• Hello [name]! Thanks for joining the GMC. Before making any posts in the Tech Support forum, can we suggest you read the forum rules? These are simple guidelines that we ask you to follow so that you can get the best help possible for your issue.

Windows Game does not launch in IDE despite "SUCCESS: Run Program Complete"

P3HWN1E

Member
[CONCLUDED] - True cause of issue remains unknown (See post #25 for potential solution)

I am trying to launch a project it gets to SUCCESS: Run Program Complete, And then nothing happens. I dont have any errors. And the project worked fine before with no changes since then. It seems to have decided not to work for some unknown reason. I tried reverting to an older runtime which had no result. Other projects work just fine. This is the complete output log..


"cmd" /c subst Z: "C:\Users\jonat\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE"

elapsed time 00:00:00.0692170s for command "cmd" /c subst Z: "C:\Users\jonat\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE" started at 07/17/2021 17:32:25
"cmd" /c subst Y: "C:\Users\jonat\AppData\Local\GameMakerStudio2\GMS2TEMP"

elapsed time 00:00:00.0718020s for command "cmd" /c subst Y: "C:\Users\jonat\AppData\Local\GameMakerStudio2\GMS2TEMP" started at 07/17/2021 17:32:26
"cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.3.3.434"

elapsed time 00:00:00.0727268s for command "cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.3.3.434" started at 07/17/2021 17:32:26
"C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.3.3.434/bin/Igor.exe" -j=8 -options="C:\Users\jonat\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -v -- Windows Run

Loaded Macros from C:\Users\jonat\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\Armored_Ca_C27F2453_95BE941B\macros.json
Options: X:/bin\platform_setting_defaults.json
Options: C:\Users\jonat\AppData\Roaming/GameMakerStudio2\pehwnie_842302\local_settings.json
Options: C:\Users\jonat\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\Armored_Ca_C27F2453_95BE941B\targetoptions.json
Setting up the Asset compiler
X://bin/GMAssetCompiler.exe /c /mv=1 /zpex /iv=0 /rv=0 /bv=0 /j=8 /gn="Armored Carnage" /td="Y:/" /cd="Z:/Armored_Ca_C27F2453_95BE941B" /zpuf="C:\Users\jonat\AppData\Roaming/GameMakerStudio2\pehwnie_842302" /m=windows /tgt=64 /nodnd /cfg="Default" /o="Y:/Armored_Carnage_1E9529C9_VM" /sh=True /optionsini="Y:/Armored_Carnage_1E9529C9_VM\options.ini" /cvm /baseproject="X:/BaseProject\BaseProject.yyp" "D:\Files\Software\My own software\Active\Armored Carnage\Armored Carnage.yyp" /preprocess="Z:/Armored_Ca_C27F2453_95BE941B"
We have a Zeus Project!
Found Project Format 2
ProjectFileWatcher:StartWatching:D:\Files\Software\My own software\Active\Armored Carnage
Started: 2021-07-17 17:32:27
Finished: 2021-07-17 17:32:28
Diff: 00:00:01.3412740
Loaded Project: Armored Carnage
finished.
Release build
Options: Z:/Armored_Ca_C27F2453_95BE941B\ExtensionOptions.json
OptionsIni
Options: Z:/Armored_Ca_C27F2453_95BE941B\PlatformOptions.json
[Compile] Run asset compiler
X://bin/GMAssetCompiler.exe /c /mv=1 /zpex /iv=0 /rv=0 /bv=0 /j=8 /gn="Armored Carnage" /td="Y:/" /cd="Z:/Armored_Ca_C27F2453_95BE941B" /zpuf="C:\Users\jonat\AppData\Roaming/GameMakerStudio2\pehwnie_842302" /m=windows /tgt=64 /nodnd /cfg="Default" /o="Y:/Armored_Carnage_1E9529C9_VM" /sh=True /optionsini="Y:/Armored_Carnage_1E9529C9_VM\options.ini" /cvm /baseproject="X:/BaseProject\BaseProject.yyp" "D:\Files\Software\My own software\Active\Armored Carnage\Armored Carnage.yyp" /bt=run /rt=vm /64bitgame=true
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Rooms...finished.
Compile Objects...finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Extensions...finished.
Global scripts...finished.
finished.
collapsing enums.
Final Compile...finished.
Looking for built-in particle images in C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.3.3.434\bin\ParticleImages
Saving IFF file... Y:/Armored_Carnage_1E9529C9_VM\Armored Carnage.win
Writing Chunk... GEN8
option_game_speed=60
Writing Chunk... OPTN
Writing Chunk... LANG
Writing Chunk... EXTN
Writing Chunk... SOND
Audio file 'snd_tankcannon_5' not found in cache!
Audio file 'snd_tankcannon_3' not found in cache!
Audio file 'snd_tankcannon_1' not found in cache!
Audio file 'snd_tankcannon_4' not found in cache!
Audio file 'snd_tankcannon_2' not found in cache!
*writing audio file snd_track_1.ogg...
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... ACRV
Writing Chunk... SEQN
Writing Chunk... TAGS
Writing Chunk... ROOM
Writing Chunk... DAFL
Writing Chunk... EMBI
Writing Chunk... TPAGE
Texture Group - Default
Writing Chunk... TGIN
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... DFNC
Writing Chunk... STRG
Stats : GMA : Elapsed=1187,9495
Stats : GMA : sp=35,au=15,bk=0,pt=0,sc=29,sh=0,fo=2,tl=0,ob=27,ro=4,da=0,ex=0,ma=124,fm=0xB18D6DEC0220
DoSteam
Igor complete.
[Run] Run game
Options: Z:/Armored_Ca_C27F2453_95BE941B\MainOptions.json
X://windows/x64/Runner.exe -game "Y:/Armored_Carnage_1E9529C9_VM\Armored Carnage.win"
Setting scheduler resolution to 1
Attempting to set gamepadcount to 12
DirectX11: Using hardware device
Collision Event time(microsecs)=14
Total memory used = 7988960(0x0079e6e0) bytes
**********************************.
Entering main loop.
**********************************.
Attempting to set gamepadcount to 0
Not shutting down steam as it is not initialised
Script_Free called
Unsetting previous scheduler resolution of 1


