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SOLVED The Game I'm making isn't successfully launching?

D

DevilKap

Guest
When i press the "play" button on the UI, it compiles the game (at least I think it does) and then it just stops?
Output Below:
"cmd" /c subst Z: "C:\Users\thein\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE"

elapsed time 00:00:00.0550030s for command "cmd" /c subst Z: "C:\Users\thein\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE" started at 09/22/2020 19:01:28
"cmd" /c subst Y: "C:\Users\thein\AppData\Local\GameMakerStudio2\GMS2TEMP"

elapsed time 00:00:00.0510023s for command "cmd" /c subst Y: "C:\Users\thein\AppData\Local\GameMakerStudio2\GMS2TEMP" started at 09/22/2020 19:01:29
"cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.3.0.401"

elapsed time 00:00:00.0490043s for command "cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.3.0.401" started at 09/22/2020 19:01:29
"C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.3.0.401/bin/Igor.exe" -j=8 -options="C:\Users\thein\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -v -- Windows Run

Loaded Macros from C:\Users\thein\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\Bellend_F2F4E2D7\macros.json
Options: X:/bin\platform_setting_defaults.json
Options: C:\Users\thein\AppData\Roaming/GameMakerStudio2\💩💩💩💩leradolf_2575459\local_settings.json
Options: C:\Users\thein\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\Bellend_F2F4E2D7\targetoptions.json
Setting up the Asset compiler
X://bin/GMAssetCompiler.exe /c /mv=1 /zpex /iv=0 /rv=0 /bv=0 /j=8 /gn="Bellend" /td="Y:/" /cd="Z:/Bellend_F2F4E2D7" /zpuf="C:\Users\thein\AppData\Roaming/GameMakerStudio2\💩💩💩💩leradolf_2575459" /m=windows /tgt=64 /nodnd /cfg="Default" /o="Y:/Bellend_67D96E99_VM" /sh=True /optionsini="Y:/Bellend_67D96E99_VM\options.ini" /cvm /baseproject="X:/BaseProject\BaseProject.yyp" "C:\Users\thein\OneDrive\Documents\GameMakerStudio2\Bellend\Bellend.yyp" /preprocess="Z:/Bellend_F2F4E2D7"
Found Project Format 2
Core Resources : Info - Blank IdReference found - could be that the project is corrupt.
Core Resources : Debug Info - Subresource not found 6319cadf-f62f-4eb6-a813-b3ab46d27bc0 on PressSpaceSprite
Core Resources : Debug Info - Subresource not found 6e41a62b-91b0-4810-99d1-c89d034083a5 on PressSpaceSprite
ProjectFileWatcher:StartWatching:C:\Users\thein\OneDrive\Documents\GameMakerStudio2\Bellend
Started: 9/22/2020 7:01:30 PM
Finished: 9/22/2020 7:01:30 PM
Diff: 00:00:00.6110434
Loaded Project: Bellend
finished.
Release build
Options: Z:/Bellend_F2F4E2D7\ExtensionOptions.json
OptionsIni
Options: Z:/Bellend_F2F4E2D7\PlatformOptions.json
[Compile] Run asset compiler
X://bin/GMAssetCompiler.exe /c /mv=1 /zpex /iv=0 /rv=0 /bv=0 /j=8 /gn="Bellend" /td="Y:/" /cd="Z:/Bellend_F2F4E2D7" /zpuf="C:\Users\thein\AppData\Roaming/GameMakerStudio2\💩💩💩💩leradolf_2575459" /m=windows /tgt=64 /nodnd /cfg="Default" /o="Y:/Bellend_67D96E99_VM" /sh=True /optionsini="Y:/Bellend_67D96E99_VM\options.ini" /cvm /baseproject="X:/BaseProject\BaseProject.yyp" "C:\Users\thein\OneDrive\Documents\GameMakerStudio2\Bellend\Bellend.yyp" /bt=run /rt=vm
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.
Saving IFF file... Y:/Bellend_67D96E99_VM\Bellend.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... 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=1202.0905
Stats : GMA : sp=4,au=0,bk=0,pt=0,sc=2,sh=0,fo=0,tl=0,ob=2,ro=1,da=0,ex=0,ma=5,fm=0x220440000020
DoSteam
Igor complete.
[Run] Run game
Options: Z:/Bellend_F2F4E2D7\MainOptions.json
X://windows/Runner.exe -game "Y:/Bellend_67D96E99_VM\Bellend.win"
Attempting to set gamepadcount to 12
DirectX11: Using hardware device
Collision Event time(microsecs)=2
 

TsukaYuriko

☄️
Forum Staff
Moderator
Run the game in debug mode, pause it after it finishes compiling. Sounds like it's stuck in an infinite loop.
 
