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Messages - greybrid

Pages: 1 2
1
You are using an out-dated version of Stencyl. You can either get the public release, or since you are an Indie subscriber, get the most recent private build. Those have this error fixed.
First things first, after installing a new build, I can open the scene that was giving me the error so thank you very much for solving that issue.

However, I was having issues with the Stencyl uninstaller so i opted to delete my workspace folder and my stencyl folder. I installed build 10468,  chose a new location for my workspace folder (because the old one had a non-roman character in it),  reacquired the dialog extension, and then imported my game and I immediately got another "Unexpected problem" error with this as the details:
Quote
java.lang.RuntimeException: java.lang.NullPointerException
   at stencyl.sw.app.tasks.StencylWorker.done(StencylWorker.java:74)
   at stencyl.sw.app.tasks.StencylWorker.done(StencylWorker.java:54)
   at java.desktop/javax.swing.SwingWorker$5.run(Unknown Source)
   at java.desktop/javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.run(Unknown Source)
   at java.desktop/sun.swing.AccumulativeRunnable.run(Unknown Source)
   at java.desktop/javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(Unknown Source)
   at java.desktop/javax.swing.Timer.fireActionPerformed(Unknown Source)
   at java.desktop/javax.swing.Timer$DoPostEvent.run(Unknown Source)
   at java.desktop/java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.desktop/java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
   at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
   at java.base/java.security.AccessController.doPrivileged(Native Method)
   at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.desktop/java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.desktop/java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.lang.NullPointerException
   at stencyl.core.lib.scene.TileEdgeGraph.takeNextPoint(TileEdgeGraph.java:75)
   at stencyl.core.lib.scene.SceneTileCombiner.processScene(SceneTileCombiner.java:288)
   at stencyl.sw.io.write.resource.SceneWriterMbs.writeMbs(SceneWriterMbs.java:292)
   at stencyl.sw.io.write.resource.SceneWriterMbs.write(SceneWriterMbs.java:79)
   at stencyl.core.lib.scene.SceneModel.generateMbs(SceneModel.java:860)
   at stencyl.core.lib.scene.SceneModel.lambda$generateMbsIfMissing$0(SceneModel.java:826)
   at stencyl.sw.io.MbsCache.generateMbsIfMissing(MbsCache.java:34)
   at stencyl.core.lib.scene.SceneModel.generateMbsIfMissing(SceneModel.java:826)
   at stencyl.sw.app.tasks.OpenGameTask$PreloadCacheTask.doInBackground(OpenGameTask.java:233)
   at stencyl.sw.app.tasks.OpenGameTask$PreloadCacheTask.doInBackground(OpenGameTask.java:185)
   at java.desktop/javax.swing.SwingWorker$1.call(Unknown Source)
   at java.base/java.util.concurrent.FutureTask.run(Unknown Source)
   at java.desktop/javax.swing.SwingWorker.run(Unknown Source)
   at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

2
Thanks, I'll try that.

3
Thanks for the reply.

The error has occurred in scenes that had background layers and also in scenes that had no background layers. I've  used background images and tiles for backgrounds. The scene does not open once the error occurs. I'm using build 10300.

4
I've been getting the "Unexpected Problem Ouch, this should not have happened!" error lately.  it sometimes happens while I'm playing my game but it usually happens when I try to open a scene. It feels like every scene I make is a ticking time-bomb because of how often I've been getting this error.

I've attached my logs and clicking on "Details" in the error window yields this:
Quote
java.lang.RuntimeException: java.lang.IndexOutOfBoundsException: Index: 6, Size: 2
   at stencyl.sw.app.tasks.StencylWorker.done(StencylWorker.java:74)
   at stencyl.sw.app.tasks.StencylWorker.done(StencylWorker.java:54)
   at stencyl.sw.app.tasks.OpenResourceTask.done(OpenResourceTask.java:76)
   at javax.swing.SwingWorker$5.run(Unknown Source)
   at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.run(Unknown Source)
   at sun.swing.AccumulativeRunnable.run(Unknown Source)
   at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(Unknown Source)
   at javax.swing.Timer.fireActionPerformed(Unknown Source)
   at javax.swing.Timer$DoPostEvent.run(Unknown Source)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$500(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.lang.IndexOutOfBoundsException: Index: 6, Size: 2
   at java.util.ArrayList.rangeCheckForAdd(Unknown Source)
   at java.util.ArrayList.add(Unknown Source)
   at stencyl.sw.editors.scene.layerviews.ActorLayer.addActorToLayer(ActorLayer.java:208)
   at stencyl.sw.editors.scene.layerviews.InteractiveLayerView.addActorToLayer(InteractiveLayerView.java:79)
   at stencyl.sw.editors.scene.EditorSceneModel.addActorToBuckets(EditorSceneModel.java:893)
   at stencyl.sw.editors.scene.EditorSceneModel.addActor(EditorSceneModel.java:945)
   at stencyl.sw.editors.scene.EditorSceneModel.<init>(EditorSceneModel.java:206)
   at stencyl.sw.editors.scene.Designer.<init>(Designer.java:559)
   at stencyl.sw.editors.scene.SceneMainPage.initDesigner(SceneMainPage.java:307)
   at stencyl.sw.editors.scene.SceneMainPage.<init>(SceneMainPage.java:134)
   at stencyl.sw.editors.scene.SceneTab.init(SceneTab.java:140)
   at stencyl.sw.editors.scene.SceneTab.<init>(SceneTab.java:122)
   at stencyl.sw.app.doc.Workspace.fetchEditorForResource(Workspace.java:832)
   at stencyl.sw.app.doc.Workspace.finishOpenResource(Workspace.java:679)
   at stencyl.sw.app.tasks.OpenResourceTask.doInBackground(OpenResourceTask.java:67)
   at stencyl.sw.app.tasks.OpenResourceTask.doInBackground(OpenResourceTask.java:20)
   at javax.swing.SwingWorker$1.call(Unknown Source)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at javax.swing.SwingWorker.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


