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RealBadHombre

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A member registered Apr 17, 2017

Recent community posts

(1 edit)

Further info:

It was somehow calling a function I don't reference anywhere involving your extension. I have a struct in oGame.network with a method called "connect". After typing "message" and hitting space, it runs that connect function. Here's the call stack:

EDIT: I went through the following trying to trace down the issue and I finally figured it out. Your library figures out if a script is a constructor by trying to create one. "Network" is a constructor, and when it's constructed it initiates a connection to my server. By creating a new Network, all of the initialization code is running again. I was able to fix it by changing your __ezConsole_dep_is_constructor to:

function __ezConsole_dep_is_constructor(_func){
    return asset_has_tags(_func, ["@@constructor"], asset_script);
}

--------

Original exploration:

 at gml_Script___ezConsole_dep_is_constructor (line 198) -               if (string_pos("constructor", err.message))
############################################################################################
gml_Script___ezConsole_dep_is_constructor (line 198)
gml_Script___ezConsole_dep_get_asset_names (line 179) -               if (_asset_type == asset_script && __ezConsole_dep_is_constructor(_ids[@ i]) && (string_pos("EzConsole", _name))) continue;
gml_Script_console_typeahead_get_names (line 510) -               room:       __ezConsole_dep_get_asset_names(asset_room),
gml_Script_console_get_typeahead (line 218) -                      _names = console_typeahead_get_names(_arg_type);
gml_Object___EzConsole___Step_0 (line 229) -                      ? console_get_typeahead(console_text_actual)

So when I type "broadcast" and then "space", I get this (with values plugged in):

__EzConsole__.Step line 229: console_get_typeahead( "broadcast ")

ezConsole_logic line 126:

function console_get_typeahead("broadcast "){
    var _msg_trimmed = ["broadcast",""];
    var _is_command = false;
    var _suggestions = [];
    var _commands = /**18 member array*/;
    var _commands_len = 18;
    if( _is_command){
    } else {
        var _msg_trimmed_len = 2;
        var _command = "broadcast";
        var _command_index = 16;
        var _command_exists = true;
    }
    if( {true} && {0} < {1}){ // _command_exists conditional
        var _arg = "";
        var _arg_type = -4;
        var _asset = "";
        var _arg_len = 0;
        if( _arg_type == ezConsole_type_options){
        } else if (_arg_type == ezConsole_type_instance){
        }
        _names = console_typeahead_get_names(-4)

ezConsole_logic line 504:

function console_typeahead_get_names(-4){
    static _names = {
        script: __ezConsole_dep_get_asset_names(5)

ezConsole_dependencies line 159:

function __ezConsole_dep_get_asset_names(5){
    var _cb = script_get_name; // 803 internally
    var _ids = /**268 member array*/;
    var _ids_len = 268;
    var _names = [];
    for( /**0 through 250 work, _names is now 154 elements*/ i = 251){
        var name = "Network";
        if( {false} || {false});
        if( ({true} && ({false} || {false});
        if( ({true} && __ezConsole_dep_is_constructor(_ids[@ i]) && {false});

ezConsole_dependencies line 193:

function __ezConsole_dep_is_constructor(Network){
    try {
        var _temp = new Network();
        delete Network();
    }

Thank you! Another thing that I have been banging my head against the wall over:

I was getting this warning with a custom command with arguments and it would cause Photon to disconnect (an online play extension) and automatically reconnect. To troubleshoot, I made a custom command "echo" that works just like "message" but instead of a popup it just uses ezConsole_info. As soon as I hit space after "echo", it clears the input and prints a message to GM's output: "Warning! - gml_Script___ezConsole_dep_get_asset_names(171) : Error: A given parameter was nullptr"

No idea where this message comes from, I can't track down what causes it with break points all over the place where I thought it would make sense. The strange thing was that your own commands didn't cause this; if I type `message hello`, it didn't cause any issues. To help track this down, I changed `console_command_base_message` to use `ezConsole_info(_args[0])` and now when I use "message" it has the same warning as my command.

Now, the extra weird thing: I changed it back to the original command you had and it didn't go back to working. However, scripts I didn't touch, like "fullscreen true" works without issue.

This is incredible! Thank you!

One slight issue: When using `message` or any self-made version of it, it reprints the final quote.

For example, `message "Hello, world!"` will print `Hello, world!"` and show the same extra closing quote.

That being said, I'm trying to get an online framework up and running and didn't want to have to make a series of buttons and hardcoded options to test the communication, so adding a few new EzConsoleCommands made this incredibly convenient.

Same here on Firefox

This is a really cool idea and a great way to help get a "feel" for how different values can interact. I like that you aren't penalized for getting it wrong; it lets you play and have fun without feeling like you need to pull out scratch paper.

The way the numbers flip up and down is very satisfying in conjunction with the sound effects. The background music was also very pleasant.

Is there a way to buy all of your MiniFolks as like a single bundle?

That was torture.

This update kicks ass, love it!

That sounds awesome! One other little thing that might be nice, is at the event selection screen if the battle options had a total bounty displayed at the bottom.

It would be nice if after you lost it would show a quick screen with how many battles you won. I was nearing 40 but forgot to check the actual number before my last fight and it just went straight back to the start screen.

___________________________________________

############################################################################################

FATAL ERROR in

action number 1

of  Step Event0

for object level_editor:

Array index must be positive

at gml_Script_check_combine_rules

############################################################################################

--------------------------------------------------------------------------------------------

stack frame is

gml_Script_check_combine_rules (line -1)

gml_Object_level_editor_Step_0

Has this issue been fixed?

I think it's linked to the alpha channel problem. It seems like when importing an image you lose a lot of the alpha value for anything that's not totally opaque. When you export you lose it again. In my case I had a blob with a body that was 50% opaque and shadows that were 75%. When importing it to Juice FX, I lost the body completely and the shadows were faint. When I exported I lost all the shadows too and was left with only the outline.

Same issue here, any idea if this issue can be fixed? The sole reason I bought this was for this game where I want this see-through slime blob to jiggle around and this software can't really help me with that at all since alpha doesn't work. Pretty bummed because otherwise it looks great