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Dpful
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Hi, I've just started working with the current kit, everything is working great, but I've got one problem:
On the sprite editor menu, "create new, etc. etc. etc.", I'm not seeing any thumbnails.

Dpful
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---and also, when I edit the

---and also, when I edit the animation, the animation preview in the corner does display properly- it shows the first frame and then blank for the frames

Dpful
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(I'm using regular new

(I'm using regular new version- no beta.)

Tall John
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Sprite Editor

Hi Dpful,

Thank you for letting me know about these issues. We've reproduced them here and are will get them fixed.

Thanks again,
John

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Sprite Editor

Hi Dpful,

I'm sorry it has taken so long to get the new build together but version 2.0.16 fixes the problem with the Sprite Editor, amongst other things. This version is a bit of maintenance build as it contains fixes, upgrades and improvements to many of the SEUK's features. So thank you to yourself and others who have let us know about these problems so that we could improve the SEUK.

Thanks again,
John

Dpful
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Need more help

Hi, just checking in with some news and some problems

1. The game I made with the SEUK now resides in the Gallery Of Fine Hyper-art, which is something I built to show it off. You can learn about it here at our instagram https://pikstagram.com/thegofha or @thegofha if you have an instagram account.

2. I'm working on my next game and have hit a snag/need some help/advice
I'm using ver 2.0.17.14
A link to my file is here: http://www.rest30.com/videogamedivision/rbahtestz.zip -(it's a direct link, you have to right click and "save as") (start is Z, then WASD with F for shooting)

I've had problem with frame skipping and collision skipping.
-for frame skipping, is it possible to turn that into slowdown instead? and of course the collision skipping is a problem-
If you play to the end of my level, the last boss starts missing collisions consistently. I havn't found a better way to test it than to play through the whole level, it doesn't seem to have to do with how many bullets are around, or-- basically the advice I need is:
1. Is it something you can fix?
2. Do you have any ideas on what is causing the skips or misses- I've had a hard time identifying which factors are doing the most damage, for example, at one point it seemed it could have been some bullets that I scaled to be really large, at one point I believed it was having to high of a "max can generate" number on NPC generators. Anyways, I feel like I've tried about everything and am now humbly asking for some ideas from you.
3. Is there a limit to .... whatever's going on, basically, should I be making shorter levels?
4. Some of these problems didn't seem to be in the version I made my previous game on- it seemed to favor slowdown over frame skipping (which I greatly prefer)-- It did have two long levels that seemed to slow down a little bit more near the end of them. Anyways, if I hit a brick wall on this, would you recommend I use that version? (I realize I'm trying to do something very specific with the program, that might not be in the exact direction that you're developing it, so as always, I'm very grateful for any help, and not trying to rock the boat).

As, as always, your work has changed my life, thanks very much, and I'm excited to get my 2nd piece done.
thanks, Dave

Tall John
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Hi Dpful,

It's great to hear from you again and thank you for the questions.

We've taken a look at your game and it's looking great! We loved the animation and the use of colour - and the game is fun too.

We are updating the version of PhysX we are using which will fix the collision problems you are seeing. There are also some very significant optimisations we're introducing which should help with the general frame rate.

You raise an interesting point about preferring slow down to frame skipping. Frame skipping is generally preferred in order to give a consistent speed of movement but I do respect that you prefer slow down. I've played games that have used this method and it has been right for those products. I will make frame skipping optional.

We will look through your game again and investigate your other points.

Thanks again,
John

Dpful
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Thanks so much John,Yeah,

Thanks so much John,
Yeah, the slowdown is important to me, mostly as I'm working on the game to keep track of how hard it's working on my laptop/ to double check how many bullets I can use, etc.- to get it properly optomised and maxed-out (and keep a smooth frame-rate in the end). So I'd appreciate that very much! Especially as an option.
I'm very happy to get working on the program again!
I'll report on a few other minor snags as soon as I can articulate them properly and helpfully, -one is that (not articulated very well) sometimes the menus for npc definitions or weapons won't open from the get go (from their regular buttons), but will open fine if you click the shortcut link to them within the npc or player properties (and then they open fine from their main screen buttons thereafter)
Thanks again John

hmmm.. went to it right after writing this (it's been a few days), and all buttons working great. If I can nail down any probs, I'll report- I thought I'd had that one nailed down.