D

DevilKap

Guest
Run the game in debug mode, pause it after it finishes compiling. Sounds like it's stuck in an infinite loop.
Output:

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

elapsed time 00:00:00.1000094s for command "cmd" /c subst Z: "C:\Users\thein\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE" started at 09/22/2020 19:29:19
"cmd" /c subst Y: "C:\Users\thein\AppData\Local\GameMakerStudio2\GMS2TEMP"

elapsed time 00:00:00.1790917s for command "cmd" /c subst Y: "C:\Users\thein\AppData\Local\GameMakerStudio2\GMS2TEMP" started at 09/22/2020 19:29:19
"cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.3.0.401"

elapsed time 00:00:00.1820146s for command "cmd" /c subst X: "C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.3.0.401" started at 09/22/2020 19:29:19
"C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.3.0.401/bin/Igor.exe" -j=8 -options="C:\Users\thein\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -v -- Windows Run

Loaded Macros from C:\Users\thein\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\Bellend_F2F4E2D7\macros.json
Options: X:/bin\platform_setting_defaults.json
Options: C:\Users\thein\AppData\Roaming/GameMakerStudio2\💩💩💩💩leradolf_2575459\local_settings.json
Options: C:\Users\thein\AppData\Roaming\GameMakerStudio2\Cache\GMS2CACHE\Bellend_F2F4E2D7\targetoptions.json
Setting up the Asset compiler
X://bin/GMAssetCompiler.exe /c /mv=1 /zpex /iv=0 /rv=0 /bv=0 /j=8 /gn="Bellend" /td="Y:/" /cd="Z:/Bellend_F2F4E2D7" /zpuf="C:\Users\thein\AppData\Roaming/GameMakerStudio2\💩💩💩💩leradolf_2575459" /m=windows /tgt=64 /nodnd /cfg="Default" /o="Y:/Bellend_ACC7C31_VM" /sh=True /optionsini="Y:/Bellend_ACC7C31_VM\options.ini" /cvm /baseproject="X:/BaseProject\BaseProject.yyp" "C:\Users\thein\OneDrive\Documents\GameMakerStudio2\Bellend\Bellend.yyp" /preprocess="Z:/Bellend_F2F4E2D7"
Found Project Format 2
Core Resources : Info - Blank IdReference found - could be that the project is corrupt.
Core Resources : Debug Info - Subresource not found 6319cadf-f62f-4eb6-a813-b3ab46d27bc0 on PressSpaceSprite
Core Resources : Debug Info - Subresource not found 6e41a62b-91b0-4810-99d1-c89d034083a5 on PressSpaceSprite
ProjectFileWatcher:StartWatching:C:\Users\thein\OneDrive\Documents\GameMakerStudio2\Bellend
Started: 9/22/2020 7:29:28 PM
Finished: 9/22/2020 7:29:29 PM
Diff: 00:00:00.7160523
Loaded Project: Bellend
finished.
Debug build
Options: Z:/Bellend_F2F4E2D7\ExtensionOptions.json
OptionsIni
Options: Z:/Bellend_F2F4E2D7\PlatformOptions.json
[Compile] Run asset compiler
X://bin/GMAssetCompiler.exe /c /mv=1 /zpex /iv=0 /rv=0 /bv=0 /j=8 /gn="Bellend" /td="Y:/" /cd="Z:/Bellend_F2F4E2D7" /zpuf="C:\Users\thein\AppData\Roaming/GameMakerStudio2\💩💩💩💩leradolf_2575459" /m=windows /tgt=64 /nodnd /cfg="Default" /o="Y:/Bellend_ACC7C31_VM" /sh=True /optionsini="Y:/Bellend_ACC7C31_VM\options.ini" /cvm /baseproject="X:/BaseProject\BaseProject.yyp" "C:\Users\thein\OneDrive\Documents\GameMakerStudio2\Bellend\Bellend.yyp" /dbgp=6509 /debug /nofs /bt=run /rt=vm
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.
Saving IFF file... Y:/Bellend_ACC7C31_VM\Bellend.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... 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=1480.1102
Stats : GMA : sp=4,au=0,bk=0,pt=0,sc=2,sh=0,fo=0,tl=0,ob=2,ro=1,da=0,ex=0,ma=5,fm=0x220440000020
DoSteam
Igor complete.
[Run] Run game
Options: Z:/Bellend_F2F4E2D7\MainOptions.json
[Debugger]target=127.0.0.1,yydebug="Y:/Bellend_ACC7C31_VM\Bellend.yydebug"
X://windows/Runner.exe -game "Y:/Bellend_ACC7C31_VM\Bellend.win"
Attempting to set gamepadcount to 12
DirectX11: Using hardware device
Start debug server
Creating Debugger server port:6509
[DbgServer]6509
Collision Event time(microsecs)=2
Waiting for debugger to connect...
Client(-1) Connected: 127.0.0.1
Debugger connected
6 code buffers added (263)