X://windows/x64/Runner.exe DONE (0)
Igor complete.
elapsed time 00:00:04.7045149s for command "C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.3.3.434/bin/Igor.exe" -j=8 -options="C:\Users\jonat\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -v -- Windows Run started at 07/17/2021 17:32:26
"cmd" /c subst Z: /d

elapsed time 00:00:00.0637790s for command "cmd" /c subst Z: /d started at 07/17/2021 17:32:30
"cmd" /c subst Y: /d

elapsed time 00:00:00.0708369s for command "cmd" /c subst Y: /d started at 07/17/2021 17:32:30
"cmd" /c subst X: /d

elapsed time 00:00:00.0693402s for command "cmd" /c subst X: /d started at 07/17/2021 17:32:31
SUCCESS: Run Program Complete
 
Last edited:

TsukaYuriko

☄️
Forum Staff
Moderator
Run the game in debug mode and pause it. Does that stop code execution at some line in your code, or does that have no effect?

Might also want to try clearing your asset cache (Ctrl+F7), restarting the IDE and restarting your PC if you haven't already done so.
 

P3HWN1E

Member
Run the game in debug mode and pause it. Does that stop code execution at some line in your code, or does that have no effect?

Might also want to try clearing your asset cache (Ctrl+F7), restarting the IDE and restarting your PC if you haven't already done so.
Ive tried clearing the cache, Tried restarting the IDE and now i have tried restarting the PC. Still no luck, As for the debugger it's blank. it's as if the game never executes at all.
 

