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Dpful
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I solved the problem for no

I solved the problem for no single sounds on 'damage 50%'. I discovered the 'minimum repeat time on the sound cue'.

Also, I'm still experiencing crashes and noticed that it was always at a busy time, and always right when player gets hit. I'm theorizing that it's because my damage sound was playing at maximum speed (minimum repeat time was set to 0). I believe the game crashes when I ask it to do too much, too fast- basically, any batches of stuff at .01 or .02 second frequency. (does that sound right?)

Anyways, I'm replacing that sound with a nice slow sound. Hoping it will solve all my problems.

Dpful
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'minimum repeat time' also

'minimum repeat time' also solved my problem with the bear talking and not speaking all phrases.

Dpful
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Need help

Hi,
My last problem, I believe, is that I can't enter my high score into the scoreboard.

I've had a high score chart at the end of the game, and the only letters I can enter are "WASD" (because It's running in a cabinet with no keyboard), but it's still a very important scoreboard. Just now I've tried it and the cursor just keeps flashing and doesn't accept input. If I press a key very quickly, it will eventually and randomly enter that key.

I was hoping that you could test it and see that it's broken (and maybe fix). If it's something on my end, I'll zip it all and upload it to my links on this thread (but I suspect it's not a problem with mine).

I'm using a controller through Joytokey- game is set to keyboard control, it's the same though on the other input methods I've tried.
Thanks!!!!!!
I think I'm done!! Just this one piece!

Tall John
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Need help

Hi Dpful,

We've added support for navigating and selecting Front-End items using the controller. We will extend this to name entry for the high-score table. We'll use the classic up/down or left/right method for selecting each letter.

The crashes when the level gets busy are concerning. We added threading to the audio to improve performance but it appears this has caused an instability. We will make threading optional until we're certain it's robust enough.

You're game is looking great and I am excited that it's nearly complete.

Thanks,
John

Dpful
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Thanks so much, John. I've

Thanks so much, John.

I've got kind of a special request:

1. Could you get the score input done before thursday? Or get the old score input working? (very excited about the new score input method btw).

2. If you update the audio threading before thursday, will you double check that it still works with my game? I've just got all the crashes handled, and I'm afraid of any new problems before...

....My big game debut on Thursday. I'm presenting it in it's cabinet at a big technology fair in Salt Lake City.

If either of those are impossible, I can suffer through and still be impressive. But please lmk so I can leave my computer on line till the last minute or not.
Thanks for all the work on this amazing program. (!!!!!)
I'm very excited to wrap up and present my first piece.
I'm uploading the links at the top of the thread to the final versions, project and standalone, in case you need to use them for testing.

Thanks again John and Karen!

Tall John
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Thanks so much, John.

Hi Dpful,

We won't touch the audio thread this week because you have it working and ready for the show.

I will make sure the text entry is working today. I've started working on the joystick entry but am cautious of releasing this method of entry the day before you're showing it. Perhaps I'll hide an option somewhere to enable/disable this feature.

I will let you know as soon as there is a new build.

Thanks,
John

Tall John
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Need help

Hi dpful,

I've fixed the text entry for the High Score table. I'm sorry but I didn't finish the joypad input. It is almost ready but it needs a proper test. Too much code had changed for me to be happy about giving you this functionality at the last minute before your show.

I hope you have a great time. I'd love to see some photos if you get chance to share them.

Thanks again,
John

msdos622wasfun
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Hi John, So as I was skimming

Hi John,

So as I was skimming through the more recent posts in this thread just now, am I to understand you're trying out a new audio subsystem that will take care of some of those issues we've been having?

Dpful
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-------------------Thanks

-------------------Thanks John!! I've got it all ready to go and it's working great! That score input method is fine for now, thanks so much for working on that, I can't wait to see it finished!

And thanks you and Karen for the email questions! I'll post links to all articles.

And I'll post pics of my debut.

