Shady's Recent Forum Activity

  • I see, so the issue is with time periods of spawns. Have you checked the timer variables and TimeDelta? Since this stuff was introduced with music, have you tried disabling the music event?

    It is possible that after replays the timers (or loops) are somehow messed up, most likely by referring to a bloated variable.

    Let's assume this order, see if I understood you:

    - First play, everything normal, spawns on 4-5 second, DEATH, prompt for replay.

    - First replay, spawns on 4-5 seconds... on end of this game, you're prompted again.

    - From here on, things start misbehaving, long spawns but FPS is fine

    What is the difference between first and subsequent replays? The first one is CLEAN, it came straight from the first game. Others followed a replay. Following that train of thought, hopefully you can figure the error out.

    All's correct except that on the first replay things start to misbehave. I put down the times of just how long it's taking, but I think you posted your message before I edited it in. As to what is different, I've checked several times but found nothing that I'd imagine will make the load times insanely high (won't hurt to check again ). Is there a way to manually clear all the objects or memory used by the game? Doesn't a layout change do this automatically? I know it does it with private variables.

    The invalid argument is fixed, in the next build.

    That's good to hear

  • Update: Didn't find a solution, but did get a couple of errors and weird glitches. One glitch I know was becuase of my graphics card, since it happens while playing Team Fortress 2 and many other games, but for the others I'm lost.

    I tried it out once and on the third playthrough (not restarting, just clicking 'Play Again'), one of the spawn sprites moved to the middle of the screen where the player starts out at the start of the game... I have no idea why, but it's the same spawn sprite which always spawns an enemy first on the second playthrough (but that's not even happening anymore...). So I closed it and opened it again and that glitch with the spawn sprite relocating didn't happen, but when I got to my fourth playthrough this error appeared:

    A crash inside the runtime has been intercepted! The crash may be a bug in Construct. Please report this to Scirra.

    I'd love to report the bug but I'm not exactly sure what I'd be reporting

    If it helps, I also got this error when trying to edit an event sheet (happens to several actually):

    An invalid argument was encountered.

    Well, I'll go cry in the corner now

    EDIT: After realizing the game is taking longer to load on each playthrough I decided to take a time trial.

    First playthrough: Immediately

    Second: 18 seconds

    Third: 40 seconds

    Fourth: Didn't get it

    Fifth: 2 minutes 32 seconds!

    I think you're right Mipey, it does seem to be a memory issue.

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  • Thanks for the advice everyone. I looked at another topic and found a useful 8-bit sound effects program called sfxr. After that I decided I wanted my game to have 8-bit music! So I googled and after a while and found a program called FamiTracker. Took a while to get used to but I ended up making some average (okay, mediocre...) tunes as placeholders for my game! There's just this charm to 8bit music which I love

    you can try Rebirth for begining - gives you an idea how sequencer and drum-machines work

    it' very easy soft and fun to use. - i spend many many night's using it few years ago

    (until they reallesed Reason)

    http://www.rebirthmuseum.com/ - heh they givin' it for free now.

    Downloaded it and made something, but it'll take me a while to know what I'm actually doing. So many nobs...

    If you never played any instrrument it might be hard to compose something decent. No knowladge is above expirience.

    I was thinking of getting a guitar but I'll have to wait until after I finish school. I was never a big fan of music (though I love Michael Jackson) but I've always wanted an instrument.

  • Check if you're not duplicating anything on "Play Again?". You have to clean the old game objects up. The slowdown hints to a large number of objects being processed, even if it doesn't look like that.

    I don't have access to my PC now (on laptop) but from what I recall, after running it in debug mode, the number of objects throughout are reasonable. Once when I was testing the game it did crash and say out of memory even though everything appeared normal. Don't the objects get cleared after a layout change?

    Since I'm back from football training (I lost half a fingernail) I'll explain more:

    The game starts from the start of the menu and at the start of the layout, it resets all necessary global variables to their original value. From the main menu I click begin to start the game. Immediately an enemy spawns from one of the four points, completely random on the first playthrough. When the HP runs out, it takes me to the Gameover layout, where you can click 'Play Again' or 'Quit'. If you select 'Play Again", it takes me to the menu and from there everything is reset again. So I click on begin and one enemy, always from the same position spawns (this only happens on the second playthrough for some odd reason). After that, it takes 10-20 seconds before another is spawned while is should only take 4-5 seconds. I'm not sure why, as in debug mode all the variables look normal and the FPS is at a constant 60.