5
So it turns out that I'm dumb and didn't actually add a delay to every reference in every 'When Created' event. Now I'm pretty darn sure that I have and the log viewer no longer says that 'Scene Manager' doesn't exist but the game still crashes.

I know the log viewer doesn't show everything that the logs do, but I don't really know what I'm looking for in the logs. If someone could point it out to me I'd appreciate it. Also I'm wondering if anyone knows exactly how long a delay is required for the 'When Created' events. I have it set to 1 second but I don't want it any longer than it needs to be.

EDIT: It looks like all these delays make compiling the game for flash impossible which kinda sucks.

6
My game crashes every time I try to compile it as a Windows file. I'm still able to compile the game in debug mode however the game doesn't function properly and I sometimes get an error message.

I've seen some recent threads about this issue being caused by having 'When Created' events referencing other behaviors or by having too many tile sets so I added a delay to the 'When Created' I had and also created a blank scene but neither attempt worked. I also only have 2 tile sets so I doubt that's the problem.

Any help would be appreciated.

Windows 8.1 64 bit
Stencyl Version 3.4.0 build 9180

7
Multiple collision boxes and they all needed to be of the same group. What a stupid mistake.

8
Thanks for the suggestion, unfortunately I have no idea how to use those blocks. It looks like they're for creating objects and then adding those objects to collision groups. I'm not sure if they're used to change the group of an actor whose group has already been defined.

9
I'm trying to allow players to pass through enemies if they've been damaged recently.  The way I've been trying to accomplish this is by having two of every animation for the player with one animation being of a group that collides with enemies and the other being of a group that doesn't. The problem is that almost all of the animations that shouldn't collide with enemies actually do. I've triple checked each animation, each collision group, refreshed the player actor, the scene, and the game over and over, but the group that shouldn't collide with enemies still does.

I have three behaviors that interact when the player that collides with an enemy: 'Player Movement', 'Collision Manager', and 'Health Manager'. 'Player Movement' handles moving and almost always handles animation changes. 'Collision Manager' detects when the player and an enemy collide, and 'Health Manager' checks to see if the player should die when it hits an enemy and it also switches the player's animation upon hitting an enemy.

Collisions in my game work like this: When the player hits an enemy, 'Collision Manager' triggers an event in 'Player Movement' and also an event in 'Health Manager'. The event in 'Player Movement' makes the player essentially inactive for a second, meaning that it can't move and the player's animation cant be changed unless another behavior is doing the changing. The event in 'Health Manager' decrements the player's health AND changes the animation to a damaged animation. This is the only animation of the group that shouldn't collide with enemies that actually doesn't collide with them. This is also the only time when a behavior other than 'Player Movement' is handling animation changes.

I've tried switching the damaged animation (the only animation that shouldn't and correctly doesn't collide with enemies) for one of the many animations of the same group but that don't work, and nothing. I've tried having 'Player Movement' handle all of the animation switches and nothing. I've even tried to have 'Player Movement' look at 'Health Manager' to see what the damaged animations are by way of a <for this scene, get [_damagedwalking] from behavior [Health Manager]> block and that didn't work either.

If anyone can help, I'd really appreciate it.

10
Ask a Question / Re: Collision box/animation not synched
« on: November 13, 2016, 11:54:48 am »
Thanks for the help, bud.

11
Ask a Question / Re: Collision box/animation not synched
« on: November 13, 2016, 11:33:59 am »
its idle animation is set to top left and the other (the one in the screenshot in my first post) is set to center. I didn't change that setting myself so I don't know why they're different.

12
Ask a Question / Collision box/animation not synched [SOLVED]
« on: November 13, 2016, 02:36:31 am »
I seem to run into this problem pretty often. The animation and collision boxes for some actors start to get unsynched for some reason. This actor was working fine until a few minutes ago when I duplicated its behavior so I could turn the duplicate into a similar behavior rather than make another from scratch.  I have no idea why that would do something like this though.

any help would be appreciated.

13
Ask a Question / Re: Java constantly crashing
« on: September 13, 2016, 03:56:19 pm »
i don't seem to have any hs_err_pid.log file in that folder.

14
Ask a Question / Re: Java constantly crashing
« on: September 12, 2016, 10:02:13 pm »
no, it doesn't actually take up 8gb but i figured if i could use it then why not? i'm using stencyl now waiting for a crash so i can check the log viewer.

edit: oh wait you meant you want me to generate my logs. i don't know how to read these things.

15
Ask a Question / Java constantly crashing
« on: September 12, 2016, 09:15:09 pm »
Java has begun crashing all of a sudden after about a minute of using stencyl. i use the 8gb script provided here: http://www.stencyl.com/help/view/ninety-percent-warning/

i'd appreciate any suggestions.

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