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Question - IDE [SOLVED] GMS 2 Can't Launch Game

Alloi

Member
While working on my game everything was working fine; I edited one of my sprites dropping it from approx 10 frames to 3, after doing so my game would not launch.

I do not think it is associated to the sprite change but maybe there is something you all know that I don't

Thank you for any help.

Output when launching project and starting game:

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

elapsed time 00:00:00.0990859s for command "cmd" /c subst Z: "C:\Users\dakot\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE" started at 11/17/2018 00:36:18
"cmd" /c subst Y: "C:\Users\dakot\AppData\Local\GameMakerStudio2\GMS2TEMP"

elapsed time 00:00:00.0935140s for command "cmd" /c subst Y: "C:\Users\dakot\AppData\Local\GameMakerStudio2\GMS2TEMP" started at 11/17/2018 00:36:18
"cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.0.258"

elapsed time 00:00:00.1077974s for command "cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.0.258" started at 11/17/2018 00:36:18
Saving project to: C:\Users\dakot\Documents\GameMakerStudio2\ArpigeeMainBranch\ArpigeeMainBranch.yyp
"C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.2.0.258/bin/Igor.exe" -options="C:\Users\dakot\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -- Windows Run

Loaded Macros from C:\Users\dakot\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\ArpigeeMai_A25663A8_18BCE214\macros.json
Options: X:/bin\platform_setting_defaults.json
Options: C:\Users\dakot\AppData\Roaming/GameMakerStudio2\Dakotaoberon25_1546323\local_settings.json
Options: C:\Users\dakot\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\ArpigeeMai_A25663A8_18BCE214\targetoptions.json
X://bin/GMAssetCompiler.exe /c /zpex /mv=1 /iv=0 /rv=0 /bv=0 /j=8 /gn="ArpigeeMainBranch" /td="Y:/" /cd="Z:/ArpigeeMai_A25663A8_18BCE214" /zpuf="C:\Users\dakot\AppData\Roaming/GameMakerStudio2\Dakotaoberon25_1546323" /m=windows /tgt=64 /nodnd /cfg="default" /o="Y:/ArpigeeMainBranch_E328181_VM" /sh=True /optionsini="Y:/ArpigeeMainBranch_E328181_VM\options.ini" /cvm /baseproject="X:/BaseProject\BaseProject.yyp" "C:\Users\dakot\Documents\GameMakerStudio2\ArpigeeMainBranch\ArpigeeMainBranch.yyp" /preprocess="Z:/ArpigeeMai_A25663A8_18BCE214"
Reading project file....C:\Users\dakot\Documents\GameMakerStudio2\ArpigeeMainBranch
Reading project file....X:\BaseProject
Reading config delta 'C:\Users\dakot\Documents\GameMakerStudio2\ArpigeeMainBranch\options\main\inherited\options_main.inherited.yy'
finished.


X://bin/GMAssetCompiler.exe DONE (0)
Release build
OptionsIni
Options: Z:/ArpigeeMai_A25663A8_18BCE214\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=8 /gn="ArpigeeMainBranch" /td="Y:/" /cd="Z:/ArpigeeMai_A25663A8_18BCE214" /zpuf="C:\Users\dakot\AppData\Roaming/GameMakerStudio2\Dakotaoberon25_1546323" /m=windows /tgt=64 /nodnd /cfg="default" /o="Y:/ArpigeeMainBranch_E328181_VM" /sh=True /optionsini="Y:/ArpigeeMainBranch_E328181_VM\options.ini" /cvm /baseproject="X:/BaseProject\BaseProject.yyp" "C:\Users\dakot\Documents\GameMakerStudio2\ArpigeeMainBranch\ArpigeeMainBranch.yyp" /bt=run"
Reading project file....C:\Users\dakot\Documents\GameMakerStudio2\ArpigeeMainBranch
Reading project file....X:\BaseProject
Reading config delta 'C:\Users\dakot\Documents\GameMakerStudio2\ArpigeeMainBranch\options\main\inherited\options_main.inherited.yy'
finished.
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Objects...
Error : gml_Object_obj_pausemenu_Step_0(125) : Assignment operator expected
System.FormatException: Input string was not in a correct format.
at System.Text.StringBuilder.FormatError()
at System.Text.StringBuilder.AppendFormatHelper(IFormatProvider provider, String format, ParamsArray args)
at System.String.FormatHelper(IFormatProvider provider, String format, ParamsArray args)
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(List`1 , List`1 , Int32 )
at GMAssetCompiler.GMLCompile.(GMAssets , String , String , List`1& , Boolean , Boolean )
finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Rooms...finished.
Compile Extensions...finished.
Global scripts...finished.
Final Compile...finished.
Saving IFF file... Y:/ArpigeeMainBranch_E328181_VM\ArpigeeMainBranch.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=923.3054
Stats : GMA : sp=13,au=4,bk=0,pt=0,sc=31,sh=1,fo=2,tl=0,ob=9,ro=1,da=0,ex=0,ma=25,fm=0xB21C693C0230


C:\WINDOWS\system32\cmd.exe exited with non-zero status (1)
elapsed time 00:00:03.1756738s for command "C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.2.0.258/bin/Igor.exe" -options="C:\Users\dakot\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -- Windows Run started at 11/17/2018 00:36:18
"cmd" /c subst Z: /d

elapsed time 00:00:00.0918306s for command "cmd" /c subst Z: /d started at 11/17/2018 00:36:21
"cmd" /c subst Y: /d

elapsed time 00:00:00.0903368s for command "cmd" /c subst Y: /d started at 11/17/2018 00:36:21
"cmd" /c subst X: /d

elapsed time 00:00:00.0952313s for command "cmd" /c subst X: /d started at 11/17/2018 00:36:21
FAILED: Run Program Complete
 
Error : gml_Object_obj_pausemenu_Step_0(125) : Assignment operator expected
System.FormatException: Input string was not in a correct format.
This probably is your problem. Show us your step event for obj_pausemenu (and let us know what is line 125) so we can help to see what is wrong.
 

