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Windows My program stopped working, giving me a "returned with non-zero status"

L

Lumbr

Guest
X://bin/GMAssetCompiler.exe DONE (0)
Release build
OptionsIni
Options: Z:/henlo_but__BCDAE6D5_52A47BD6\PlatformOptions.json
[Compile] Run asset compiler
C:\Windows\system32\cmd.exe /c ""X://bin/GMAssetCompiler.exe" /c /zpex /mv=1 /iv=0 /rv=0 /bv=0 /j=4 /gn="henlo but gud" /td="Y:/" /cd="Z:/henlo_but__BCDAE6D5_52A47BD6" /zpuf="C:\Users\jumic\AppData\Roaming/GameMakerStudio2\jumiciobi_1301049" /m=windows /tgt=64 /nodnd /cfg="default" /o="Y:/henlo_but_gud_641A3BC3_VM" /sh=True /optionsini="Y:/henlo_but_gud_641A3BC3_VM\options.ini" /cvm /baseproject="X:/BaseProject\BaseProject.yyp" "C:\Users\jumic\OneDrive\Roms\GameMakerStudio2\henlo but gud\henlo but gud.yyp" /bt=run"
Reading project file....C:\Users\jumic\OneDrive\Roms\GameMakerStudio2\henlo but gud
Reading project file....X:\BaseProject
Reading config delta 'C:\Users\jumic\OneDrive\Roms\GameMakerStudio2\henlo but gud\options\main\inherited\options_main.inherited.yy'
finished.
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Objects...finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Rooms...finished.
Compile Extensions...finished.
Global scripts...finished.
Error : gml_Object_o_enemy_Step_1(3) : malformed with statement
Final Compile...finished.
Saving IFF file... Y:/henlo_but_gud_641A3BC3_VM\henlo but gud.win
Writing Chunk... GEN8
option_game_speed=60
Writing Chunk... OPTN
Writing Chunk... LANG
Writing Chunk... EXTN
Writing Chunk... SOND
Writing Chunk... AGRP
Writing Chunk... SPRT
Writing Chunk... BGND
Writing Chunk... PATH
Writing Chunk... SCPT
Writing Chunk... GLOB
Writing Chunk... SHDR
Writing Chunk... FONT
Writing Chunk... TMLN
Writing Chunk... OBJT
Writing Chunk... ROOM
Writing Chunk... DAFL
Writing Chunk... EMBI
Writing Chunk... TPAGE
Texture Group - Default
Writing Chunk... CODE
Writing Chunk... VARI
Writing Chunk... FUNC
Writing Chunk... STRG
Writing Chunk... TXTR
0 Compressing texture... writing texture texture_0.png...
Writing Chunk... AUDO
Writing Chunk... SCPT
Writing Chunk... DBGI
Writing Chunk... INST
Writing Chunk... LOCL
Writing Chunk... STRG
Stats : GMA : Elapsed=1129.8692
Stats : GMA : sp=12,au=0,bk=0,pt=0,sc=0,sh=0,fo=0,tl=0,ob=6,ro=1,da=0,ex=0,ma=85,fm=0x200448A80020


C:\Windows\system32\cmd.exe exited with non-zero status (1)
elapsed time 00:00:05.8899410s for command "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.0.261/bin/Igor.exe" -options="C:\Users\jumic\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -- Windows Run started at 11/19/2018 21:57:18
"cmd" /c subst Z: /d

elapsed time 00:00:00.4905510s for command "cmd" /c subst Z: /d started at 11/19/2018 21:57:24
"cmd" /c subst Y: /d

elapsed time 00:00:00.2798002s for command "cmd" /c subst Y: /d started at 11/19/2018 21:57:24
"cmd" /c subst X: /d

elapsed time 00:00:00.2695803s for command "cmd" /c subst X: /d started at 11/19/2018 21:57:24
FAILED: Run Program Complete


that's the output
 
L

Lumbr

Guest
I saw the error and checked to see but i can't find anything wrong with it ;-;
 
L

Lumbr

Guest
Can't look at your file right now, but have you fixed the error that is stated in the log output?
i saw the error message and checked it out but i can't find whatever's wrong with it. i need help
 
I've had "returned with non-zero status" in the past when my texture pages were overloaded... Be aware that I'm the least knowledgeable person on this forum, but look at your texture group situation anyhow just to make sure.
 
L

Lumbr

Guest
with(instance_create_layer(x,y,layer,o_dead));
{
direction = other.hitfrom;
hsp = lengthdir_x(3,direction)
hsp = lengthdir_y(3,direction -10)
if (sign(hsp) != 0) image_xscale = sign(hsp)
}
^ thats the begin step event though ^



vsp = vsp + grv;
if (place_meeting(x,y+1,o_wall)) and (key_jump)
{
vsp = -20;
}

// horizontal colission
if (place_meeting(x+hsp,y,o_wall))
{
while (!place_meeting(x+sign(hsp),y,o_wall))
{
x = x + sign(hsp);

}
hsp = 0;

}

x = x + hsp;

// vertical collision
if (place_meeting(x,y+vsp,o_wall))
{
while (!place_meeting(x,y+sign(vsp),o_wall))
{
y = y + sign(vsp);

}
vsp = 0;

}

y = y + vsp;


// animation

if (!place_meeting(x,y+1,o_wall))
{
sprite_index = s_enemyA;
image_speed = 0;
if (sign(vsp) > 0) image_index = 0; else image_index = 1;
}
else
{
image_speed = 1;
if (hsp == 0)
{
sprite_index = s_enemy

}
else
{
sprite_index = s_enemyR

}


}

if (hsp != 0) image_xscale = sign(hsp) * 1;


^ this is the step event ^
 
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