Amon

Member
This happened to me a while ago. I fixed it by exporting the project to yyz then starting a new project, and importing that one into the new one.
 

chamaeleon

Member
If you open up Task Manager (assuming Windows), after you try running from the IDE, does the "GameMaker Studio 2 Runner" appear in the list of running programs, and does it stay around or disappear (if you can catch a glimpse of it all)?
 

P3HWN1E

Member
If you open up Task Manager (assuming Windows), after you try running from the IDE, does the "GameMaker Studio 2 Runner" appear in the list of running programs, and does it stay around or disappear (if you can catch a glimpse of it all)?
I got an interesting result. With the task manager open i can see the Gamemaker runner. And a blank gamemaker window will appear with the title "made in gamemaker studio" Its not how my game would look like normally so im guessing its some sort of default window. As for the window itself its just a black screen and nothing else. Note that this is using the original project files after i tried the suggestion by @Amon
 

chamaeleon

Member
Can you put a breakpoint in an event for an object whose instance you are petty sure is intended to be the first lines of code to run (typically some kind of initialization instance, perhaps in a start room that is not used, but I have no idea what your structure is like)? The question is of course if it reaches the breakpoint and halts, showing the location in the debugger. Another possibility might be code outside function definitions, which will execute before anything in instance code runs, but again, no idea if you have that either.
 

P3HWN1E

Member
Can you put a breakpoint in an event for an object whose instance you are petty sure is intended to be the first lines of code to run (typically some kind of initialization instance, perhaps in a start room that is not used, but I have no idea what your structure is like)? The question is of course if it reaches the breakpoint and halts, showing the location in the debugger. Another possibility might be code outside function definitions, which will execute before anything in instance code runs, but again, no idea if you have that either.
I have a script in the create event of the first room called game_init where all my core initialization is done. I added a breakpoint to the first line in that script which in this case was randomize();

It caught the breakpoint and stopped the program on that line. The game window is open but white. (insignificant details perhaps, but might as well include as much as i can)

When moving the breakpoint down 2 lines to the next line of code which in this case is game_set_speed(144, gamespeed_fps);
The debugger cathes nothing and the program returns to not launching what so ever.
 

chamaeleon

Member
So if you were to put show_debug_message() before and after that line of code, the output before shows up, the output you want after does not? Unless I misunderstand what you are saying about the debugger behavior around the line.
 

P3HWN1E

Member
So if you were to put show_debug_message() before and after that line of code, the output before shows up, the output you want after does not? Unless I misunderstand what you are saying about the debugger behavior around the line.
Basically yes. Seems like it stops after the first line of code or something. Its a bit inconsistent so i am not sure how accurate our data so far truly is. But the core issue remains the same. The game will not launch. I did try to export the game and it would still not launch. Perhaps some core project file has been corrupted?
 

chamaeleon

Member
What happens if you set game speed 60 instead 144? Silly, but anyway.. Again, assuming execution gets to that line, but the call does not return.

Btw, when I said "if you were to [...]" I did imply really doing it, and observing actual behavior, not just speculating on what would happen. I never try to make assumptions about what goes on, but always try to make my program tell me explicitly. Just saying this because I'm unclear if you did do it.
 

Pixel-Team

Master of Pixel-Fu
This happened to me a while back. Comment out the game_set_speed command. I found that certain commands that are run from an init script that are not attached to a game object can fubar the game. I can't remember which function call broke my game, but it was something similar.
 

P3HWN1E

Member
This happened to me a while back. Comment out the game_set_speed command. I found that certain commands that are run from an init script that are not attached to a game object can fubar the game. I can't remember which function call broke my game, but it was something similar.
Made no difference in this case, Thank you for your input.
 

P3HWN1E

Member
What happens if you set game speed 60 instead 144? Silly, but anyway.. Again, assuming execution gets to that line, but the call does not return.

Btw, when I said "if you were to [...]" I did imply really doing it, and observing actual behavior, not just speculating on what would happen. I never try to make assumptions about what goes on, but always try to make my program tell me explicitly. Just saying this because I'm unclear if you did do it.
It will print out the messages before and after. But the game still does not launch. Even prints out the debug message at the very end of the Init script.