    Wait, I remembered something: in debug mode, on the second playthrough, it was only when the variables moved the actual game began, so it seems something is stopping them to run immediately, even though they're reset again on the Game layout.

    I thought it might have been an issue with my graphics card initially (it's 95% dead), but after copying the .exe files to my laptop the same issues occur. I'll try solving the issue again later on and if I find the issue I'll give an update.

  • Today I wanted to complete the final stage of my minigame, music! I downloaded a program, made some music to try it out, added it in my game while tweaking the actual game a bit and now after a player gets gameover, the problem occurs. On the Gameover layout, you click 'Play Again?' and then it takes you back to the main menu where everything is reseted back to the initial state. Then I start the game, but it takes 5-10 seconds for anything to happen!I backtracked, checking what I must've done wrong, but it still failed to restart properly.

    This is the layout order: Menu > Game > Gameover > Menu

    That's fine and all, I must've done a mistake. Now for the absurd part. Since a couple of days ago, everytime I make an .exe, I make a new one. So now I have four. The first three prior to adding the music were working fine and restarting properly and my brother who tested the game said it ran fine. Now, not only does the cap file and the fourth .exe not run properly, they all have the same error! The hell? Is that even possible?! Did it always not work or am I losing my mind?

    I'm sorry if this is hard to understand but I'm in a hurry as I have football training in 5 mins! I'll send the .cap by PM in 2-3 hours for anyone who's willing to help.

  • Yeah, I think you'll have to use an external install creator program. I'm not sure how customisable the built in one is.

    Ah well, a zipped file is really all I need. Thanks.

  • Didn't expect anyone to have replied yet. Thanks for the answers shinkan!

    I'll be sure to check out that link in the morning, deadeye (though I really should be concentrating on beginning year 12...).

  • Oops, sorry bout that, guess we know why I'm not a programmer.

    No need to be sorry, because of you I resolved me issue. Thanks again.

    It comes up straight away as a system expression with description if you search the wiki

    I did search for it after finding out it was called 'appPath', not 'appath', but then I had to find out what a system expression was! A quick search of the forums helped me with that.

    I think I'll stick with INI for the high score, even though it can be easily edited with a text editor.

    Now since the first problem is resolved, are there any answers for the second? I'm thinking there isn't since Construct is in beta stage afterall. Seems to be a feature better suited for later.

  • So I'm making a minigame shooter in Construct and so far all is near completion (which is really just coding and graphics) except for one thing... Music! Am I the only one that considers this the biggest hurdle, greater than creating the actual game? Graphics are easy to design and, thanks to Construct, so are the games, but when it comes to sound effects and music tracks, I'm stumped.

    When you're creating a game, do you rip music from another? Compose your own? Won't it be illegal to use or modify a licensed music track? So many questions, so few answers...

    I don't know about you, but the music stage in game development seems to be the toughest, at least for me... Any advice?

  • Try using the system expression appath.

    After half an hour trying to comprehend what your post meant, it finally worked! Searching for appath brought up nothing, but appPath did

    Seems like my minigame is 95% complete. Now I just need to clean up a few sprites before I post it

    Thank you for your help. Greatly appreciated.

  • So I began using Construct several days ago after a long absence from it and I've come to the completion of my minigame which has a very simple High score system. I'm using INI to store the high score (can't it be encrypted to disallow editing?) and so far everything runs smoothly, except for a couple of things.

    Problem One:

    When I extract the game to EXE, the game is still trying to read the INI file from the previous location.

    It might be hard to explain so I'll just give an example:

    Action -

      > Start of layout INI: Set INI file to "Data\HS.ini"

    This, from what I know, reads the INI file from that location.

    .Cap is in: C:\Cap\game.cap

    INI is in: C:\Cap\Data\HS.ini

    .EXE is in: C:\game\game.exe

    Copied INI is in: C:\Game\Data\HS.ini

    When I run the EXE, it's still reading from "C:\Cap\Data\HS.ini" despite only putting "Data\HS.ini" in the action. To make sure I changed the values of Copied HS.ini and deleted the original. This lead to the values coming up as 0.

    Is the INI action capable of reading from the folder the .EXE file is in instead of an absolute path?

    Problem Two:

    Not really a problem, but when exporting to .EXE and creating an install, is it possible to allow it to install more than the executable? Or would I have to use an external install creator?

    Any help appreciated!

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Shady

Member since 22 Jan, 2009

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