What should I look for in Debug mode?

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  • 14 posts
  • I'm having a problem with a complete game freeze, and I've narrowed it down to a few events, but I'm not sure how to understand why the game freezes at these events in the debug mode. Any tips on things to look for?

    I'll post the file later if I can't figure it out, but for now I'm trying to work it out myself.

    It seems to be a destroy action/condition, that was working fine until I added some other layouts.

  • You may not be able to see this in the Debug Mode. You can check if the number of collision checks suddenly spikes, or lots of instances are created for some object. Maybe you can see something on the CPU/GPU Profiler tab.

    Does the game freeze permanently or for a moment? If you've narrowed it down to specific events, try disabling sub-events and actions..

    I can't imaging how adding new layout can cause any issues with the Destroy action.

  • Nothing changes in the debug mode. All values just stop.

    Collision checks before freeze are around 4/tick, same with poly collision.

    They both are at 4/tick at the time of freeze.

    There are no spikes in objects, events take up the most CPU at 2.3%.

    The only thing that doesn't stop is the audio. Which I have tested, by disabling all audio, and nothing changed.

    I have tried to disable a destroy event that seems to be the one causing it, but I can't see why it would do that.

  • I can't post a screenshot for some reason, but here is the events that seem to give me trouble.

    LogOBJ Width < 60 ------Destroy (If you disable this the game runs forever)

    LogOBJ On destroyed

    System Is Destroyactive

    System logcount < 8

    Trigger once -------- LogOBJ Sine Set to Disabled

    Add 1 to logcount

    Creat Object LogOBJ at layer 4 at Woodbox.imagepointx.(logcount)

    Set scale to 5

    The game starts with around 55 objects on screen and crashes with around 60.

    If you disable the destroy action, the game can make as many objects as it wants, and even triggers some particle effects.

  • You should be able to insert a screenshot if you edit your comment. It's a bug:

    github.com/Scirra/Construct.net-website-bugs/issues/135

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  • Here you go

  • I think this link should work

    drive.google.com/open

  • I don't really understand what's going on in this code. When the LogOBJ width can become <60?

    You are creating LogOBJ instance in "On destroy LogOBJ" event. Maybe a new instance is created and immediately destroyed in the same tick and the game gets stuck in an infinite loop? It's just a suggestion..

    Have you checked the browser console log (F12 -> Console tab), there may be an error message.

  • This is what shows up when the game freezes, I have no idea what any of this means.

    Graphics 530 Direct3D11 vs_5_0 ps_5_0)] (standard compositing)

    behaviorInstance.js:1 Uncaught (in promise) TypeError: Cannot read property 'GetObjectClass' of null

    at a.RedBlackSet.SortByTickSequence [as compare] (behaviorInstance.js:1)

    at a.RedBlackSet.get_ (redblackset.js:1)

    at a.RedBlackSet.contains (redblackset.js:1)

    at a.RedBlackSet.insert (redblackset.js:1)

    at C3.RedBlackSet.Add (redblackset.js:1)

    at C3.Runtime._AddBehInstToTick (runtime.js:1)

    at C3.Behaviors.Sin.Instance._StartTicking (sdkBehaviorInstanceBase.js:1)

    at new C3.Behaviors.Sin.Instance (instance.js:1)

    at Function.C3.New (jsutil.js:1)

    at C3.BehaviorInstance._CreateSdkInstance (behaviorInstance.js:1)

    SortByTickSequence behaviorInstance.js:1

    a.RedBlackSet.get_ redblackset.js:1

    a.RedBlackSet.contains redblackset.js:1

    a.RedBlackSet.insert redblackset.js:1

    Add redblackset.js:1

    _AddBehInstToTick runtime.js:1

    _StartTicking sdkBehaviorInstanceBase.js:1

    C3.Behaviors.Sin.Instance instance.js:1

    C3.New jsutil.js:1

    _CreateSdkInstance behaviorInstance.js:1

    _CreateSdkInstance instance.js:1

    CreateInstanceFromData runtime.js:1

    CreateInstance runtime.js:1

    Spawn actions.js:1

    _RunObject_ParamsDontVary action.js:1

    _RunActions_Fast eventBlock.js:1

    _RunAndBlock eventBlock.js:1

    Run eventBlock.js:1

    _RunSubEvents_SolWriterAfterCnds eventBlock.js:1

    _RunSubEvents eventBlock.js:1

    _RunAndBlock eventBlock.js:1

    Run eventBlock.js:1

    Run eventSheet.js:1

    RunEvents eventSheetManager.js:1

    Step_RunEventsEtc runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    instance.js:1 Uncaught (in promise) TypeError: Cannot read property 'Draw' of null

    at C3.Instance.Draw (instance.js:1)

    at C3.Layer._DrawInstance (layer.js:1)

    at C3.Layer._DrawInstances (layer.js:1)

    at C3.Layer.Draw (layer.js:1)

    at C3.Layout.Draw (layout.js:1)

    at C3.Runtime.Render (runtime.js:1)

    at C3.Runtime.Tick (runtime.js:1)

    at normal (runtime.js:1)

    Draw instance.js:1

    _DrawInstance layer.js:1

    _DrawInstances layer.js:1

    Draw layer.js:1

    Draw layout.js:1

    Render runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

    requestAnimationFrame (async)

    _RequestAnimationFrame runtime.js:1

    Tick runtime.js:1

    normal runtime.js:1

  • Do you have a copy of LogOBJ sprite on any of the layouts?

  • Event 19:

    when you create "LogOBJ" you make the object move with "MoveTo" behaviour but that object has always active the Sine behaviour and that causes the bug that freezes the Game, both behaviours are active at the same time and they try to manipulate the (X,Y) of the object creating conflict

    Solution: when you create that object before you make it move with "MoveTo" deactivate the sine behaviour

    ====================

    Bug:

  • tarek2 Oh, I missed the link to the project file. Disabling Sine fixes this, good catch!

    Oddly, this only happens in r190, it works fine in r189. Seems like a bug to me, two behaviors should be able to work together.

  • tarek2 Oh, I missed the link to the project file. Disabling Sine fixes this, good catch!

    Oddly, this only happens in r190, it works fine in r189. Seems like a bug to me, two behaviors should be able to work together.

    Thanks, I thought the same shouldn't go that far to freeze the Game I think its a bug also, it should let you have both behaviours active, Though not sure what would be the end results of the object with both behaviours active probably will be flying around jeje

  • I just updated to 190....that's irritating. Thanks so much for the help!

    Would the bullet behavior be more acceptable than the move to?

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