leon Posted November 2, 2007 Report Share Posted November 2, 2007 I'm experiencing a big problem, on the Sonic Worlds Engine, trying to make a Game Over Screen: when the life counter reaches zero this should "Jump to frame "game over". On Game over's frame -> Set Life couter -> 3 . Then -> Jump to Stage 1 The problem happens when the frame starts, when the Application freezes and closes after. Looks like a sound problem. I have tested that on a different engine and this ran fine. Is that a error on Sonic Worlds Startup?! Link to comment Share on other sites More sharing options...
Ayling Posted November 2, 2007 Report Share Posted November 2, 2007 You could restart the application. Link to comment Share on other sites More sharing options...
leon Posted November 5, 2007 Author Report Share Posted November 5, 2007 Im gonnna lose all data from counters and alt. Values. Link to comment Share on other sites More sharing options...
GSF Posted November 5, 2007 Report Share Posted November 5, 2007 Try jumping to another frame, other than the Stage 1, for example the Main Menu. Link to comment Share on other sites More sharing options...
Felik Posted November 5, 2007 Report Share Posted November 5, 2007 Actually I suffered this too. This is a MMF2 inner bug. I solved this with help of a trick. Despite going to the game over frame you should jump to an emty frame with a single action "jump to the gameover frame" Something like this: Level frame- If lives = 0 then go to frame "blah blah blah" Blah blah blah frame - start of frame - go to frame "gameover" This should help 1 Link to comment Share on other sites More sharing options...
GSF Posted November 6, 2007 Report Share Posted November 6, 2007 Nice trick. Rep+ But I just check the lives only when it's needed (in other words, when you die) and it's OK, with or without trick. Weird. Link to comment Share on other sites More sharing options...
Felik Posted November 6, 2007 Report Share Posted November 6, 2007 Thanks, Gsoft. This problem (as I understood) doesn't depent on lives or something. It just happens sometimes. I suffered this when i tried to jump from forest zone to carnival zone (in Sonic Fusion) directly. I just added an emty frame between them and this helped. Maybe clickteam will fix it in older versions. Link to comment Share on other sites More sharing options...
leon Posted November 6, 2007 Author Report Share Posted November 6, 2007 Try jumping to another frame, other than the Stage 1, for example the Main Menu. The problem is on the stage's frame. Everything else works Link to comment Share on other sites More sharing options...
Felik Posted November 6, 2007 Report Share Posted November 6, 2007 Maybe an infinite loop, some extension bug or a music bug? Try also disabling suspect groups of events one by one. I often find bug source by doing this. Link to comment Share on other sites More sharing options...
leon Posted November 7, 2007 Author Report Share Posted November 7, 2007 The occured event just can be this: (imagem). Seems the group only have been activated in the frame's start, but nothing shows that's active, Link to comment Share on other sites More sharing options...
Numbuh 214 Posted November 7, 2007 Report Share Posted November 7, 2007 Yeah, split that into two events: one where it restarts when you don't game over and one where you go to the game over screen when you do game over. Maybe that will work. Link to comment Share on other sites More sharing options...
Donchi_The_Racoon Posted November 9, 2007 Report Share Posted November 9, 2007 or you could make a counter, and when you set it to 0 on start of frame then you say: when counter =1, go to frame 3 (since there is on in the middle maybe) then it should work but you just make it work globaly on all the frames, like it's in one bit frame. I do beleave this works for me, just thought it might help you. Oh and don't forget to tell it to restart. Link to comment Share on other sites More sharing options...
GSF Posted November 9, 2007 Report Share Posted November 9, 2007 I think that this bug is related to the fade in-out effects. Sometimes, if you hold a key during a fade-in/out effect, the Runtime crashes. It could be another thing, too. I'm not just sure. As for myself, checking the lives only when it's needed (when you die) works. It's still pretty strange. Leon:The problem is on the stage's frame. Everything else works I'm not sure, put a 'only one action when event loops in the 'Lives=0' condition. My theory is that, when lives reach zero, MMF finds the event that makes it go to the Game Over frame, but it goes to said frame more than once. So, the 'only one action when event loops' subcondition will make MMF go to the Game Over frame only once. Lastly, in the Multi Tutorial I'm making, I put the 'Lives=0' event in the Global Events (and without the 'only one action' subcondition), and it works fine. You can try this too, Leon. Link to comment Share on other sites More sharing options...
leon Posted November 9, 2007 Author Report Share Posted November 9, 2007 The first one is the error on the Sonic Worlds Engine and the second is a "clean" frame with the game over screen and it's working. Sonic Worlds error And the "clean frame": example.mfa Link to comment Share on other sites More sharing options...
GSF Posted November 10, 2007 Report Share Posted November 10, 2007 I found the problem. Leon, you're using an older version of the Worlds engine, I'm sending you an example with the newest version. The problem itself is in the 'Movement Values' object. It's configured as a global object, so its values remain in memory even after changing frames. To solve this, uncheck the Global Object property, or set all the object's alterable values to zero in the Game Over frame. When you die, the Hurt value is set to 2 (I think). But if it is a global object, when we return to the level, the value is still 2, it's like starting the level already dead! And that's it. Problem solved! NOTE: The newer version holds some weird events that make Fusion crash at the start. Find the events that play music, delete them and create them again. Or to make it easier, use the engine I attached here, it already has these events corrected Whoa, well, that's all. Link to comment Share on other sites More sharing options...
leon Posted November 17, 2007 Author Report Share Posted November 17, 2007 I found the problem.Leon, you're using an older version of the Worlds engine, I'm sending you an example with the newest version. The problem itself is in the 'Movement Values' object. It's configured as a global object, so its values remain in memory even after changing frames. To solve this, uncheck the Global Object property, or set all the object's alterable values to zero in the Game Over frame. Whoa, well, that's all. Gotcha..It's working now. Thanks Link to comment Share on other sites More sharing options...
Ayling Posted November 17, 2007 Report Share Posted November 17, 2007 I'm using that for sound corrections. Thanks! Link to comment Share on other sites More sharing options...
GSF Posted November 17, 2007 Report Share Posted November 17, 2007 You're welcome! :-) However, the other Values objects are still global, so if you find more problems, try making them local. (I'll keep this file uploaded here, since it has the music playing errors fixed.) Link to comment Share on other sites More sharing options...
Damizean Posted November 18, 2007 Report Share Posted November 18, 2007 Actually, the problem isn't due the the values object is global, at least directly. It is due not resetting the action to 0 once the character is initializated. That way, the die action was being kept over and over, being unable to switch back to action 0. So.... don't deactivate the global objects being global (it would be a waste of memory otherwise), but set the action to 0 in the player initialization events. And for gods' sake, put the die event in the die action. The sound events problem is due your MMF2 version not being the lastest one, as Clickteam was silly enought not to put retrocompatibility with older versions of the mfx files when they added new events. Link to comment Share on other sites More sharing options...
GSF Posted November 18, 2007 Report Share Posted November 18, 2007 Nice solution. This way the object's values stay in the memory after changing frames. Link to comment Share on other sites More sharing options...
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