If I have actors on my scene that are unlocked so that I can use my players x and y using scene.layers.player.x etc rather than players x and y!
If I accidentally delete the prototype, does it still keep the unlocked actor, can this be the issue?
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
Hi again @FirstDan , no it wouldn't be that because if you delete a Prototype from the Library, a dialog pops up which says: "Removing this actor prototype will remove all instances and references to it."
Are you certain you've no behaviours/rules where their attributes are showing blank?
Just before your app crashes, do you get the spinning wheel, and if so, for how long?
Personally, I'd spend a day putting the whole game into separate scenes, but I guess you don't want to go down that route...
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
I'm beginning to wonder if it IS a RAM issue (the point you made right at the beginning...); memory caches are building up and not being cleared so it eventually bombs...
How often are you spawning? What happens when items leave the screen and/or are collected?
I understand trying to protect your work, but you gotta give us something to go on. It's like asking people online to diagnose car trouble by saying it goes 'clank'
How often are you spawning? What happens when items leave the screen and/or are collected?
I understand trying to protect your work, but you gotta give us something to go on. It's like asking people online to diagnose car trouble by saying it goes 'clank'
- made me laugh
I do have a rocket powerup, that when the player collects it, i change the x, y outside the scene
when the player touches the rocket power up i constrain the x and y of the rocket to player x and y.
Generally I destroy all spawns once used, but for my health bars i spawn at level 5 and keep them until level 15
@gyroscope - it may not be memory as when I read the crash logs it gives me an error code which basically means that gamesalad is trying get hold of an pointer that's been deleted or something like that
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
Ah, OK, then your best bet is to inspect any new additions of Rules/behaviours that appear just before the app crashes... as Jon @jonmulcahy said, it's a bit difficult to analyse fully without seeing what's actually happening with your rules and behaviours...
Anyhow, best of luck tracking a missing attribute down, if that's the problem...
1 object every 10 seconds? 10 objects every minute? 100 objects every second?
it all matters, and if you are spawning/destroying often, that gradually increases the memory load.
However, on an iPhone5, i expect the memory number when using the viewer should be well over 150/200MB since it has so much memory. If it is a lot lower, something codewise is going on.
I notice sometimes the values of attributes would go blank when copying actors or scenes. For example, normally it would be HP = HP+1. After copying the actor, the second actor's HP would sometimes become HP = "blank, completely nothing".
I notice sometimes the values of attributes would go blank when copying actors or scenes. For example, normally it would be HP = HP+1. After copying the actor, the second actor's HP would sometimes become HP = "blank, completely nothing".
this is because you were using local attributes. when you use a global attribute (game attribute), you can copy the rule from actor to actor without any problems. When you use local attribues (actor attributes, seen as self.whatever), when you copy it outside of the actor, that rules breaks.
@jonmulcahy, I will compile a list of all spawns and destroys when I get home!!
But for level 10 which is a boss level I'm spawning anything between 30-40 actors providing the player gets past a point, I then delete them all once the boss is dead
AudioStreamBasicDescription: 2 ch, 44100 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved OpenAL error 40964 in call to ~SGSound: alDeleteBuffersOpenAL error 40964 in call to ~SGSound: alDeleteBuffersOpenAL error 40964 in call to ~SGSound: alDeleteBuffers2012-12-10 21:51:05.726 GameSalad Viewer[2122:12803] Game paused by system. Count: 1 OpenAL error 40964 in call to ~SGSound: alDeleteBuffersOpenAL error 40964 in call to ~SGSound: alDeleteBuffers2012-12-10 22:13:35.152 GameSalad Viewer[2122:12803] Received memory warning. Ran out of chunks of size 16 (lldb)
this is the exception i get in Xcode, anybody knows what this means?
Did you try what I suggested (it shouldn't take more than a few minutes of your time) ?
Spending hours playing around with mysterious esoteric coding languages that I don't understand tends to get me nowhere and slowly, whereas good old common sense and a basic process of elimination (and half a bottle of red wine) tends to find the problem fairly quickly.
I'd dump the audio and run the game, then dump the backgrounds and run the game, then get rid of the score counter (and run the game) - and the particle effects (and run the game) - and the spawning (and run the game) - and so on . . . . . . basically strip things out one at a time, eventually you will be left with nothing - but between this nothing and the complete game you started with the issue that is causing your game to crash will disappear - this process will help you pin down the culprit.
Did you try what I suggested (it shouldn't take more than a few minutes of your time) ?
Spending hours playing around with mysterious esoteric coding languages that I don't understand tends to get me nowhere and slowly, whereas good old common sense and a basic process of elimination (and half a bottle of red wine) tends to find the problem fairly quickly.
I'd dump the audio and run the game, then dump the backgrounds and run the game, then get rid of the score counter (and run the game) - and the particle effects (and run the game) - and the spawning (and run the game) - and so on . . . . . . basically strip things out one at a time, eventually you will be left with nothing - but between this nothing and the complete game with started with the issue that is causing your game to crash will disappear - this process will help you pin down the culprit.
Yes I agree! You should be debugging with a copy and making notes of the results and fixes and then go in and fix your main copy. Deleting and monkeying with your game can lead to XML file issues. It's more work but easier than having to redo the whole game.