Image below, it's just white and not responding.
1600817466345.png
 

kburkhart84

Firehammer Games
Indeed that looks like you have an infinite loop somewhere. It would be in a create event of some object in your first room most likely.
 
D

DevilKap

Guest
Indeed that looks like you have an infinite loop somewhere. It would be in a create event of some object in your first room most likely.
Here is the create program of the player character, which is the only object right now with code1600819207144.png

Here is the "step" program of the same character.1600819232233.png
Written:

// Thanks Shaun.
//Variables or player input:
keyLeft = keyboard_check(vk_left) || keyboard_check(ord("A"));
keyRight = keyboard_check(vk_right) || keyboard_check(ord("D"));
keyUp = keyboard_check(vk_up) || keyboard_check(ord("W"));
keyDown = keyboard_check(vk_down) || keyboard_check(ord("S"));
keyActivate = keyboard_check_pressed(ord("Z")) || keyboard_check_pressed(ord("E")) || keyboard_check(vk_space);
// interactions with objects/people
keyRun = keyboard_check_pressed(vk_shift);
// sprinting
keyItem = keyboard_check_pressed(ord("X")) || keyboard_check_pressed(ord("F"));
// using items in the overworld like a hookshot or a skateboard (these are just examples)
keyMenu = keyboard_check_pressed(ord("C")) || keyboard_check_pressed(ord("Q")) || keyboard_check(vk_escape);
// opens the menu, where you can save n' 💩💩💩💩

inputDirection = point_direction(0,0,keyRight-keyLeft,keyDown-keyUp);
// calculates if two keys are being pressed at the same time
inputMagnitude = (keyRight - keyLeft != 0) || (keyDown - keyUp != 0);
// calculates horizontal/verticle direction

//Movement:
hSpeed = lengthdir_x(inputMagnitude * speedWalk, inputDirection);
vSpeed = lengthdir_y(inputMagnitude * speedWalk, inputDirection);
//walking

//running (fill later)

x += hSpeed;
y += vSpeed;

// Update Sprite Index:
var _oldSprite = sprite_index;
//creates a temporary variable for the "old sprite"
if (inputMagnitude != 0)
{
direction = inputDirection;
sprite_index = spriteWalk;
} else sprite_index = spriteIdle;
if (_oldSprite != sprite_index) localFrame = 0;

// Update Image Index
PlayerAnimateSprite();

 
D

DevilKap

Guest
Here is the create program of the player character, which is the only object right now with codeView attachment 34488

Here is the "step" program of the same character.View attachment 34489
Written:

// Thanks Shaun.
//Variables or player input:
keyLeft = keyboard_check(vk_left) || keyboard_check(ord("A"));
keyRight = keyboard_check(vk_right) || keyboard_check(ord("D"));
keyUp = keyboard_check(vk_up) || keyboard_check(ord("W"));
keyDown = keyboard_check(vk_down) || keyboard_check(ord("S"));
keyActivate = keyboard_check_pressed(ord("Z")) || keyboard_check_pressed(ord("E")) || keyboard_check(vk_space);
// interactions with objects/people
keyRun = keyboard_check_pressed(vk_shift);
// sprinting
keyItem = keyboard_check_pressed(ord("X")) || keyboard_check_pressed(ord("F"));
// using items in the overworld like a hookshot or a skateboard (these are just examples)
keyMenu = keyboard_check_pressed(ord("C")) || keyboard_check_pressed(ord("Q")) || keyboard_check(vk_escape);
// opens the menu, where you can save n' ****

inputDirection = point_direction(0,0,keyRight-keyLeft,keyDown-keyUp);
// calculates if two keys are being pressed at the same time
inputMagnitude = (keyRight - keyLeft != 0) || (keyDown - keyUp != 0);
// calculates horizontal/verticle direction