Dpful
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Here's a link to the file:

Here's a link to the file: http://www.rest30.com/videogamedivision/rbahtestz.zip
-----------the level to test on is the 2nd level called "optimization testing"
Hi John,
I've got one problem and one possibly related issue:
I'm having a hard time getting entities to show up or be listed where I need them, particularly in the entity editor. -I've had this issue before, and it seemed to work itself out, but I can't get it solved this time- here's how to test:
In this project file, there's a sprite called "flame bullet" at the bottom of the list (it's a blue animated fire bullet) that won't stay as an entity after I reset the program. I can make it an entity, as I first make it and build the sprite, or if I go to the sprite and choose "make entity" and rename it and click OK, or go to Entity Editor and choose "create new" and chose the sprite, etc. Then I can to go "bullets" and use the entity for the bullet and make a weapon and it fires properly (it's used by the first ''burrower" that appears, then some heads that appear a little later).
But when I save and reload the program-- the entity is nowhere to be found, --so that weapon doesn't fire it's fireball anymore--- and also the heads, which usually fire from thier tags, seem to be firing from an unusual place in the middle of the screen (that bullet has a destruction particle that you can see going off there, if that's helpful). ---so, to test, you just have to open up the 2nd level "optomisation testing", turn that last blue fireball into an entity (from the entity editor or the sprite editor), then use that entity as the bullet for "flame bullet" (I also set the entity's collision radius to 4 or 5, plus I reverse it's sprite's "y"- I drew it upside down on accident), make sure those heads are firing, then save and restart the SEUK. ------maybe related, I dimly remember having problems creating multiple sprites in a row-- and having entities now stick because of that, and then resetting the program between making sprites, or trying to limit it to 2 or 3 sprites at the most, each session. I did make this sprite 2nd out of 2. I'm going to try and remake it from scratch right after I finish typing this.
----after that, I'm going to try restarting the whole laptop, in case that's related. -cause I had this problem trying to make another bullet, and I can't remember how the problem went away. Making bullets is the only time I really use the entity editor, I usually manipulate the npc's collisions and attributes independently in the level editor. --but I also notice that my entity list is incredibly small, only about 5 or 7 things in there, and there should be one for every sprite I've made (cause I always leave that ticked), and when I drag NPC's onto the editor, I've just been dragging one of the few entities and then changing the sprite, etc. because I didn't want to bother you about it. But now I'm stuck on making new bullet entities.

And one thing I wanted to check if it was related: on my last game, I came up on an issue where the program was crashing, I believe, and feeling maxed out, or going slow or something, and Karen suggested I delete all the textures and entities (I believe) that come packaged with the kit, and it solved all those problems in a snap. And, on this project, I did the same, I think, going down the entity list, and the particle list, (I think- any list that contained the prepackaged things), and I deleted them all so I could start fresh. So now two things: 1. just letting you know about that, in case it's helpful for my problem. and 2, that stuff, the long list of textures and art that came with the program, it does still appear in one place-- when I load or choose a texture (of mine) to make a new sprite, I have to find my art amongst all the pre-packaged art on that menu only, even though I don't see any of it in my "textures" folder, or anywhere else. -dang, I'm just realizing as I type this that they may all just be thumbnails that are left there and may not exist anywhere-- I've never clicked on one. If that's the case, I'm just reporting that the thumbnails are still there. But, in relation to deleting all that stuff, I am now experiencing pretty frequent crashes-- if I test my level, it almost always crashes if I play till late in the level and then press esc to get back to the editor. Not if I press esc early in the level, though. So that rang a bell and I thought it might be related.

Anyways, I'm stuck on this new bullet/entity issue, I hope my report and file is helpful in any way, mostly for the greater good, but for myself, too. and please lmk if you have any insights/help or need anything from me, and I hope all is well! All is well with me, I'm way excited to be using the kit for another game!!!!