Hi Dan, as much as I understand it, it's an audio issue, from what I can tell from the exception error, with "SGSound" and deleting buffers mentioned. I'm sure you consider the same.
So your first "port of call" would certainly be checking out the sound/music files by turning off any Sound or Music behaviour, one by one, to see which audio file might be the corrupted file. Especially start by turning off any sounds or music which are happening for the first time in the levels where it crashes...
Yes from what I read about this error code is that it is related to audio. I start by turning off all sounds and seeing if it crashes, then I would turn them on one at a time until the crash happens. When you find the file delete it and the play sound behavior that addresses it and redo it.
Comments
If I have actors on my scene that are unlocked so that I can use my players x and y using scene.layers.player.x etc rather than players x and y!
If I accidentally delete the prototype, does it still keep the unlocked actor, can this be the issue?
Hi again @FirstDan , no it wouldn't be that because if you delete a Prototype from the Library, a dialog pops up which says: "Removing this actor prototype will remove all instances and references to it."
Are you certain you've no behaviours/rules where their attributes are showing blank?
Just before your app crashes, do you get the spinning wheel, and if so, for how long?
Personally, I'd spend a day putting the whole game into separate scenes, but I guess you don't want to go down that route...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Gutted, I really thought I had a fix with prototyping and unlocked actors.
I am fairly certain that I don't have attributes showing blank.
When my app crashes, my iPhone 5 seems to heat up and then it just crashes. There is no loading wheel.
@GYRO - my game is infinite, so putting on separate scenes wont make sense....
Arhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Dan - 99% Stress levels
Oh yes, an infinite game, i think you mentioned that before... so frustrating for you, I can understand.... I'll think on...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
I'm beginning to wonder if it IS a RAM issue (the point you made right at the beginning...); memory caches are building up and not being cleared so it eventually bombs...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
You really need to show a video and go into detail of what you are doing. Everyone is just shooting in the dark here
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
when you say "are you spawning/destroying at all?
I am only spawning bonus items, enemies and obstacles.
I understand trying to protect your work, but you gotta give us something to go on. It's like asking people online to diagnose car trouble by saying it goes 'clank'
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I do have a rocket powerup, that when the player collects it, i change the x, y outside the scene
when the player touches the rocket power up i constrain the x and y of the rocket to player x and y.
Generally I destroy all spawns once used, but for my health bars i spawn at level 5 and keep them until level 15
dan
Ah, OK, then your best bet is to inspect any new additions of Rules/behaviours that appear just before the app crashes... as Jon @jonmulcahy said, it's a bit difficult to analyse fully without seeing what's actually happening with your rules and behaviours...
Anyhow, best of luck tracking a missing attribute down, if that's the problem...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
1 object every 10 seconds?
10 objects every minute?
100 objects every second?
it all matters, and if you are spawning/destroying often, that gradually increases the memory load.
However, on an iPhone5, i expect the memory number when using the viewer should be well over 150/200MB since it has so much memory. If it is a lot lower, something codewise is going on.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
But for level 10 which is a boss level I'm spawning anything between 30-40 actors providing the player gets past a point, I then delete them all once the boss is dead
I'll get you a list soon
Thanks
but i dont know how to post it on this forum, care to help?
OpenAL error 40964 in call to ~SGSound: alDeleteBuffersOpenAL error 40964 in call to ~SGSound: alDeleteBuffersOpenAL error 40964 in call to ~SGSound: alDeleteBuffers2012-12-10 21:51:05.726 GameSalad Viewer[2122:12803] Game paused by system. Count: 1
OpenAL error 40964 in call to ~SGSound: alDeleteBuffersOpenAL error 40964 in call to ~SGSound: alDeleteBuffers2012-12-10 22:13:35.152 GameSalad Viewer[2122:12803] Received memory warning.
Ran out of chunks of size 16
(lldb)
this is the exception i get in Xcode, anybody knows what this means?
Did you try what I suggested (it shouldn't take more than a few minutes of your time) ?
Spending hours playing around with mysterious esoteric coding languages that I don't understand tends to get me nowhere and slowly, whereas good old common sense and a basic process of elimination (and half a bottle of red wine) tends to find the problem fairly quickly.
I'd dump the audio and run the game, then dump the backgrounds and run the game, then get rid of the score counter (and run the game) - and the particle effects (and run the game) - and the spawning (and run the game) - and so on . . . . . . basically strip things out one at a time, eventually you will be left with nothing - but between this nothing and the complete game you started with the issue that is causing your game to crash will disappear - this process will help you pin down the culprit.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Thanks
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
@socks, @jon, @fsb- great debugging advice...
May I ask if anyone had a look at the exception error I posted in an earlier post and what you all think about it?
Dan
@FirstDan
Hi Dan, as much as I understand it, it's an audio issue, from what I can tell from the exception error, with "SGSound" and deleting buffers mentioned. I'm sure you consider the same.
So your first "port of call" would certainly be checking out the sound/music files by turning off any Sound or Music behaviour, one by one, to see which audio file might be the corrupted file. Especially start by turning off any sounds or music which are happening for the first time in the levels where it crashes...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS