tomi71's Forum Posts

  • I am sorry. Still an error even after all the effort.

  • And whatever happens I thank you very much 99instances2Go for all your help!

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  • I don´t know how you did it. But I must say that all the images were cropped in photoshop to make them same size. I wonder why C2 made them different size? I certainly cropped all the left out for them. Only the beam in every frame. I thought that why c2 shows the little ones more big. You somehow managed to make them exactly the same

    What did you do?

  • GdiA, i did not see that this chunk of rust also contains an animation with way to differend framesizes. And therefor messy polygones. I fixed also that animation now, the same way as i fixed your other animations. Hope that is it for now. Would you plz keep all frames in an animation at the same size !

    https://www.dropbox.com/s/tkpi3u9y14di1 ... .capx?dl=0

    Are you talking about the rotating beam? It is absolutely same size (except the horizontal). I cropped all of them in photoshop. I noticed it too that Construct 2 makes them look different size.

    Thanks. I´ll check if it runs without error.

  • Just one last guess... could it have something to do with Wait.

    edit: now testing with an older version.

  • Running the "Testi" layout now. 5000 gameseconds has gone and no error. I wonder what is wrong with the ERROR layout (if it´s that)

    edit. No error even still. This gives me hope.

    edit2: Added rotating beam to testi layout to see if that is the culprit.

    edit3: so far so good.

    edit4: Still running great!

    edit5: maybe the ERROR layout has something not right?

    edit6: I don´t want to say it. Error in Testi layout.

    I think that something is building up. Memory should be freed at some point. I am only guessing.

    How to read this error message? It says what´s the problem. How to read it?

    Anybody knowing how to read it?

  • Can I suggest something 99Instances2Go? If you are still running it. How about copying that rotbeam (rotating beam) say 5-10 times and see if it brings an error. At least when I tried with one beam it worked fine longer. When added more it brought the error much sooner. That´s why I thought about the efficiency.

    edit: Also I give timer 100 000 so that it runs long time. I wonder if you are running it with the 107 and it restarts very often and that´s why no error.

  • Nope at last question. Its still running in the background now.

    Good to know.

    ...and I prefer the problem being a computer than software (if it is)

    I am previewing this with google chrome. Which browser are you using with this now?

    I wonder how the error would manifest itself if I tried .exe. Would it just stuck... must find out.

    edit: are you running the ERROR layout?

  • Hmm, i had running it for an houre in the background, no errors after the updates.

    Yes. It is really strange. I am removing all sorts of things now and checking which ones could be a problem. Removed all left over sprites. Removed all disabled lines (almost all). Removed those huge beams and left only one for Clark to sit and wait for an error.

    I wonder could the sprites z-position give a problem. When spawning an object. Is it possible that two sprites are on same z level or something like that. (just a question that popped in my mind)

  • Error. Horror. Soon out of options. Trying....

  • Those events that were only used in certain layouts had been removed in the "stripped down" version of the game in page 1. Yet there still was that same error. The error doesn´t come right away. It took 18 minutes in one case. Sometimes it can come right after "restart level" when timer goes 0 and game restarts the level (layout).

    I am now removing the emboss effect for those edge beams (that makes them look metallic) and all the bolts that are rotating constantly are not any more. I am testing the "efficiency" or how do you say it

    edit: Also removed all the leftover sprites (when I have tested things etc.). Running now. Waiting for an error..

  • Thanks. Those are certainly the steps to the right direction. I had thought it also that should I make more event sheets for the reason you said (e.g Boss is not in every level etc.)

    Tried it now with beta r229 (latest beta). It ran couple of times (timer to zero and restart layout/level) but ended in error. I try next to remove the chain fully.

    edit: disabled the chain. Still error. Next: I try to remove the birds and see what happens. Yep. Error. Now adding birds back and removing the rotating beam... sigh... ("error") and now removing birds AND rotating beam. I remember at one time when I tested, I put many rotating beams and the error became sooner. I wonder if this has something to do with "resources" (too many things going on etc)

  • I think that the error could be easily found since there is a strict error mentioned if one could only understand those javascript lines. It seems to be doing something with physics and something with a problem when creating sprite. Is it possible that there are too many ticks going on and the machine or software just can´t handle it?

  • Updating now. Testing soon.

    edit. updated. So far no error. I am glad I bought it.

    edit2. Error. Update didn´t fix it. I think it ran more smoothly though.

  • Here is the link:

    https://www.dropbox.com/s/uzcqbsveiy3fg ... .capx?dl=0

    I named the layout where the error comes to ERROR HERE

    These errors started to happen after that rotating beam and those chicken sprites but there certainly were many sprites having collisions points in a wrong way. I wonder if there is a problem if sprites are overlapping in the same layer (when putting them there. That´s why I moved those ground images (background images) separately (which now looks bad of course). There still was an error.