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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

Tall 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