Alloi

Member
You're the best! I was focusing on the end of the Output and skimmed the rest, missed that part.

I found the error but I'll still post the step event below as a caution to other people to look out for those extra key presses.

The part that confuses me though is normally an error box pops up telling me why it can't start and where the issue is.
Is this something that was changed in a recent update or is it an option I can toggle on and off?

I highlighted line 125 in red. Sometimes before the game finishes launching I'll press 'A' or 'D' and it'll type in the box not effecting the current startup but additional ones following. But like I said previously, I will usually get a dialogue box saying where the issue is.

Thank you for all your help.

obj_pausemenu Step Event:
//Pause Function!!!

view_x_zero = camera_get_view_x(cam);
view_y_zero = camera_get_view_y(cam);

if keyboard_check_pressed(vk_escape)
{
global.pause = !global.pause;
if !sprite_exists(screenshot)
{
screenshot = sprite_create_from_surface(application_surface,0,0,view_wport[0],view_hport[0],0,0,0,0);
}
}

if global.pause
{
if soundcheck = 0
{
audio_play_sound(snd_pause,1,0);
}
soundcheck = 1;

instance_deactivate_all(1);
}
else
{
soundcheck = 0;
if sprite_exists(screenshot)
{
sprite_delete(screenshot);
}
instance_activate_all();
}


//Pause Menu!!!

if global.pause
{

key_up = keyboard_check_pressed(vk_up);
key_down = keyboard_check_pressed(vk_down);
key_right = keyboard_check(vk_right);
key_left = keyboard_check(vk_left);
key_right_pressed = keyboard_check_pressed(vk_right);
key_left_pressed = keyboard_check_pressed(vk_left);
key_enter = keyboard_check_pressed(vk_enter);

var ds_grid = menu_pages[page], ds_height = ds_grid_height(ds_grid);

if inputting
{
switch(ds_grid[# 1, menu_option[page]])
{
case menu_element_type.shift:
var hinput = key_right_pressed - key_left_pressed;
if hinput != 0
{
ds_grid[# 3, menu_option[page]] += hinput;
ds_grid[# 3, menu_option[page]] = clamp(ds_grid[# 3, menu_option[page]], 0, array_length_1d(ds_grid[# 4, menu_option[page]])-1);
}
break;

case menu_element_type.slider:
var hinput = key_right - key_left;
if hinput != 0
{
ds_grid[# 3, menu_option[page]] += hinput*0.01;
ds_grid[# 3, menu_option[page]] = clamp(ds_grid[# 3, menu_option[page]], 0, 1);
}
break;

case menu_element_type.toggle:
var hinput = key_right_pressed - key_left_pressed;
if hinput != 0
{
ds_grid[# 3, menu_option[page]] += hinput;
ds_grid[# 3, menu_option[page]] = clamp(ds_grid[# 3, menu_option[page]], 0, 1);
}
break;

case menu_element_type.input:
var kk = keyboard_lastkey;
if kk != vk_enter
{
ds_grid[# 3, menu_option[page]] = kk;
variable_global_set(ds_grid[# 2, menu_option[page]], kk);
}

break;
}
}
else
{
var ochange = key_down - key_up;

if ochange != 0
{
menu_option[page] += ochange;

if menu_option[page] > ds_height - 1
{
menu_option[page] = 0;
}
if menu_option[page] < 0
{
menu_option[page] = ds_height - 1;
}
audio_play_sound(snd_optionmove,1,0);
}
}

if key_enter
{
audio_play_sound(snd_select,1,0);
switch(ds_grid[# 1, menu_option[page]])
{
case menu_element_type.script_runner: script_execute(ds_grid[# 2, menu_option[page]]); break;
case menu_element_type.page_transfer: page = ds_grid[# 2, menu_option[page]]; break;
case menu_element_type.shift:
case menu_element_type.slider:
case menu_element_type.toggle: if inputting
{
script_execute(ds_grid[# 2, menu_option[page]], ds_grid[# 3, menu_option[page]]);
} d
case menu_element_type.input:
inputting = !inputting;
break;
}
}
}
 
The part that confuses me though is normally an error box pops up telling me why it can't start and where the issue is.
It all depends on what is causing the error. If it is something in the syntax like your one, it will most likely get caught in the compiling (as it did for you). If it is just something that causes an error when the game is running (eg: trying to read a variable that you have not set up anywhere) then that will usually pop up the error box.

I suppose the lesson is that if you find your compile finishing with a FAILED, then search through the compiler output for any Error. If there aren't any, then that is when things can get difficult to find what is going wrong.
 

Alloi

Member
I see. Thank you for the help.

I have almost 400 hours logged on GMS 2 and I never ran into that lol
 
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