-----another thing that I hope this is productive to also say, since I'm at the computer already, there's a few other things that happened, but I haven't been able to double check them properly-
--I had the problem where I couldn't open and edit a npc definition. I believe I had just started the SEUK fresh, went straight to the level editor, went straight to the npc definition menu, and the individual definitions wouldn't open. I clicked on an NPC proper, opened it's npc definition from within it's menu, and henceforth, I could open that definition from anywhere. Just not the first time, when I went straight there.
--I was trying to make some new npc definitions at one point (and I believe this happened with bullet definitions too), by copying existing definitions and then renaming and adjusting them, and when I clicked "copy", rather than "copy of etc.", I would get a duplicate of a nearby definition instead. As I was afraid that maybe that bug would jumble an existing definition ('cause it would have the same name as an existing one'), I would delete it immediately, perhaps try clicking "create new" instead, and that wouldn't show up either, I'd maybe do it a couple times, maybe back up and reset the program without saving (for fear of causing a problem I couldn't fix)--- anyways, I was led to the assumption that there was a limited amount of definitions that I could use. That led me to delete some definitions, to make room for more important ones, and as I was making the list shorter, some of my "create new's" and "copies" started to appear at the bottom of the list, leading me to now believe that it may have instead been a way that they were displaying-- like the menu window wouldn't scroll far enough to give me access to them. (--that still didn't explain, though, how I would try to make a "copy of etc." and sometimes get a same-named duplicate of a different, pre-existing one on the list.)
But within all that, I do have the question of how many weapon and behavior definitions I should be using safely, If you know.
And I hope that explanation is helpful for any small fixing on your amazing program that I love! Thank You

Dpful
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Thanks for reading all this,

Thanks for reading all this, John!

I just went back and deleted/reloaded the sprite (on the idea that maybe creating too many sprites at once was a problem), and I still had the same problem (the entity was gone again after reset).
Also, I clicked on one of the pre-package textures thumbnails in the sprite editor, and the full art WAS there, leading to me to my first idea that maybe that was part of my problem, and if so, I don't know how to delete that art.

Dpful
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That was the 5 minute later

That was the 5 minute later update, this is the 20 minute later update:

I have found a workaround, and I also remember that I'd done this same thing when I had the problem with making my previous bullet.

I was unable to get a new entity to remain after a save/reset of SEUK, but if I packaged the game it would play with the entity in play, and the bullet visible. And then if I use the packaged game as my new project file, the entity is right there permanently. And if it's true that I can swap packaged files for project files with no ill effects, (please lmk if that's true), then I'm very happy to report that I can move forward no prob for me, and hopefully that's a good light on that issue and no problem for the kit.
Thanks John!!!!!

---One more thing of interest-- on the same level, the first eyeball looking thing that comes up (named "burrower" something), it has a fixed movement of -X 100 or so, I had intended to use a destruction particle of an explosion that ends it's last frame with a crater, so you'd blow him up, see the explosion, then freeze on a crater till it's off the screen- which would require the whole particle to be moving at -X 100 (to stay aligned with the asteroid hes on, and make the crater look solid, etc.). But all my attempts are to no avail-- All settings in the particle editor, or on the "burrower's" effects panel for "destroyed" (there's a rotation setting there, too), are translating to the explosion only moving X +100 in- game (which is the wrong direction). Anyways, I've had this problem before, but forgotten about it- and now I seem to really need to control the direction that that particle moves. I think that in the past, I've used random spreads to get things to go general directions, but in this case I need a solid -X and I'm having a hard time finding a solution.
Anyways, Thanks again for everything!

Tall John
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Hi Dpful,

Thank you for your feedback and for sharing your build.

I'm sorry you are experiencing some strange behaviours from the Kit and we are looking into these. We really appreciate you making us aware of these issues and your detailed explanations that will help us track the problems down.

I can confirm that you can use project files from packaged games with the Editor. This obviously shouldn't be necessary and we're very keen on understanding and fixing this bug.

