Feedback Feature Suggestion: "Report" button on error pop-up

Discussion in 'GameMaker Studio 2 Community Tech Support' started by matharoo, Apr 23, 2019.

  1. matharoo

    matharoo Udemy Instructor

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    Jul 9, 2016
    Posts:
    919
    We'll be starting alpha testing for our game soon, and was wondering about ways to get our users to report the error that they got.

    So I thought that it could be useful to have a "report" button on the error pop-up. You could set any link you want for your project, and the button would simply copy the error to your clipboard and take you to the page (which could be a form).

    upload_2019-4-23_8-57-19.png

    This could help even for a game's stable release because you can't really avoid errors. Without a direct report button, not many players are going to report the errors that they get.

    What do you guys think?
     
    JeffJ likes this.
  2. JeffJ

    JeffJ Member

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    Jun 20, 2016
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    339
    I dig it, as an optional flag or something (because what would happen if no URL was defined?)

    Although, I imagine this would be easy to add ourselves once the manual error handling opens up, hopefully this year.
     
    matharoo likes this.
  3. CombatCalamity

    CombatCalamity Member

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    Feb 16, 2019
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    I think YellowAfterlife already has an extension on try catch error handling etc. like that.
     
    matharoo likes this.
  4. FrostyCat

    FrostyCat Member

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    Generating an error results in an return code of 1, so that can be leveraged at the shell level along with debug parameters.

    Here's an example that starts a webpage automatically upon the main game's crash:
    Code:
    @echo off
    pushd %~dp0%
    game.exe -output output.txt -debugoutput debug.txt || start "" https://www.google.ca
    popd
    
    Replace the URL with a form that instructs the user to submit output.txt and debug.txt. The error will be found in output.txt along with the result of all other show_debug_message() calls.

    And as already said, if YoYo follows through on its promise to implement exception handling at a global level, the need for this would be greatly diminished, or at least restricted to absolutely unrecoverable faults.
     
    Juju, JeffJ and matharoo like this.
  5. matharoo

    matharoo Udemy Instructor

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    Jul 9, 2016
    Posts:
    919
    So I added this to the arguments of my Steam build:
    Code:
    -output output.txt -debugoutput debug.txt || start "" https://my_google_docs_link
    The output files are created, so that works, but after the game aborts with a fatal error, the link doesn't open. Any idea why?

    I tried putting the link in quotes but that didn't work either.

    EDIT: I tried using a bat file instead of executable arguments; the link still didn't work.
     
    Last edited: Apr 23, 2019
  6. matharoo

    matharoo Udemy Instructor

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    Jul 9, 2016
    Posts:
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    Hey, hope you saw my previous post - the crash link is not working.

    EDIT: It works now, thanks.
     
    Last edited: Apr 25, 2019
  7. Mert

    Mert Member

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    Jul 20, 2016
    Posts:
    392
    Once we get exception handlings, I'll update my Firebase Crashlytics extension accordingly with this. Also, I'm waiting for try / catch for my Firebase Performance Monitoring extension.

    Not being able to step in errors is a big hole in Game Maker's history.
     
  8. FrostyCat

    FrostyCat Member

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    Jun 26, 2016
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    You have to start the game by running that batch file. The part starting from || are not arguments to the main executable.

    I tested on the standard Windows VM build, so there may be export-specific differences in the Steam export that I'm not aware of. Try echoing %ERRORLEVEL% in the batch file and then PAUSE to keep it on screen for you to see.
     
    matharoo likes this.
  9. matharoo

    matharoo Udemy Instructor

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    Jul 9, 2016
    Posts:
    919
    Yes, using the batch file now, and there were some other complications that are now gone - and it works. Thanks!
     

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