[EDIT] - Setting the fps to 60 made no difference.
 

chamaeleon

Member
It will print out the messages before and after. But the game still does not launch. Even prints out the debug message at the very end of the Init script.
Well, the game is launched.. Your code is running, the question is, how far does it get executing? Does it in fact halt somewhere, or does code execute, and it's a matter of visual components not appearing? If you were to put show_debug_message() in Step events in various instances that are known to exist from the beginning or early on without user intervention, do those messages appear for every step executed? Does show_debug_message() in Create event appear as expected? The list goes on what you might have to do to narrow down how far you get.
 

P3HWN1E

Member
Well, the game is launched.. Your code is running, the question is, how far does it get executing? Does it in fact halt somewhere, or does code execute, and it's a matter of visual components not appearing? If you were to put show_debug_message() in Step events in various instances that are known to exist from the beginning or early on without user intervention, do those messages appear for every step executed? Does show_debug_message() in Create event appear as expected? The list goes on what you might have to do to narrow down how far you get.
I suppose i will have to just work my way down the pipeline. Still seems odd that a code error etc would cause something like this to happen. I want to explain it away as being impossible or unlikely given that nothing has been changed and it still randomly decided to not work. But i suppose i cant know for certain that i am right and didnt miss anything. I've never had an issue like this where the IDE gives no indication as to what may be wrong. I appreciate your input, I will see how far i can get with the debug messages as a start.
 

Amon

Member
I know this may sound bad, but after reading everything here, I'm now concerned that your game will never launch because the same things you describe is what happened with another project of mine. Do a search on my posts started, and you will see that no matter what you try, it is not going to work.

If it's a bug, then file a bug report. It won't make a difference, though.
 

P3HWN1E

Member
I know this may sound bad, but after reading everything here, I'm now concerned that your game will never launch because the same things you describe is what happened with another project of mine. Do a search on my posts started, and you will see that no matter what you try, it is not going to work.

If it's a bug, then file a bug report. It won't make a difference, though.
It certainly seems like a dead end. As far as i can tell with the test i just did it will run the creation code of the first room then it stops. It will not run any instances in that room.

[EDIT] - Perhaps its because of the recent update? July 13th patch (Taken from steam)
 

Amon

Member

 

chamaeleon

Member
I am afraid I don't have any other suggestions. One thing I'd try to do is make a copy of the project directory, open that copy up, verify the copy misbehaves as well, and delete as many objects as possible until ideally only one remains (an object of which there's an instance in the first room). If such a project still misbehaves (nothing appears in the game window, despite the remaining object(s)/instance(s) coded to draw something and/or expecting its sprite to show), I'd export that project, try to import it as yet another new project and verify it misbehaves, and finally submit a bug report with this minimal project attached, and all the requested console outputs, etc.

Besides the resource importer tool mentioned by @Amon above, there's also yyp-maker, for recreating a project based on a set of resources.
 

P3HWN1E

Member
I am afraid I don't have any other suggestions. One thing I'd try to do is make a copy of the project directory, open that copy up, verify the copy misbehaves as well, and delete as many objects as possible until ideally only one remains (an object of which there's an instance in the first room). If such a project still misbehaves (nothing appears in the game window, despite the remaining object(s)/instance(s) coded to draw something and/or expecting its sprite to show), I'd export that project, try to import it as yet another new project and verify it misbehaves, and finally submit a bug report with this minimal project attached, and all the requested console outputs, etc.
Thank you for your input and your time. I will give it one last shot.
 

P3HWN1E

Member
[UPDATE] I've reverted back to gamemaker 2.3.2 And this lets me use my projects again. Something about the latest 2.3.3 Patch is preventing certains projects to load, I dont know why but at least i have my projects back now. @Amon If you still have those nearly completed projects and you remember which version they were originally made in maybe there is still a chance you can revive them too?
 
Top