We will keep you informed of any fixes and work-arounds as we investigate.

Thanks again,
John

Dpful
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Hi John/Karen, just checking

Hi John/Karen,
just checking in on this detail if you have the time or any idea, plus 1 small problem

1. still wishing for an option to continue at the last level played, after game over, with a button press. I have to use the game in the arcade, and an arcade style continue option is what I can't figure out. ---if this could be an option in the future, it'd be appreciated, I think, (for me for sure) but also for any multi-level games where you don't want to send the player back to the very beginning. --or if you have any ideas, let me know. I've been balancing gameplay around receiving extra lives for now (and with my last game), so if that's still a ways off, I can survive, I've really digging in to the current version of the SEUK and I am loving it.
--------I'm just focusing on the game engine now, but when I'm done, and begin composition, I know the frame skip will become an issue for me, both for my benchmarking tests (on how many bullets my computer will handle, etc), and just for aesthetic reasons (it has to look smooth, and it's a lot harder to check for frame skips than it is for slowdowns-- can't frame skips are hard to see-- perhaps also, if you finish that option, a "frameskip meter" would be helpful, the same way the fps meter is.

2. If have the left analogue control set to direction keys, no problem. But if it's set to WASD or IJKL, then when I hold the fire button for "fire 2 rotate direction roll", I loose the ability to fly diagonally in one direction- it's down/left for me (-- I should mention that my controls are also rotated 90 to the right, to match the monitor that's tilted 90 to the left for a vertical configuration, in case that has anything to do with it).

THANK YOU FOR THIS AMAZING PIECE OF SOFTWARE!!!! The more I learn about it, and the more I trouble shoot my problems, the more impressed I am, always.

Dpful
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----scratch that- it's

----scratch that- it's diagonal down/right that won't register in that situation-
and thank god for double checking- it's not on "fire 2 direction roll", it's when using the normal shot.
Normal and fire 2 direction roll are my two firing setups-- all diagonals work when using fire 2 direction roll.
Please LMK if you need my file to troubleshoot that and I'll send it. Actually, I'll just post it up now, this will be the link: http://www.rest30.com/videogamedivision/rbahtestz.zip

Tall John
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Hi Dpful,

I'm sorry that Karen and I have been so quiet for the past few weeks. We're getting very close to releasing version 2.0.18 and are getting in some important features and creating more documentation and tutorials.

We have been using your project for testing, thanks, and have been resolving some of the issues you've raised.

Thank you also for bringing the problems with the directional fire to our attention. We'll get this sorted as a matter of priority. We also appreciate you sharing your project as it's a helpful way for us to reproduce the issue quickly.

I agree that a "Continue" option is a big feature that is missing. I'm sure I can sneak that in to the build quickly. ;)

We've got some good optimisations coming very soon and a Physics/Collision detection update. I'm expecting these will be very beneficial to your game.

It's good to hear you're enjoying using the Kit. We've got a lot of features planned for the coming months and are looking forward to sharing them.

Thanks again,
John

Dpful
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Thank you John, that is good

Thank you John, that is good news.
I've got a couple more things, special requests if at all possible (with full humility, just writing again for now now, down the road, or never if it doesn't fit)

1. If there was any way to fit in the feature, "input high score initials with joystick", that would be the ultimate last piece of my particular puzzle, since I'm making games for arcade machines. --in the big picture, with that feature, it could be encouraging for others who want to make short score games for a social setting, but don't want to deal with a keyboard. (sometimes I test my builds in the form of short score runs that I set up at the bar, for example.)

2. it IS pretty crucial to me that the game ends up running smoothly, slowdowns ok, but frameskips not ok. So if that is even a possible option to include, and if it is easy to include, please throw it in! (Sorry if that's put naively, I'm sure anything is difficult to include)

But yes, thanks again! If I hit brick walls I try and beat my head against them for quite awhile before I give in and ask for help, and it's very great to hear that any of my problems are helpful at all to you two and the SEUK. In those cases, it's always been your quick responses, consideration and help that have given me the faith to re-engage this difficult medium. And I'm very stoked about my new game, and the next, and the next etc.!