----And it's really done.. minus one tiny detail ha ha! but no rush anymore. Thanks you so much for keeping in touch with me till now and all last minute work you've done.
Here's my final problem on the game:
The player gets hit once, gets damaged, gets hit a second time and explodes.
The only problem is, sometimes 2 bullets will hit you, and you'll explode of course.
What I need is just a moment, like one second, of invulnerability in between the first and second hits, so you can always perceive that you been hit twice, rather than perceiving that you've been short changed on your second hit.
Anyways, for the life of me, I can't figure out a way to do it. I've tried the behavior manager using timers (no use), time invulnerable (seems to only relate to right after a death), shield strength, --I admit I'm just reaching blindly on the behavior manager (I don't know how to use it at all).
And I see the shield system looks robust, but none of it is active (not tick-able and can't change numbers in the editor).
Anyways, please lmk if anything is forthcoming or if you have any good ideas. No rush on that. Thank you again for the last rush!

Thank you!!!!

Tall John
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Audio changes

Hi msdos622wasfun,

The audio changes we've made have helped others and so I'd hope they will improve your project too. There is a problem if the framerate gets too low but we're working on a fix for that at the moment. If you want to try the latest feature-test beta build then I'd appreciate you letting me know if it helps.

Thanks,
John

msdos622wasfun
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Thanks for responding John.

Thanks for responding John. Just now I downloaded the latest build and ran my project, but unfortunately I'm still experiencing the same audio issues that I've described in previous posts.

Tall John
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Audio improvements

Hi msdos622wasfun,

I'm sorry the audio improvements haven't improved your project. I'd hoped making the audio run on a seperate CPU core would have helped.

We're continuing with the fixes and improvements and we'll focus on the issues you've mentioned. We'll keep you updated and will hopefully have a new version for you to try very soon.

Thanks,
John

msdos622wasfun
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Thanks for the update.

Thanks for the update.

Dpful
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Hi D Hi Karen and John, I've

Hi D
Hi Karen and John, I've finished up my game, but am experiencing crashes with 2.13.
They happen at different spots- seemingly random spots. It'll usually crash by the 2nd level (bar x level), but sometimes as late as the 3rd (park level).

I've updated the links at the top of the thread-- standalone and project.
Thanks,
please advise

Tall John
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Version 2.0.13

Hi Dpful,

Congratulations on finishing your game. :D But I'm sorry you're experiencing crashes. I expect these are due to the CPU optimisations, which we're fixing and improving at the moment. You can turn these off in your project settings.

We will be releasing a 2.0.14 feature-test this week which is more stable with the CPU optimisations. I hope this will resolve the problems you have been experiencing too.

Thank you for updating the links. We'll give your project and stand-alone a good test to ensure the fixes work properly.

Thanks again,
John

Dpful
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Thank John, I had forgotten

Thank John,
I had forgotten the CPU optimization box was there. --I had it unticked, and ticked it, still having crashes by the 2nd or third level. It would play to the end when I was using ver 2.12 if that's any help (99 percent of the time- when I was showing it at the fair it did crash 2 times over the 3 days).

Please drop me a line here if you think you hit a breakthrough or fix, I'm excited to post this up and start on the next.
Drop me some bad news too (if it comes up that there's anything I'd have to change about the game to get it working. -I've been doing it for so long, that there could be something ridiculous hiding in there. But event specific crashes over that time have led my to go over it pretty well- I think it's "programmed" ok. -anyways, the new crashes seem to be not event specific).

And the better I get at the program, the more I love it. Thanks for everything!
--p.s. The suggestion to choose what is displayed in the editor at anytime is genius. If that was possible, it'd be very valuable. Mine is just a cluster of un-clickable and usually un-seeable images at this point, and it's easier to dig through the lists then dig through the visuals.

On that note, I guess I had one suggestion, too. I'm still going for traditional arcade shmup gameplay, and for that to be right on the money, my superbomb ammunition would have to carry over between levels, ie. if I used one superbomb (of the three) on the first level, then I'd go into the 2nd level with only 2 left, etc. Anyways, subtle traditional detail that I'm missing out on at the moment.

