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rsandoz2008

Member Since 27 May 2009
Offline Last Active Nov 24 2012 05:42 PM

Topics I've Started

Android Runner (or compiler) not working to test

09 September 2012 - 12:02 AM

Saving IFF file... C:\Users\Roberto\AppData\Local\Temp\gm_ttt_73232\Car_Test\Car_Test.zip
Writing Chunk... GEN8
Writing Chunk... OPTN
Writing Chunk... EXTN
Writing Chunk... SOND
Writing Chunk... SPRT
Writing Chunk... BGND
Writing Chunk... PATH
Writing Chunk... SCPT
Writing Chunk... FONT
Writing Chunk... TMLN
Writing Chunk... OBJT
Writing Chunk... ROOM
Writing Chunk... DAFL
Writing Chunk... TPAGE
Writing Chunk... CODE
Writing Chunk... VARI
Writing Chunk... FUNC
Writing Chunk... STRG
Writing Chunk... TXTR
0 Compressing texture... writing texture texture_0.png... 
Writing Chunk... AUDO
Writing Chunk... SCPT
Writing Chunk... DBGI
Writing Chunk... STRG
* daemon not running. starting it now on port 5037 *
* daemon started successfully *
unknown
-----------------------------------------------------------
starting web server for C:\Users\Roberto\AppData\Local\Temp\gm_ttt_73232\Car_Test\Car_Test.zip
-----------------------------------------------------------
Start the YoYo Runner Application on Android Device...
-----------------------------------------------------------
Compile finished: 7:53:56 PM

The YoyoGames runner installed successfully in my android device and followed how it was the FAQ for Android SDK setting, however when I run this I get that issue.

Any tips to make it work?

EDIT: Apparently I have the ADB state to unknown, any solution to this?

NeuN not defined for the GM:S internal physics

24 May 2012 - 04:34 PM

Apparently, there is a bug within the HTML5 exporter that it doesn't define the variable NeuN when the internal GM:S is used, causing the game not to load.

Here's a code snippet (unobufuscated) so you can see:
{      pName: "obj_redball",  spriteIndex: 6,  visible: true,  parent: 4,  physicsObject: true, physicsSensor: false, physicsShape: 0, physicsDensity: 2, physicsRestitution: 0.4, physicsGroup: 2, physicsLinearDamping: 0.1, physicsAngularDamping: 0, physicsShapeVertices: [  0, 0,  20, NeuN ],  TriggerEvents: [  ], CollisionEvents: [  ]      },

Also, if you want to test the game to see how it is going, then you have to export the game and run it with the developer tools from the browser. Find the variable that gives its first error (Which is NeuN, if the game has a coding error that isn't NeuN then please comment the code and run it again.) then state that variable to FALSE.

When will concave shapes with more than 8 points..

23 May 2012 - 03:32 AM

will be ever made?

It's kinda sad that ExtremePhysics doesn't work well in GM:S (Windows, Mac only) due to the runner being C++ and not Delphi anymore, now I am forced either use Box2D or wait until the owner of the extension makes a fix/update for it... So viewing that you can only make convex shape kinda irritates me because I have to create a ton of objects in order to make a mask collision act as a concave (too many triangles -I believe- reduces the performance of the application, right?).

Compiling HTML5 Issues for my physics game

09 May 2012 - 03:15 AM

I've been trying for my 8.1 GM game to work with HTML5, however the compiler keeps giving me this random "Index" error that doesn't give any sense whatsoever. However the game uses ExtremePhysics 2.2 Extension (not dll, only gex) but I don't think that's the issue.

If you need the source code to find what is the actual error then I can share it. Here's the compile log it gives me:

*Here goes sound conversion, everything is fine at that part*


"C:\Users\Roberto\AppData\Roaming\GameMaker-HTML5\GMAssetCompiler.exe" /c /m=html5 /nodnd /obfuscate /wt /nocache_html5 /o="C:\Users\Roberto\AppData\Local\Temp\gm_ttt_1944\Avalanche_Re-Tactics"  /c_html5  "C:\Users\Roberto\AppData\Local\Temp\gm_ttt_1944\Avalanche Re-Tactics.exe" /HTMLRunner="C:\Users\Roberto\AppData\Roaming\GameMaker-HTML5\scripts.html5.zip"  /obob=True /obpp=False /obru=True /obes=False