Dpful
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http://www.rest30.com/videoga

http://www.rest30.com/videogamedivision/rbahtestz.zip -this is the standalone
http://www.rest30.com/videogamedivision/rbahtestzproject.zip -this is the project file

Hi, if this is helpful, I've got two problems:
1. No matter how hard I try, I can't get the entity/bullet "blue fireball" from disappearing when I make the standalone. (note, when you test it, it's not a game, just an automated visual with npc's only for a performance piece I have to do).
Anyways, the blue fireball also has been disappearing in the SEUK, I havn't figured out what makes it come back- sometimes it's a restart, sometimes it's flipping the sprite "Y" in the entity editor, or sometimes when I load up the other level- there's 2 levels, it only disappears repeatedly in the level called "12mm" (also the second level I made). It never disappears in "original level".

2. Also, when you check the project, you'll see, in the NPC definition list, two listings for "camera parent"- they have the same name and are duplicates of each other, if I delete one, it deletes them both. The 2nd one was created when I attempted to copy another definition (dogfish)-- in the past, I have gotten stuck on this problem, afraid that the illegitimate duplicate will cause a bug or something, but this time I just left it, copied again, (with a successful dogfish-copy on the 2nd attempt), and hoped that the duplicate would disappear later, perhaps if I built a standalone. But I guess I'm reporting because I am a little scared. You can see this process duplicated in the weapons list, too- I was trying to copy "fire bomb" (now name-changed to "12mm fire bomb", it worked on my 2nd try, just like the last), but I got a duplicate of "firebomb eraser" on the list.

Anyways, I hope this is helpful, keep up the good work, I just read the post about Final Moon, Defender of the Cubes, I feel the same way. (so grateful for your work).

Dpful
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Brief follow-up, ---if it's

Brief follow-up, ---if it's helpful at all,
I was able to get the blue fireball to display-- it seemed to be related to copying and pasting an npc generator.
The procedure I tried a few times was:
--blue fireball was still gone (this was after deleting and reloading everything to do with it)
--copied and pasted an a npc generator
--added a new weapon slot to the new npc generator (any new slots added to this npc, gen cannot be deleted now, they are permanent)
--Check the blue fireball entity, see that it is blank, select it's fireball sprite
--All blue fireballs are back -----my procedure for npc generators is to make one, work on it, copy and past it to another location, work on that one, etc.
------I tried this procedure a few times and It worked, but it only lets me get the blue fireballs into the standalone. When I open up the SEUK again, the blue fireball entity is gone again, perhaps related to that same problem with entities saving that I'd had in the past. And to follow up on that, I'm still exploring the workaround of rendering to a standalone and then opening up that in the SEUK to get the entities to stick, and that seems to work. Except it has one side effect of throwing lots of duplicate names on the list in behaviors and weapons and upgrades. Unlike the duplicates mentioned before, these ones I can delete one at a time and they disappear properly. Still a little frightening though, for me, who's trying to find a stable path through these couple of bugs.

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Hi Dpful,

I owe you an apology again for the lateness of my reply. Our website has been moved to a new server and posts were at risk of being lost. The result was we had to hold off on any replies until the integrity of the website has been checked.

Entering the High-score with a joystick is an excellent request - thank you. We opted for the arcade method for name entry but I agree that we need to support this properly.

You phrased the slowdown vs frame-skip argument perfectly. Different projects suit different methods of handling a busy game environment and so we support both. It will be appearing as on option on your project menu very soon. :)

I am just about to investigate the blue fireball issue. Thank you for sharing your project to help me look into it. Your work-around is good but I appreciate that it's not very satisfactory and switching the project to use packaged data isn't ideal. I want to get a proper solution for you.

Thanks also for letting me know about the camera parent issue. I'll try and reproduce this. But I'll also have a quick look and check that the duplicate isn't going to affect the original camera. As soon as I've checked I will let you know.

Thanks again,
John