chicken can walk thru stone gate and fence
An open world, base-building, adventure survival game with quirky humor and Llamas! · By
Hey,
I got this error on 0.3.6 experimental while trying to enter my base in the car twice:
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FATAL ERROR in
action number 1
of Destroy Event
for object obj_car:
audio_stop_sound argument 1 incorrect type (unknown) expecting a Number (YYGI32)
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called from - gml_Object_obj_car_Destroy_0 (line 5)
called from - gml_Object_obj_player_Alarm_2 (line 49)
Love your game btw :)
Trying to deconstruct an egg will crash the game.
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FATAL ERROR in
action number 1
of Mouse Event for Glob Right Released
for object obj_build_tool:
trying to index a variable which is not an array
at gml_Script_refund_resources
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stack frame is
gml_Script_refund_resources (line -1)
gml_Object_obj_build_tool_Mouse_57
Hi,
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FATAL ERROR in
action number 1
of Draw Event
for object obj_construction_object:
Variable obj_wood_floor.z(100386, -2147483648) not set before reading it.
at gml_Object_obj_construction_object_Draw_0
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stack frame is
gml_Object_obj_construction_object_Draw_0 (line -1)
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ERROR in
action number 1
of Draw Event
for object obj_player:
Trying to draw non-existing sprite.
at gml_Object_obj_player_Draw_0
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stack frame is
gml_Object_obj_player_Draw_0 (line -1)
I'm guessing the downloads released two days ago aren't supposed to be running super fast? The 'normal' download is playing just as accelerated as the 'faster' download for me. I triple checked that I downloaded the proper version but, no, super speedy every time. Not sure if it matters but I only just discovered your game so I'm not sure if I'm missing something or...?
By super speedy I meant the game was happening faster. The time was ticking faster (and all things time related), the character was moving so fast I had trouble controlling it. Things like that. I'm not even sure now if that was what the 'FASTER' download was supposed to do, let alone the normal download like I'm talking about. It's interesting too because I watched a friend download the same version and theirs played at the proper pace so I'm really not certain what the problem was. Anyway, I redownloaded it after seeing you responded to check if you somehow fixed whatever the problem was and it seems like you did! So thank you for the quick fix!
The issue had to do with your monitor having a higher Hz monitor (96 Hz or 144 Hz) then the standard 60 Hz most people have. For some reason the settings I had to control frame rate didn't account correctly for the refresh rate of higher monitors. The only why I could test it was to actually lower the refresh rate of my monitor to 40 Hz. I noticed it was slower then normal game play. I switched some sync settings in Game Maker and found one that didn't slow the game down. Glad this worked!
The FASTER download is suppose to run faster if you are noticing some slow game play (only useful for older computers). The reason it isn't the standard game play is because it is more buggy and takes much longer to compile.
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FATAL ERROR in Vertex Shader compilation
ShaderName: shd_gaussian_horizontal
D3DXCompile failed - result
at gml_Object_obj_clear_missions_menu_Draw_64
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stack frame is
gml_Object_obj_clear_missions_menu_Draw_64 (line -1)
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FATAL ERROR in Vertex Shader compilation
ShaderName: sh_outline
D3DXCompile failed - result
at gml_Script_outline_start
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stack frame is
gml_Script_outline_start (line -1)
gml_Object_obj_collection_node_Draw_0
Please try this fix: https://itch.io/t/442958/fatal-error-in-vertex-shader-compilation-solved
Latest version as shown (0.3.8) often (usually) has the mission tracking shown as bugged upon game load ("Mission 1 of 0") preventing completion of acquired missions. Resetting/deleting may help temporarily but the bug returns upon next save/load and forces one to redo all the prior missions.
Also, slightly less important, there seems to be no way to clean up the corpse of the person by the E.D.I.E beside waiting till they disappear on their own. Maybe being able to search them like corpses of enemy dead sentients could be provided?
FOUND THE PROBLEM. My goodness thank you for finding that bug. I can't believe I didn't see this one. I guess I've been focused on art and level building and not playing the game. Extra credit for you! :) Patch later today with a dev log explaining the issue. I think your mission data is safe though so that is good.
Some more things I found in recent playthrough:
EDIT: SOME MORE STUFF
EDIT: EVEN MORE STUFF
** Some bugs related to animals: **
- Llamas can completely prevent you from building when ridden on.
- Their incredibly thin body and high speed makes them extremely good at playing hide and seek.
- Woolies are obsessed with livestock guards sometimes.
- Also, I think that signs should appear in front of walls
Some time passed since my last bug report so I think it's good to put it in the new post (I do hope though that the previous one was checked since I added to it before through edits and I worry slightly whatever was added then may have passed under the radar).
I notice the assets are a lot bigger - the dev mentioned that themselves - making the game bigger. However, for some reasons it's also very noticeably slower for me, as if the game would keep processing bigger assets all the time instead of any preloading. Upon entering map I have over 100 FPS according to the counter, but soon it all goes down to circa 30-15, with the only exception being the home town for some reason, where the FPS is relatively consistent or at least decent enough to not notice strong slowdowns. The general increased game slowness also led to exploration map taking a time to drop loading screen for the first time and that in turn led to this issue:
Happened upon loading random exploration map. The loading was left there and wasn't disappearing at all, the items carried were not shown either. Even leaving the map left it on the screen (while increasing its size) till another loading screen was triggered by entering elsewhere. Edit: Seems it's always happening at 94.34%
Other bugs:
Paying 500 scrap at the farm is more bothersome than acquiring the scrap. I know that joke about it is even included in the 4th wall breaking dialogue, but adding 'hold key to keep adding', with increasing speed of depositing like how it is with trading depots would make it much more manageable (maybe even the code itself can be repurposed).
It is a joke and probably won't be change. If you press shift though it deposts 10 at a time (just like a trade output). Don't tell anyone :)