GMS 2 (Solved)Gamemaker throws a error on line that doesn't make sense.

Discussion in 'Programming' started by Shadowblitz16, Jun 7, 2017.

  1. Shadowblitz16

    Shadowblitz16 Member

    Joined:
    Jun 23, 2016
    Posts:
    601
    does anybody know why gamemaker is throwing this error..
    Code:
    ERROR!!! :: ############################################################################################
    FATAL ERROR in
    action number 1
    of Draw Event
    for object W_View_Screen:
    
    
    Unable to find any instance for object index '2' name 'W_ToolBar_Vertical'
     at gml_Object_W_View_Screen_Draw_0 (line 11) -         draw_tile(combo.tileset, combo.tile, 0, x+1+cx.x, y+1+cy);
    ############################################################################################
    
    
    
    
    
    C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.0.6.96/windows/Runner.exe exited with non-zero status (-1)
    elapsed time 00:02:30.0705836s for command "C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.0.6.96/bin/Igor.exe" -options="C:\Users\Shadowblitz16\AppData\Local\GameMakerStudio2\build.bff"  -- Windows Run started at 06/07/2017 13:17:01
    FAILED: Run Program Complete
    
    on this line?
    Code:
    event_inherited()
    
    for (var cy=screen_y; cy<screen_y+screen_height/16; cy++)
    for (var cx=screen_x; cx<screen_x+screen_width/16;  cx++)
    {
        var combo = Game.combos[# cx, cy];
        if (combo != noone)
            draw_tile(combo.tileset, combo.tile, 0, x+1+cx.x, y+1+cy); //<-- this line
        else
            draw_sprite(spr_null, 0, cx, cy)
    }
    
    it doesn't make any sense whatsoever.
    I do not reference that object or instance in that line at all it should not be crashing there.

    Edit: btw this this is being executed in the draw event of W_View_Screen not W_Toolbar_Vertical
     
  2. flyingsaucerinvasion

    flyingsaucerinvasion Member

    Joined:
    Jun 20, 2016
    Posts:
    2,240
    what kind of data is stored in Game.combos?
     
  3. Shadowblitz16

    Shadowblitz16 Member

    Joined:
    Jun 23, 2016
    Posts:
    601
    Combo objects
    Code:
    /// Create
    
    tileset     = ts_level;
    tileset_len = 16 * 12;
    
    tile         = 32;
    tile_orig    = tile;
    
    frame_timer  = 0;
    frame_count  = 1;
    frame_speed  = 1;
    frame_skip   = 0;
    
    pal_sprite = spr_pal_level;
    pal_index  = 0;
    
    type = 0;
    
    is_initialized = false
    
    Code:
    /// Step
    
    if (!is_initialized) event_user(0);
    
    if (frame_timer >= 0) frame_timer --;
    else
    {
        frame_timer = frame_speed;
        tile += frame_skip
        if (tile >= (tile_orig + (frame_count * frame_skip))) tile = tile_orig;
    }
    
    Code:
    //Draw
    
    pal_swap_set(pal_sprite, pal_index, false);
    draw_tile(tileset, (tile mod tileset_len), 0, x, y);
    pal_swap_reset();
    
    Code:
    //User 0
    
    is_initialized = true;
    
    tile_orig    = tile;
    
    
     
  4. Shadowblitz16

    Shadowblitz16 Member

    Joined:
    Jun 23, 2016
    Posts:
    601
    I got it.
    the problem was
    Code:
    cx.x
    
     

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