Crash detected with Sprite.csx...

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  • EDIT: I'm rebuilding the stuff I changed with an earlier version, and it seems to be working so far. Even so, it'd be awesome if someone could help me find out what was wrong in case this happens again.

    EDIT 2: Lo and behold... it has returned.

    First of all, I have no idea what that means. All I know is that my game crashes whenever it tries to restart the layout, but works perfectly up until then. This started happening when I was re-arranging events on Mario's main movement event sheet into groups, but I don't see how any of it could cause a problem like this...

    It's probably not a problem that re-installing would fix, since older versions of the game run fine. If this was Construct's fault, I'm assuming they'd all be affected, right?

    Normally, I hate posting caps since my project's getting too big for me to just ask people to look through the whole thing, but this is kind of... a big problem.

    http://db.tt/eL53VvA

    Since I've been organizing stuff(which apparently caused the problem in the first place!) it should hopefully be easy to find your way around. Thanks in advance to anyone who tries to help me.

  • Bump... Like I said, I got the error to go away by rebuilding some stuff, but it came back. I could keep doing this over and over to make it go away for a few hours, but... I'd... rather not. I'll try submitting a bug report, but I'd really appreciate any responses here.

  • Is this one unrelated to the other issue you were having here?

    Either way, you have narrowed it down with your rebuilding. Hopefully you have not done too much more since then.

    One by one remove eventsheets until you find which one(or multiples) that cause the error.

    Then start at the latest events you have added and one by one toggle them off, running the cap each time until the error has been discovered.

    I cannot open your cap as I do not have spritefont or magicam. Hopefully the generic debug idea I have listed will help you find where the error is.

    Oh and make sure you are not using transitions.

  • Sorry, Steven! I was so busy trying to fix this problem myself I didn't even notice your response in the other topic.

    Anyway, I've SORTA managed to isolate it, but... not exactly. There's one group of events that seems to be causing it -- when the group is disabled, the game doesn't crash. But when the events are toggled off instead of disabled, it still crashes, which makes no sense... if those events were the cause, it shouldn't crash either of those ways, right? That just leads me to believe that this is a bug rather than an actual error on my part.

    And since toggling events doesn't seem to fix it, I don't know how to isolate it further other than putting EACH event into its own group and disabling it that way. I don't think that's really worth it, though.

    And nope, no transitions.

  • Could you take a screen shot of the block of code there? Maybe there is something there that will stand out.

  • The "OR" condition can cause crashes in some situations.

    There are 4 places where you are using OR that is causing the crash on restart.

    event sheet: Mario Movement2

    group: Items

    event 111

    group: enemies\mario damage

    event 30

    event sheet: Mario Movement

    group: ground

    events 14,108

    If you disable those events it won't crash anymore. You'll have to rework those events.

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  • The "OR" condition can cause crashes in some situations.

    There are 4 places where you are using OR that is causing the crash on restart.

    event sheet: Mario Movement2

    group: Items

    event 111

    group: enemies\mario damage

    event 30

    event sheet: Mario Movement

    group: ground

    events 14,108

    If you disable those events it won't crash anymore. You'll have to rework those events.

    Yeah, there is a bug with groups that doesn't reset them to their original setting on restart.

    You could try a start of layout event that automatically sets the groups enabled/ disabled.

  • Well that's an odd bug... Thanks for pointing it out, there's no way I would've found it on my own. I got it working now.

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