Thanks John!

p.p.s. I went as a journalist to the PAX Prime games convention is Seattle a few weeks ago, and there was an indie games event one of the nights at a club- they had a section where the public could show their games on their laptops and I went and showed mine.
--during the convention, my impression was that ALL the indie games were either made with Gamemaker or Unity, and those two mediums lend themselves greatly to the style of the games (small squares for gamemaker and smooth 3d modeling for unity etc.) --anyways, when all the other indie developers saw my game looking so different, they were blown away. And when they learned that it's because it was made with another tool they'd not tried, they were also very impressed. I was living my personal dream of the last year, showing that a lay-person could make a game in 2017 if they wanted, and still getting accolades from all the hardcore gamemaker and unity masters.
Thank you again and always for unlocking this medium for the lay-person.

Dpful
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I'm so stupid, I just

I'm so stupid, I just realized I didn't leave a a proper way to test my game for the crashes--

You can up the lives on player default definition, but you'll have to time out the "shoot me to prove high scores" (it sets lives back to 3-- it times out in 15 seconds-- or change the behavior for that thing in the behavior editor to add more lives than 3 when you destroy it).

Alternately, on that first intro screen, immediately shoot the invisible enemy in the bottom right of the screen for about 12 seconds, to get 30 lives.
Then drop bombs throughout the game to last very long. At least until a crash. That's how I've been testing it.
buttons are: shift, control- straight and wide shot
Z- roar (for very close attacks)
Space- super bomb

Thanks! LMK if any developments

Dpful
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I've made some

I've made some breakthroughs:

I deleted the stand alone, made a fresh one (rather than compiling over the last one, which I know causes some probs sometimes), and I had "use computer optimizations" checked. And I also unplugged the internet from my computer.
I played all the way through with no crashes. I'll go online and try it again when I get a second, to see if that was a factor. But I sure am happy-- it could be just the fresh compile- I thought I had done that before, but might have been a simple oversight.

So, anyways, checking these two factors:
On internet,
fresh compile.

Dpful
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Whoah, just had another

Whoah, just had another crash- changed a few things in the game, did all the same stuff-- off-line, fresh compile. The only thing different is that last time I did that (and then didn't experience crashes with the standalone), it was right after I did an entire "test game" playthrough in the editor-- which did not crash (but did slow down quite a bit near the end).

Could that have anything to do with it?? I'm going to try it again and see what happens.

Dpful
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OK I theorize what my problem

OK I theorize what my problem is---
I think my project is maxed out- this happened once before, and deleting most of the built-in assets solved it. I think I'm just at the limit again (I can usually only work on one level at a time, before resetting the program or having it crash), and it's affecting my compiling.

If I open up the program fresh, without doing any work, and then compile it to a fresh file, I don't seem to have any problems at all. --So I imagine that you haven't been seeing any problems either, if you've just been using the file links at the top of the thread.
I'll keep testing my last compile and report if any problems come up again that doesn't seem to fix.

Dpful
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Dang, so much for my theory,

Dang, so much for my theory, crashed again on the 2nd boss.
Keep me up to date if any ideas, I'll keep messing with it.

Dpful
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Just ran another batch of

Just ran another batch of tests-
-nothing to do with internet
-computer optimization doesn't seem to be associated
-seems to crash randomly (not event related) anywhere from the first boss to beyond. definitely before 3rd level (park level).

I'll keep looking for things in later levels that the first level doesn't have, but mostly waiting for an insight from you.

Thanks John and Karen

Tall Karen
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Version 2.0.13

Hi Dpful,

Thank you for all the help in narrowing down the problem. We are looking at it here too. If the problem is due to the threading (CPU optimization) we added in the last version then the crashes would be quite erratic and difficult to trace. We've been using the latest Intel tools to check the threads and the next build contains some important fixes.

We have a new Feature Test build coming out in the next couple of days which improves the optimisation and cuts down memory usage a lot, which should help too.

Thanks,
Karen

Dpful
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Thanks Karen! I made a

Thanks Karen!

I made a breakthrough to, I think.
It occurred to me to try de-installing and re-installing the shoot em up kit-- just before that, I was having crashes in the editor very regularly. The crashes in the editor stopped immediately.
Also, when I used to change between the versions (feature-test, etc.) there used to be a little loading bar (in the steam interface) as they switched, but it stopped doing that- it would just switch between them (if that matters).

Anyways, I've loaded up a fresh install -just regular version, no beta- and the game loaded up in the editor, I've compiled it and played all the way through with no crashes just now.
I'll check in if I get another surprise crash, I hope my reports and files are still helpful (regarding this issue). I'm so excited to get this game done and start on another, I love the kit, and all the rest. Thanks for the help!!!!

Dpful
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John, Karen, I think I'm

John, Karen,
I think I'm done. I posted the final standalone at the beginning of the thread, after I had a playthrough with no crashes.
---And on that note, I've had a rough week with it, but my experience with the program is currently rock solid. By saving, rebooting the program, re-installing the program, making sure I'm not saving over old compiles etc. the crashes I was experiencing have disappeared entirely, and everything is just working amazingly.

THANK YOU!!!!!

Djio
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Good job on finishing your

Good job on finishing your game! :-)

I will try and do the same. Reinstall everything on my computer might help my project too.

Dpful
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Dang, I spoke too soon, I

Dang, I spoke too soon, I just got lucky a few times-- still crashing. I did produce one that crashes at the exact same time, if it could provide any insights. I'll send it to your email, Karen.
Thanks for all your work!
I'll keep compiling it in different ways and see if I get lucky again.

If anyone else wants to download it and report on their luck, please do.

Tall John
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Crashing

Hi Dpful,

Congratulations on finishing your game. I'm really looking forward to trying it out. :D

I'm sorry to hear you're still experiencing crashes. There is a new feature-test version, which I hope you will find to be more stable, coming very soon. We're testing it internally at the moment.

Did the crash occur during test game and/or stand-alone build?

Thanks,
John

Dpful
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Hey John, thanks, All the

Hey John, thanks,
All the crashes are in the standalone.
(if it ever crashes in the editor, I restart the program and problem solved) - - actually, in the editor, I always test the levels individually and almost never "test game", so I havn't looked for crashes there.

And, in the standalone, the crashes have been random- a single consistent crash turned up in a standalone (right after the 1st boss), I emailed it to Karen.

If you need to play through it, remember to shoot the bottom right of the start screen for 15 seconds. (for 30 lives).

Tall John
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Crashing

Hi Dpful,

Thank you for clarifying that the crashes are occurring in the standalone version. As I've mentioned previously, we're about to release a new version. We've had a few false starts with the testing because there are a lot of changes in this version but we seem to have a stable build now and will test it with your game.

Thanks for the reminder about the 30 lives. We always need it as your game is wonderfully intense. :D

I'll post here as soon as the new feature-test build is ready. I expect this to be within 24 hours.

Thanks again,
John

Tall John
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Update Ready

Hi Dpful,

I'm sorry about the wait but I'm pleased to say that the new feature-test build is ready.

Please back-up your project before trying it as you can't load your project in a previous version of the Kit once you've saved your project in this new version.

I hope this resolves the crashes you have been experiencing. I've removed a couple of optimisations just to make this build as safe as can be. If everything is ok I will turn the bullet optimisation back on as this does appear to be safe and will benefit your game.

Please let me know how you get on.

Thanks,
John

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Update Nearly Ready

Hi Dpful,

We've caught a few issues with the new version and so we have taken the build back to the previous version (2.0.13).

It shouldn't take long for us to fix the problems and I will let you know when the new version is ready.

Thank you for your patience.

John

Dpful
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Thanks John! No rush, and

Thanks John!
No rush, and thank you!!I'm just excited to get it working. I'm just so grateful you're helping me get it done.
--Yes I just had a chance to try it out and got the crash. Keep up the good work and let me know when the next is ready.
thanks
thanks
thanks

Dpful
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Hey did the probs get

Hey did the probs get handled? I played all the way through twice with no crashes.

Tall John
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Update Nearly Ready

Hi Dpful,

I'm pleased you've played through a few times without crashing but we've not released the update yet.

We're -really- close to having it done - We've been saying 'tomorrow' for a couple of weeks but we've stopped all development now until the build is out. We've been guilty of developing new things (in this case, some major improvements to the background functionality) while the testers checked the build; and then each time we fixed a minor point it all had to be thoroughly retested because of the new functionality.

