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Free Mode early feedbacks

A topic by Tchey created Mar 07, 2019 Views: 423 Replies: 7
Viewing posts 1 to 8

Hello,

Is Freemode broken ?

Trying the free Mode, first battle, i select the Cyclop instead of the Outlander, and... nothing. I still play with the Outlander to the end.

I do like the little setting, magic mirror stuff. Also, it's easy to switch from Story to Free Mode, but it goes back to Story when i change chapter, or when i finish a level and come back to the main map.

Maybe it would be "better" to have the option from the main menu, instead of a generic Start/Setting/Quit, have Story, Free Mode, etc (if more modes are coming later, like community levels, or sandbox...) as separated starting options ?

Also, trying an other level, Pursued, with the Guardian but in free mode. I select tghe Cyclop again, and... nothing, i'm still playing the Guardian.


Reloading the level to make another choice, crash.


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_uiButtonDone:

Variable obj_uiButtonDone.in_use(100294, -2147483648) not set before reading it.
at gml_Script_scr_uiDrawActionButton
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_uiDrawActionButton (line -1)
gml_Object_obj_uiButtonDone_Draw_73

Developer

Hi Tchey! 

As always, thank you for your feedback!

We weren't able to reproduce the crash you found, but we think we have located the issue all the same. We've released a small patch to address it. Let us know if it pops up again.

You make some good points about the Free Mode interface! It's still early in development, and we'll definitely be making some revisions in future updates.

With regard to Free Mode being broken, we haven't been able to find any issues. To place a character in Free Mode, left click on the character's portrait in the Free Mode window, then left click on one of the blue deployment tiles to place the character. Once placed, characters can be freely dragged around the deployment zone. To remove a character from your Free Mode party, simply right click that character in the deployment zone. Please also be sure to observe the party limit for the battle (shown in the bottom left of the Free Mode window). You will not be able to start the battle if you have too many characters in your party.

We will also aim to release a video guide for Free Mode soon. In the meantime, please feel free to hit us up with any questions you may have!

(1 edit)

Ah, i managed to play Free Mode with different toons. Funny, i rushed into wbater and killed myself as the Rakshasomething.

However, now it seems the game crashes whenever i enter a with the Outlander in Free mode, but not with other players.

############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_uiTurnOrder:

Array index must be positive
at gml_Object_obj_uiTurnOrder_Draw_73
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_uiTurnOrder_Draw_73 (line -1)


Also this is my Terminal (remember, i'm on Linux and play via WINE, so it may be related :


Decoding ogg bgm_VictoryPart1 ...
Decoding ogg bgm_VictoryPart2 ...
0009:fixme:dwmapi:DwmGetCompositionTimingInfo ((nil) 0x32f324)
Audio group 1 -> Loaded
Resizing swap chain...0009:fixme:d3d:wined3d_swapchain_resize_buffers Cannot change the back buffer count yet.
0009:fixme:d3d:wined3d_swapchain_resize_buffers Cannot change the back buffer count yet.
002a:fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #9:
002a:fixme:d3d_shader:print_glsl_info_log     Vertex info
002a:fixme:d3d_shader:print_glsl_info_log     -----------
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[0].zw" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[2]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[3]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[4]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[5]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[6]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[7]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[8]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[9]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[10]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[11]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[12]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[13]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[14]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[15]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     
002a:fixme:d3d_shader:print_glsl_info_log     Fragment info
002a:fixme:d3d_shader:print_glsl_info_log     -------------
002a:fixme:d3d_shader:print_glsl_info_log     0(30) : warning C7050: "R1.w" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(31) : warning C7050: "R2.w" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #12:
002a:fixme:d3d_shader:print_glsl_info_log     Vertex info
002a:fixme:d3d_shader:print_glsl_info_log     -----------
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[0].zw" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[2]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[3]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[4]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[5]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[6]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[7]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[8]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[9]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[10]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[11]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[12]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[13]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[14]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     0(23) : warning C7050: "vs_out[15]" might be used before being initialized
002a:fixme:d3d_shader:print_glsl_info_log     
002a:fixme:d3d_shader:print_glsl_info_log     Fragment info
002a:fixme:d3d_shader:print_glsl_info_log     -------------
002a:fixme:d3d_shader:print_glsl_info_log     0(30) : warning C7050: "R1.yzw" might be used before being initialized
ERROR!!! :: ############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_uiTurnOrder:

Array index must be positive
at gml_Object_obj_uiTurnOrder_Draw_73
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_uiTurnOrder_Draw_73 (line -1)

0009:fixme:ver:GetCurrentPackageId (0x32ee08 (nil)): stub

And that's without crash if it's useful : https://pastebin.com/raw/yrTJLzTG

I just enter the game, play i little, exit.

Developer

Hi Tchey!

Thank you for following up on this! We've run some more tests, and we haven't been able to reproduce the issue. It sounds like it might be caused by Wine, but we can't be sure at this stage.

We know it's a lot to ask, but is there any way you could please capture some video of the crash happening? We might be able to figure it out a lot faster if we can see the exact chain of events that leads up to the crash. It also gives us a better chance of reproducing the issue on one of our testing computers, which will be a huge help if we can manage it. We don't have any Linux machines with Wine at this stage, so testing a fix could be a little laborious if it does turn out to be a Wine issue, but we'll do our best!

That's "funny".

I prepared for recording my game and crash, as it has crashed 4 times before.

Ready to crash, aaaaaand... nothing. It's not crashing anymore.

If i recrash, i'll report again with more details.

Also, if you can export to Linux as an untested unsupported beta-of-alpha, i could do some simple tests.

Developer(+1)

Hi Tchey,

Apologies for the delayed reply! We didn't get a notification of there being a new post in this topic. We're glad to hear that the crash seems to be gone, although it's a little concerning that we don't know what caused it to begin with. We'll keep looking into it, and see if we can find the culprit!

In the meantime, we're working as fast as we can on a Linux build. It looks like GameMaker Studio 2 supports Ubuntu export, so we're hoping we can have that working in the next week or two. We'll also be pushing at least the start of Chapter 4 very soon!