//Movement:
hSpeed = lengthdir_x(inputMagnitude * speedWalk, inputDirection);
vSpeed = lengthdir_y(inputMagnitude * speedWalk, inputDirection);
//walking

//running (fill later)

x += hSpeed;
y += vSpeed;

// Update Sprite Index:
var _oldSprite = sprite_index;
//creates a temporary variable for the "old sprite"
if (inputMagnitude != 0)
{
direction = inputDirection;
sprite_index = spriteWalk;
} else sprite_index = spriteIdle;
if (_oldSprite != sprite_index) localFrame = 0;

// Update Image Index
PlayerAnimateSprite();

Keep in mind, I am using this video to make this code, it's almost verbatim what's in the video.
 
D

DevilKap

Guest
I see you calling a PlayerAnimateSprite() function in that step event. What's in that function?
1600822130345.png
Written:

PlayerAnimateSprite(){
var _cardinalDirection = round(direction/45);
var _totalFrames = sprite_get_number(sprite_index) / 4;
image_index = localFrame + (_cardinalDirection * _totalFrames);
localFrame += sprite_get_speed(sprite_index) / FRAME_RATE;

//if anim. would loop on next step
if (localFrame >= _totalFrames)
{
animationEnd = true;
localFrame -= _totalFrames;
}else animationEnd = false;
}
 

kburkhart84

Firehammer Games
I'm not seeing anything in that code that would cause this, no infinite loops that I can see. I guess there is something else causing it, though it looks like an infinite loop.

If you are sure there is absolutely no other code around then I would start putting some show_debug_message("Message") calls around the step event, with different messages in it, to see if it ever gets to that event, and if it does, at what point it gets stuck. If there IS actually other code somewhere, like in the room creation event, feel free to post it.

Do you have any other script resources in there, even if you aren't actually calling the functions in them? The code in them gets called even if you don't actually call a function, and may be what is causing this issue as well.
 
D

DevilKap

Guest
I'm not seeing anything in that code that would cause this, no infinite loops that I can see. I guess there is something else causing it, though it looks like an infinite loop.

If you are sure there is absolutely no other code around then I would start putting some show_debug_message("Message") calls around the step event, with different messages in it, to see if it ever gets to that event, and if it does, at what point it gets stuck. If there IS actually other code somewhere, like in the room creation event, feel free to post it.

Do you have any other script resources in there, even if you aren't actually calling the functions in them? The code in them gets called even if you don't actually call a function, and may be what is causing this issue as well.
The only other one I have is my macros file which only has "#macro FRAME_RATE 60".

Also I don't know if this is important but I am using Shaun's RPG tutorial for this because the game I'm trying to make is an RPG, but from what I've seen the tutorial has some outdated things, would that have anything to do with it?
If not, should I restart and ask for someone to make an updated tutorial or script that does the same thing?
(By the way this only started when I got to part 2: animation, the animation code is outdated btu i'm a complete newbie when it comes to gamemaker so i have no idea how to fix this stuff.)
 

kburkhart84

Firehammer Games
The tutorial very well could have some outdated things...but if they haven't been added to your code yet it doesn't matter. If there are pieces of code from the tutorial that you HAVE added, then there is code that you haven't showed me, which you said there wasn't any of.

If you are sure there is no code, you can send me the project file if you would like. I'm curious as to what is going on as every time I've seen this happen, its always been an endless loop, or there is something wrong with the new 2.3 way to declare functions.

Before sending me the code, just for giggles, try changing the name of the script resource that has that PlayerAnimateSprite() function in it. I want you to change the name of the script resource itself, not the function that you have in it.