Thanks,
John

Dpful
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Thanks John, keep up the good

Thanks John, keep up the good work and I'll watch for the update. I've been switching I between my laptop and my computer-- I point know what to say, I've tried 3 times now with no crashes. I'll keep expirimenting, but mostly I'll wait for the update. I got my hopes up that maybe my computer was the problem all along.
Thanks again.

Djio
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About that, how can I

About that, how can I reinstall the kit without losing music, sounds, particle effects, and others elements I created myself?
I am a bit affraid to proceed :)

Tall John
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Reinstalling

Hi Djio,

Projects are mostly self-contained and so backing up your project directory will also store any elements you have created yourself. If you have imported assets (e.g. 3d models or textures) then these will be in the models and textures directories.

I used the term 'mostly' before because you can also have shared assets. You can store assets in the models, textures, audio, etc. folders in the Shoot-Em-Up Kit Projects directory. If you store them here then all the projects can access them.

Provided you copy your assets from these two places then everything should be okay. The Shoot 'Em Up Kit doesn't store any user data outside of the Shoot-Em-Up Kit Projects directory.

The only warning I'd give is that I'm aware some people have copied their assets directly into the Steam\SteamApps\Shoot 'Em Up Kit folder. We strongly advise against doing this. If you have copied any files directly into the Steam install path then I can't guarantee that they won't be lost if you uninstall.

But to reassure you, I regularly rename my Shoot-Em-Up Kit Projects directory and copy a new directory over in its place. I do this to test and debug projects from another PC. Once I'm done, I just rename my directory back to Shoot-Em-Up Kit Projects again and everything is back to how it was.

If you have any questions then please let me know.

Thanks,
John

Dpful
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SOLVED: As you know, I've

SOLVED:

As you know, I've been stuck with these crashes for the last month. I went back to working on my laptop, the crashes seemed to diminish (the game runs a little slow on the laptop- but I don't think the standalone crashes there). In the meantime, I reloaded a fresh windows 10 on my desktop. When I loaded the game back to the desktop, I was pleased to have it working. After a little bit, I started to have consistent crashing at random spots at the 2nd level or after.
With the fresh computer, it occurred to me that I had only fiddled with a single thing----
I was trying to get the input delay as short as I could (from the monitor/computer interaction), and I had gotten the resolution set how I thought it should be, there was an option on the video card's control panel to set it to "full screen" using either the GPU or the "monitor processor". I had set it to GPU, thinking that was the right thing, and that's when the crashing started.
I went back and set it back to "monitor processor" and the crashes went away.
If you need any details, you can email me and I'll dig up the details and do a confirmation test (which I admit I havn't done haha. I'm just excited the game works. --And it works great!)

The game is done! I'll post a link to it up at the top? Hopefully I won't post about it in THIS thread again!
T H A N K Y O U John and Karen

Tall John
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Solved

Hi Dpful,

Thank you for letting us know what the problem was.

I would have thought that GPU would have been the correct setting too. I will take a look and see if I can understand what was happening.

I'm really excited that your game is complete. Karen and I have had a great time playing it while testing. It's a great shoot 'em up and I love the audio, visuals and gameplay. Thank you for sharing it with the community here. :D

Thanks again,
John

Dpful
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Dang, something has happened,

Dang, something has happened, I'm getting crashes all the time again.

I'm running the stand-alone on a totally blank computer (loaded with windows 10), unconnected to the internet (in the arcade cabinet), and it's started crashing again, after days of no crashes (maybe 3 or 4 complete playthoughs). It's in random spots, and usually by the third level.

I've checked out the same build just now on my laptop, and the same thing.

Please lmk if you've got any insights, I'm using the same build as the one at http://www.rest30.com/wordpress/video-game-division/

Thanks for the help if you've got the time! I'm still anxious to get a stable version of this game locked away.

Tall John
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Crashes

Hi Dpful,

I'm sorry to hear that it has started crashing randomly again.

We're looking into this now and will keep you updated with what we find.

Thanks,
John

Tall John
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Crashes

Hi Dpful,

Would you mind exporting your project using the latest feature-test branch (2.0.14)? Please back-up your project before doing this as you won't be able to revert it back to the main build (2.0.13).

