that's not possible, and I have to optimize the game, (I still can't see anything special going on besides there being many enemies active right at that moment----- the solid breakage is right near the beginning of the second, after "the dawn is breaking" cut scene, level (but I think there's other parts of the game too)--------
If you've got bad news for me, Is there a theoretical enemy/sound effect/active entity limit that I should shoot for? --there's probably between 15-30 active right then, and the sound cuts when they all blow up at once (on player death-- that's my test, I go there, blow up, and see if the music cuts out. If I'm careful to not kill them at once, the music stays).
In my last experiment, I got rid of every other one's blow-up sound, cutting it in half, but it didn't fix the problem.

duh, in the project, the level is called "boss 1 transition" I believe.

Tall John
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Super Bomb Problems

Hi Dpful,

Thank you for trying out different methods of fixing the sound issue. We've had a few people experiencing issues with sound streaming and we've tried a few solutions but with minimal success. So, we're swapping in a new audio streaming system which will work much better. We will use your project for testing the new audio streaming, so thank you for sharing it.

We will definitely have the reload clip on player destroyed working in the next update. We'll try and get a beta update ready by next weekend.

We've not downloaded your game yet but I'm excited to try it out. :D

Thanks again,
John

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Thank you John!

Thank you John!