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Game crashes out of the blue!

PostPosted: Thu Jul 07, 2011 9:01 pm
by Aztec
Hello, I'm creating a game (just for a hobby) where the levels are like the older sonic the hedgehog games. It's pretty complex, and it crashes when I'm playing for no apparent reason at completely random times. It especially seems to crash when I have bombs that bounce off the walls and floating enemies that use hidden fields to control their boundaries.

It crashed more when I started adding new actors and scripts. The scripts don't seem the problem -- game editor says that they are fine. I'm beginning to believe that because the game is so large, game-editor isn't designed for this. I think game-editor is a great program, so I'm hoping it would be a different reason.

I have about 50 actors (not including clones) and maybe 75 scripts, although most of these scripts are 5 lines at most. I also have a lot of line of global code that controls the functions of the player.

The crashing just happens out of the blue -- the application just quits. Are there any explanations for this?

Thanks.

Re: Game crashes out of the blue!

PostPosted: Thu Jul 07, 2011 10:04 pm
by Game A Gogo
Can you still export? And if so, does the game crashes as well?

Re: Game crashes out of the blue!

PostPosted: Thu Jul 07, 2011 11:56 pm
by again
I had similar problem but with an iphone game. It wouldnt crash on Mac but did crash on ipod/iphone. I think it has to do with scripts as I added things like achivements and charactor unlocks to our newest game. I cant tell at what point is the scripts too large though.

Re: Game crashes out of the blue!

PostPosted: Fri Jul 08, 2011 6:02 am
by NightOfHorror
How much levels do you have because there is alot of huge games with no problems in GE, ex. WB2.

Re: Game crashes out of the blue!

PostPosted: Fri Jul 08, 2011 6:51 pm
by Aztec
Yeah the level size doesn't make a difference I've discovered.

The game crashes with similar behavior in the exported version.

Do you know if how GE handles cloneindex? I use a lot of that in my game, to have a certain clone affected by another clone of a different actor, etc. I use

Code: Select all
switch(cloneindex)
{
case 1:
//the code
break:

// to signify that clone number 1 of the actor will receive the event
}



I've used this successfully before, so I don't know.

Perhaps it could be a conflict in timers.

Could an actor have many of the same timer at once?

Re: Game crashes out of the blue!

PostPosted: Fri Jul 08, 2011 9:38 pm
by skydereign
Yeah, size is not your problem. There was a recent post about similar crash problems, but it seems it was caused by mass use of timers. I haven't looked to far into it, but DST mentioned that they were using timers in a way that they were not meant to be used in. After improving the system it wouldn't crash, so timers might be your problem. An actor I don't think should have more than one instance of a single timer going at once, but I've always made it so that wasn't necessary.

Re: Game crashes out of the blue!

PostPosted: Sat Jul 09, 2011 6:50 pm
by Aztec
I have a whole bunch of stuff, bunch of variables, scripts, actors, clones, tiles, etc. It seems like a large task to troubleshoot! :shock: I will look into the timers as well as my scripts, though.