The new build uses safer threading methods which should fix the random crashes you have been experiencing.

Please let me know how it goes.

Thanks,
John

Dpful
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Thanks John! 1. My quick

Thanks John!
1. My quick glance at the new options and layouts on a few things was very exciting.
2. My game survived my showing last night, I'll keep running it and see if anything bad shows up. It seems to be working great.
3. Embarrassingly, I just BARELY found the text document listing all the errors when the game runs. Duh.
I'm going to go through there and try and clean up some stuff.
---while messing with some things, I experienced a slowdown (it was ammo quantity) when I put in a huge number, 99999 (just trying to represent "infinity").
--throughout the game, I'm expirimenting with nothing less than .02 per second and no huge numbers where they're not needed. (do you think that's silly or wise?)
---going over my error reports, one consistency is any setting of "collision-all" with a sphere setting of 0, or "collision- custom 1" (which has all collisions unchecked).
---there's some other errors, many relating to npc generators, that I havn't figured out yet. (I actually havn't even confirmed the collision errors, I just made the assumption since they had that in common).
Anyways, it is very fun to go through that list! I wish I would have seen that earlier, in the whole year I've been working on the game ha ha.

And, I guess I have a real question: could those kinds of errors lead to crashes? (or just convolute the game. --basically, should I be taking that list seriously? If so, that'd be a lot of work I could be doing without hassling you guys).

Tall John
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Crashes

Hi Dpful,

I'm pleased your game is running properly now. Just let me know if you experience any more problems.

It has always been our intention to show the contents of the error list in the editor after the game finishes running in Test Level or Test Game. It is unlikely that the issues raised in there will have led to the crashes. I'm almost certain the crashes were caused by threading issues, when two pieces of code are run simultaneously.

If you can give me any more details of the ammo slowdown problem then I'd like to take a look. I've also made a note to add an infinite ammo option. You're not the first person to raise that. :) We're also adding an auto reload option too.

Keeping the numbers in a sensible range is a good thing. We'd really like to provide more limits on the values and perhaps have more slider bars. The issue is that we can't be sure what scale people will be using or the effects they're trying to achieve.

If you find any more details on the NPC Generator problems then please let me know. I'll do some testing on my side to see what I can find too.

Thanks,
John

Dpful
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Hi John, thanks so much again

Hi John, thanks so much again for the help.
I've been working on and playing the game- here's a brief report.

1. The behavior editor only works if I "test level". If I start from the beginning, it's not working-- I just use it to choose the 30 life mode by shooting the hidden icon on the "choose mode" level.
--On that note, if there was a powerup that let you choose multiple extra lives instead of just one, that would solve that problem.

2. I double checked the ammo issue- If I set the ammo number to 99999, the game runs slow, and I think it's because I've got the smart bomb ammo set to manifest in the HUD, so the game is trying to display 99999 bomb icons up there perhaps.

3. There's a slight problem with the smart bomb graphics: seemingly at random, and not often, I will launch a smart bomb, and as it explodes, it will take on the positional properties of the bullet it collides with (it seems) and the explosion will zip off the screen to the left instead of holding in place.
The smart bomb is made from an almost invisible bullet, with a particle effect attached (looking like a photon torpedo from star trek). It has another particle effect for when the bullet is destroyed, and that particle effect is the smartbomb explosion, and it contains the collision and does the damage. It's that last particle effect that zips of the screen to the left sometimes.
--Also, When I was working on the game about 1/3rd of a year ago I think, I seem to remember that it would do that sometimes, and then it seemed to not happen for a very long time, so it seems like the problem may have returned with the new build.

4. besides that, the game seems to be working just fantastic.

