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    Hello Ashley, thanks for the quick reply. I don't know about everyone else but as far as system specs go I can at least give you mine. I don't know how in depth you want so I'll just hit the basics. I have a laptop and desktop both of which crash, specs are below.

    Laptop

    OS: Windows 10 v1803

    HDD: Sandisk SD8SN8U 128GB SSD

    RAM: 8GB

    Processor: Intel Core i5-6200U

    Graphics Card: Intel HD Graphics 520

    Desktop

    OS: Windows v1803

    HDD: Reactor 1TB SSD

    RAM: 16GB

    Processor: Intel Core i5-4760K

    Graphics Card: Nvidia GTX 1080 4GB VRAM

    As a small aside I just checked my drivers and everything is up to date regarding graphics cards at least on both machines.

    I also just changed my preferences to not show unique icons, I didn't even know this was a thing or that the Windows GDI had a hard cap. It's possible at least that this was causing this issue for me I'll try to reply if I see the problem go away. Thanks again for the help.

    Ashley Per your request I'm making a new thread about this since the old one is irrelevant at this point and you are right, its pointless to pile onto that thread about v267 since that isn't the current version anyway.

    I'll do my best to describe the problem. I know the Construct team is looking for a concise answer on what is causing this but after reading through the previous thread about v267 I've come to the conclusion that no one really knows what is causing it because the problem cannot be consistently reproduced.

    So here goes, I'm currently using Construct 2 v269, the non-steam version. At random intervals the program crashes. I won't comment on if it happened before v269 because I honestly don't know and I don't want to confuse the issue. I can usually tell it is about to happen because C2 will become unresponsive for about 3 seconds or so and then close with no messages about what happened. Below are the times that I have had this happen to me. I will obviously say that Construct 2 does not close itself out every single time you perform one of these actions, but these do seem to be the operations that trigger the problem.

    1. Auto-save: Personally, I disabled auto-save a while ago because there was about about a 1 in 4 chance that the game would finish auto-saving then stall for a second, then close. It clearly finishing performing the auto-save because I could go to the auto-save file and it would be up to date. This seemed to be the most consistent thing that crashed C2.

    2. Image-Editing: When using the image editor C2 would work fine until you closed the editor. So you could upload or add an image in, do your editing, make more frames etc, all no problem. Once you closed the editor there was a chance, again not consistent, that C2 would just close itself out.

    3. Copy-Paste: Copy-Paste in pretty much any setting (excluding the image editor) seems to cause issues. By any situation I mean copying events or actions, or something like making a duplicate of an object in the project bar. I will say in this case using the copy command (Ctrl+C) never seems to crash C2. It's when you paste something you copied that C2 crashes. Again as usual you will hit (Ctrl+V) the game will stall for a second without pasting anything and then crash. As for duplicating objects you click "duplicate" and then it stalls and closes without making the copy.

    Those three things are the only things I know of that crash C2 on a regular basis, perhaps there are others but I'd rather not muddy the waters any more than they already are. At the moment I am working in C2 about 8 hours a day and I'd say I see anywhere from 2 to 4 crashes a day. I've basically just started quick saving like I'm playing Skyrim to avoid losing work at this point. If people reply to this thread saying other things crash C2 you may put some stock in it. Its possible that other things crash the program but, if you are willing to take me at my word, these are the things I can see really causing an issue. I know you don't want to go on a wild goose chase through the engine, but it is basically making C2 unusable at this point.

    For my own thoughts, if you want to hear them, it seems like something is being bogged down in the engine. The capx I am working with is 7,222kb, suffice to say its got a lot of events and sprites and things. Perhaps this has nothing to do with it but it seems to me that the engine is either hitting an error that doesn't hav a catch somewhere in the code, or there is something about larger projects that it can't handle. That's a shot in the dark obviously. My only other guess is the inconsistency in the problem could suggest something like a memory leak in the code or something that builds up over time, or maybe its something to do with how C2 uses RAM. Based on what I've read and my own experiences C2 never crashes quickly after launching it. It always seems to be something that happens after an hour or two, and once it closes and reopens you get another good amount of time out of it. All three of the triggers described above would likely take a more sizable chunk of memory to perform the actions so maybe its something to do with how it handles memory on a larger scale, sorry I know that's not really much help.

    In any case I've already wrote more than people want to read. I'll probably jump ship to C3 soon, but I figured I should put in my two cents before I do, maybe it will help the people sticking with C2. On a final note, I know these are supposed to have a capx attached. The only capx I have is the game I've been working on for about a year so I'd rather not post it publicly. If you have some way I can send it to you privately I'd be happy to do so, although like I said before it seems that this problem can't be reproduced consistently so I don't know how much it would help you. Not to mention you need to be actively working for a while before the game will crash. In any case thanks for looking into this I know a lot of people want this fixed but I understand asking someone to tear through an engine to look for one problem that can't even be clearly identified is nearly impossible.

    As one last thing, and I'm sure you have people to do this for you anyway but I figure I'll offer. If you have some sort of terminal like program that monitors C2 as it runs and records everything C2 is doing that might show where it is crashing. If you have some sort of development program like that I'd be more than happy to attach it to my C2 and send you the logs. Obviously, that's hypothetical based on if C2 even has that, in my experience a lot of programs have a system for debugging so I thought I'd mention it. Anyway, good luck, and thanks.