I also noticed that you have two different versions of the localFrame variable. One is with the F being lowercase(as created in the create event) while the others are all using the F as uppercase. normally, if you try to access a variable before creating it, you get an actual error that complains, but since just before you are calling that function, you are also possibly creating the variable(thanks to the code if (_oldSprite != sprite_index) localFrame = 0; ). However, it is worth looking at, as maybe just maybe I missed somewhere else you are trying to use the wrong variable name and somehow it is escaping the error.
 
D

DevilKap

Guest
Update: getting rid of all instances of PlayerAnimateSprite fixed the game, I can launch it now. But now there's no animations at all! how do I fix this?
1600826273093.png
 
D

DevilKap

Guest
Update again: I realized that not only was "Var _totalFrames" wrong, it should have been 8 instead of 4, but also I got rid of the "fuction" for the actual script by accident. But now I have a whole new problem! 1600826530942.png
It's saying that line 5 has an error, but I don't see one.
 

Nidoking

Member
Are you still setting the localFrame variable in the Create event of the oPurplon object? And are you somehow calling this function before that happens?
 

kburkhart84

Firehammer Games
Update again: I realized that not only was "Var _totalFrames" wrong, it should have been 8 instead of 4, but also I got rid of the "fuction" for the actual script by accident. But now I have a whole new problem! View attachment 34492
It's saying that line 5 has an error, but I don't see one.
I bet THAT one is related to what I mentioned, as the create event was declaring the variable with all lowercase, while that code is likely running before the other code gets a change to create it the other way with the uppercase letter F("localframe" vs "localFrame"). You need to choose one way to do it(I like "localFrame" myself), and make sure you do it the same way in all events that access the variable.
 
D

DevilKap

Guest
I bet THAT one is related to what I mentioned, as the create event was declaring the variable with all lowercase, while that code is likely running before the other code gets a change to create it the other way with the uppercase letter F("localframe" vs "localFrame"). You need to choose one way to do it(I like "localFrame" myself), and make sure you do it the same way in all events that access the variable.
I didn't even relaize that localFrame was spelled incorrectly in the create function! I'll fix it and see what happens. (I'm at school as of posting this.) If there's any more issues then I'll report back, you're a lifesaver and I can't thank you enough.
 

kburkhart84

Firehammer Games
I didn't even relaize that localFrame was spelled incorrectly in the create function! I'll fix it and see what happens. (I'm at school as of posting this.) If there's any more issues then I'll report back, you're a lifesaver and I can't thank you enough.
Yeah, that's a common mistake you gotta watch out for. Having a standard way of doing things helps but it happens to all of us. I personally use camelCase to name my variables, and I have a scheme of prefixes I use for all my resources as well. Some people have different schemes for globals and local(as opposed to instance variables) as well, though I generally just use camelCase and be done with it. I also recommend you pick up a coding standard/style and stick to that as well. I personally use allman style. I never put whole if statements on a single line(unless using the ternary ? operator). I never do "egyptian" brackets, rather I start them on the next line.

Code:
function myFunction(argument)
{
    if(whatever)
    {
        //do stuff
    }
}
Other people prefer different styles. The point isn't necessarily to convince you to use my style, moreso to convince you to pick a nice clean style you like, and use that. It will make your code easier to read, make it easier to debug(even for you that wrote it but more for people that would help you), and having standard naming conventions can help to know what variable is what, etc...
 
D

DevilKap

Guest
Yeah, that's a common mistake you gotta watch out for. Having a standard way of doing things helps but it happens to all of us. I personally use camelCase to name my variables, and I have a scheme of prefixes I use for all my resources as well. Some people have different schemes for globals and local(as opposed to instance variables) as well, though I generally just use camelCase and be done with it. I also recommend you pick up a coding standard/style and stick to that as well. I personally use allman style. I never put whole if statements on a single line(unless using the ternary ? operator). I never do "egyptian" brackets, rather I start them on the next line.

Code:
function myFunction(argument)
{
    if(whatever)
    {
        //do stuff
    }
}
Other people prefer different styles. The point isn't necessarily to convince you to use my style, moreso to convince you to pick a nice clean style you like, and use that. It will make your code easier to read, make it easier to debug(even for you that wrote it but more for people that would help you), and having standard naming conventions can help to know what variable is what, etc...
Fixing the typo with the variable fixed the game! thank you for your help.
1600897742692.png
 
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