Saving HTML5 file... C:\Users\Roberto\AppData\Local\Temp\gm_ttt_1944\Avalanche_Re-Tactics\html5game\Avalanche Re-Tactics.js
0 Compressing texture... writing texture Avalanche Re-Tactics_texture_0.png... 
Compiling - gml_Script_physics_object_set
Compiling - gml_Script_physics_object_update
Compiling - gml_Script_draw_sprite_corrected
Compiling - gml_Script_draw_rectangle_rotated
Compiling - gml_Object_obj_control_Create_0
Compiling - gml_Object_obj_control_Alarm_9
Compiling - gml_Object_obj_control_Alarm_3
Compiling - gml_Object_obj_control_Alarm_2
Compiling - gml_Object_obj_control_Alarm_1
Compiling - gml_Object_obj_control_Alarm_0
Compiling - gml_Object_obj_control_Step_2
Compiling - gml_Object_obj_control_Step_0
Compiling - gml_Object_obj_control_Other_5
Compiling - gml_Object_obj_control_Other_4
Compiling - gml_Object_obj_control_Other_2
Compiling - gml_Object_obj_dialog_Create_0
Compiling - gml_Object_obj_dialog_Destroy_0
Compiling - gml_Object_obj_dialog_Draw_0
Compiling - gml_Object_obj_bgcollisionclosed_Create_0
Error : Exception : System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException()
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at GMAssetCompiler.GML2JavaScript.CompileFunction(GMLToken _tok, TextWriter _sw)
   at GMAssetCompiler.GML2JavaScript.CompileExpression(GMLToken _tok, TextWriter _sw)
   at GMAssetCompiler.GML2JavaScript.CompileAssign(GMLToken _tok, TextWriter _sw)
   at GMAssetCompiler.GML2JavaScript.CompileBlock(GMLToken _tok, TextWriter _sw)
   at GMAssetCompiler.GML2JavaScript.CompileFor(GMLToken _tok, TextWriter _sw)
   at GMAssetCompiler.GML2JavaScript.CompileBlock(GMLToken _tok, TextWriter _sw)
   at GMAssetCompiler.GML2JavaScript.CompileBlock(GMLToken _tok, TextWriter _sw)
   at GMAssetCompiler.GML2JavaScript.Compile(GMAssets _assets, GMLCode _code, TextWriter _sw)
   at GMAssetCompiler.HTML5Saver.Save(GMAssets _assets, TextWriter _s)
   at GMAssetCompiler.HTML5Saver.Save(GMAssets _assets, String _name)
   at GMAssetCompiler.Program.Main(String[] _args)
Compile finished: 11:09:01 PM

This has been done with the Studio Beta as well, and it still gives that same error all over again.

[WIP BETA] Avalanche Re-Tactics

25 April 2012 - 01:08 AM

Avalanche Re-Tactics v1.3
Logo Coming Soon!




What and why you made and how it was made:

What and why you made this:
This game is one of the most "old" game (supposedly it was published in 2009, I think it has been published in 2000 to 2005) that motivated me to do a "clone" (in other words, recreation) of itself but with some few physical aspects changed (not the graphics, but the physics and a bit of altered playstyle). I had to do so much custom stuff (I am not mentioning, but you'll get surprised. ;)) that if you see the source code... well it's a gum mixed with all of the dirt available in the streets (I am not saying that the code is disorganized but a bit confusing...). But I did this by heart, with my love for the hard working (ImaginEngine) devvies. I also did this as my Electronics (Workshop) Final Project, and well... it has surprised my teacher. :laugh:

How it was made:
It was made using the ExtremePhysics 2.2 for the multipoligon collisioning (background, static) and for the spheres (balls, dynamic). I had to rip-off content from the original game... and I feel so ashamed... (But if anyone wants to help me graphic and sound wise then I would be delighted, this project will continue on even if it has been finished or not.) As well I had to google for some extra stuff (gmc topics, examples, etc.) without the need to nag on here.

So to shorten this: I cried, learned, laughed, wasted 4 to 6 hours daily on that project and it has been worth the wait to develop this under a week (well coding only, graphics aren't included in this timeline... well converting only.)

Now onto the game itself!


Instructions/How to Play (Included also in the game, as well other info):
Clear levels by filling the Avalanche Meter. Destroying clusters of balls will fill the Avalanche Meter. The larger the group of balls, the more will fill it faster. Think ahead FAST and try to plan for larger groups of the same color. Clusters of colors must have at least one unfrozen ball. In order for them to be removed; however, the frozen ball cannot be clicked only the unfrozen ball can be clicked.


Screenshots:
Posted Image Posted Image


Additional Info:
Category: Puzzle
File Size: 6.0 MB aprox
GM Version: GM8.1
Vista Compatible: Yes
Screen Resolution: 640x480, keeps its aspect, resizable, fullscreenable


Links:
Updated Version: http://sandbox.yoyog...nche-re-tactics
Mirror Link: http://dl.dropbox.co...s/avalanche.exe


My "dev" comment about this game:
Well, in all of serious, you might get bored a bit since the gameplay is a tiny tiny bit repetitive and there is a 2 or 3 missing features as well (hence it's in WIP) and might have some few bugs and errors (hence it's also in BETA, lol). But if the company made this game commercially (for $20, seriously!) then it went gone like if it never existed, then the company wouldn't mind I have made this a fan game.

PS: My new username is ptown2, this rsandoz username isn't being used anymore.


Comments, Suggestions, Bugs, etc. are welcomed here!