  • Alright, since increasing the timescale to such a high amount breaks pathfinding I had to think up another solution. I've gotten a lot of help from people on these forums so I figure its my turn to pitch in. In case anyone in the future needs it there is a capx linked here that simulates pathfinding when the timescale is sped up.

    Fair warning it doesn't really look pretty in game so if a player is going to need to see this happening it probably won't look good. The capx has more details and notes but basically what it does is calculates a path and then uses the nodes that are created to calculate distance between those points. Then based on the objects pathfinding speed the object sets to position to each node in order via a timer. Hopefully this helps anyone else having this oddly specific problem.

    drive.google.com/file/d/12u4MBbLXb9iQ7eBEva6bNPXthicHSXmB/view

  • Thanks for the quick replies. As for dop2000's suggestion, I think that would work if the problem was it stopping in the right place, the issue I'm having is on the way to the end of the path the sprite bugs out. Although I do think that logic would work for problems at the end of the path.

    Ashley, thank you again, I'm sure you are busy with far more important things. It's good to know that you can't increase the timescale that much. I never read anything about a limit on timescale so I assumed it could handle anything, which in hindsight was dumb of me. In any case I made a bug thread out of this issue because after I made this I experimented more and figured if it really was a problem I should report it. That bug thread that I made did link a capx file with an example, I'll give the link below. I don't really expect a fix since like you said the engine isn't meant to handle that speed but in case you wanted to see its below, thanks again.

    drive.google.com/open

  • There was no template so I hope I'm entering the info needed here. For reasons I cannot explain increasing the timescale seems to break pathfinding. Basically I'm trying to make a system similar to waiting in Elder Scrolls, where the player is idle but NPCs and events still happen around them.

    What ends up happening is the sprite that is pathfinding around the layout ends up getting stuck on nothing or going in circles endlessly for no real reason. It seems to happen at random when the timescale is more than 1 and like I said it doesn't even need to be hitting another object to glitch out. If the sprite is glitching out you can lower the timescale back to 1 and it will fix itself immediately.

    This problem only seems to occur when increasing the timescale. Originally, I increased the timescale to 100 which broke pathfinding 100% of the time from what I remember. I lowered the timescale to 50 and now I still get issues a vast majority of the time, the last 5 tests I ran all showed the issue at least. I've tested in all browsers and the results are the same, most of my testing has been done in NW.js though since that is what the game will ultimately use.

    The link to the capx is below, I haven't used drive in a while so if the link doesn't work let me know.

    drive.google.com/file/d/1G2ceNARBdTwTZMpv7RIhPdsYQ3EGuGr2/view

  • Hello Ashley, I'm making a new thread about this because the other thread (linked below) is older.

    Old Thread

    construct.net/en/forum/construct-2/how-do-i-18/pathfinding-behavior-handle-138787

    Sorry if I'm doing this wrong I've never posted around here. I figured I was alone on this or it was something with my code, but there does seem to be a problem with Timescale and Pathfinding.

    In short its the same problem the previous user had, if you increase the timescale objects seem to get stuck or in my case go in small circles endlessly.

    In my case I'm trying to simulate a speed up for sleeping, so while the player is asleep other things still need to happen, mostly NPCs moving around and such. Since I don't want them to wait forever I currently have the timescale set to 50. I've observed characters walking around during sped up time and it isn't entirely consistent. Sometimes they do fine and other times they just glitch out at seemingly random spots and go in circles. Sometimes they find a way out of their glitch and continue on but its very much a problem. I can also confirm that watching NPCs walk around at normal speed in the game they never have issues.

    Another note is that I had the timescale going at 100 times speed originally but the problem basically happened all the time so I dropped it to 50 and thought it had been solved.

    Personally, I get what you are saying, based on how events are run, at least from what I understand, everything should still go in order just a lot faster. It doesn't really make sense that speeding up the timescale would break it. In any case if you have any insight or fix for this I would appreciate it, thanks.

  • Game I made and put on Steam sometime this past fall. Metroidvania type game.

    http://store.steampowered.com/app/676850/Guardian/

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  • I made this game over the course of a year or so and put it on Steam not too long ago. Its a metroidvania type game if anyone is interested.

    http://store.steampowered.com/app/676850/Guardian/

  • I'm looking to start programming a 2D sidescrolling metroidvania type game. I need an artist to make assets and animations for the game which would include characters, landscapes, UI, backdrops, etc. The type of art style that I'm looking for would be pixel art, something similar to 2D zelda, metroid, sonic, or castlevania to name a few.

    You would be compensated for your work as well as credited once the game is finished. If you are interested PM me. If you have any sort of portfolio and or a way to price yourself please include it in the PM. I am busy at the moment so if you don't get a response right away don't worry, I'll get back to you soon.

  • I've been working with Construct 2 for a little over two years now and am looking for paid work. I'll work on just about anything assuming I think it is possible, PM me with the details of your project if you are interested.

  • I've been fiddling with Construct 2 for about 2 years now and am relatively capable with it. If you have a project or concept you would like help on post here or shoot me a PM.

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Exodus Software

Member since 9 Nov, 2012

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