5. --there was another issue. When the game starts, I have a relatively blank level in the background while the title screen and intro screens play. I used to have it set so when you press fire (to start), that level would immediately end and the proper first level of the game would start. (the function of that level was just to provide a moving background and steady music behind the title art). Anyways, the latest update left a little pause after the start button was pressed (and the timer on the level signaled "level complete") which was no good for me.
I was able to redesign and fill that space with some popups that turned out fantastic. But let to the small problem I am trying to describe:
---I had the popups set to play a sound effect as they are activated (by an npc moving over activating triggers, like I've done throughout the game). The sound effect were playing fine in the editor, but would not play in the standalone. I theorized that it was an aspect of how that first level was handled, but I actually havn't tried attaching sound to popups before, so I didn't do any other testing (I ended up using destructible npc's to trigger the sounds simultaneously with the triggers that activate the popups, which worked great).

While I'm writing, I guess I should throw in a few requests for consideration:
---I still wish ammo would/could carry over between levels, like the lives do, so I could traditionalize my shmup a little more.
---Although I enjoy the funny initials I get to enter, I still wish there was a module for entering my high score initials with the joystick
---I guess I wish the music was just a little smoother- there's a little moment at the beginning of each level where the music from the previous level start up again for just a second.
---last but not least, nothing!! I'm so happy with the program, so excited about the new developments always, and so grateful for all your work and help with my project, and can't wait to keep working on the next.

Tall John
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Feedback

Hi Dpful,

Thank you so much for the feedback. It's great to hear what is working; and it's really useful to know what isn't working for you so that we can put a fix together.

The slow down caused by drawing 99999 sprites makes sense. I've made a note to check for drawing more sprites than will fit on-screen.

I have coded the joypad input for the high scores. This will be in the next feature-test beta. And there should be a fix for the audio too (it's next on my list :).

We will definitely add an option to allow ammo to be carried over. That would be a really nice gameplay feature. We'll add options so that you can select which properties are reset at the end of the level.

We will also take a look into the glitches with the smart bomb; the pause before starting a level; and the behaviour editor only working in Test Level.

Thanks again,
John

Dpful
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Alright, I've been spending

Alright, I've been spending the day isolating a single problem, and I think I've figured it out.

1--- I've been trying to make it so I get a point every time a bullet connects, rather then when enemies explode (actually, as well as when enemies explode). I discovered that I could make a power up that adds to player score 1 point, and then attach that powerup to the enemies "when damaged" action. So, everytime an enemy is damaged, it activates to powerup on "other entity" and the score goes up one point. And the score counter counts up really fast as I machine gun the enemies, and it's just perfect.
-------------on a side note, I used the same strategy to get my 30 lives when I blew up the hidden icon on the start screen (I hadn't noticed that in the "change properties" section before, while making powerups. It worked perfectly, and let me work around the behavior editor).

2--- The game started crashing like wild, only when I used my super bomb, then seemingly when I died, it was just a mess wondering what was exactly causing the problem, since the superbomb is a complex series of particle effects all going off in a row-- 3 for the launch, travel, and detonation of the bomb, and 2 for player death (one for damage and one for life lost). And I just assumed that something was getting maxed out, so I experimented and experimented, seeing if I could get it under control. And I was able to narrow it down, and maybe it's not a max-out problem, but something you'd be able to or want to address. Anyways:

If any particle effect that has a collision property attached to it touches an enemy that has that powerup attached (to give the player score an extra point every time damaged), there's a crash. --I don't think any other problems came up with the changes.
If the solution to that is complex, than I'm just reporting and hoping it's helpful.
But if it's simple, it sure would finish my game! (wink, wink)

Thanks!!! For everything!

Tall Karen
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Collisions

Hi Dpful,

I’m glad you got the score system working.

Thanks for the explanation of how to replicate the bug. I have had a go at reproducing it and I get a short freeze when the particle hits the enemy but no crash. I have:
- A particle effect with Collision set to ‘Particle’
- An Upgrade which adds 1 to the score
- An enemy with an Action for ‘Damage’ which triggers the upgrade.

Does this sound like your set up?

Thanks,
Karen

Dpful
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Hi Karen, Yeah that's the

Hi Karen,
Yeah that's the setup, I get the same result (tiny pause) in the editor. But in the standalone, they are crashes.

--In my project, I ended up being able to work around it though. I removed the collisions from all particle effects, and then set player 1 to fire a huge invisible bullet simultaneously with the super bomb effects. (Well,actually a very tiny bullet with a huge collision area).