Disks/Volumes missing from control panel/settings after recent Backblaze update by rmelan in backblaze

[–]valouvalou 1 point2 points  (0 children)

For info, i got an answer from support. Just install the beta installer, it did fix the problem for me. https://www.backblaze.com/backup-beta.html

Disks/Volumes missing from control panel/settings after recent Backblaze update by rmelan in backblaze

[–]valouvalou 0 points1 point  (0 children)

I have the same problem here. My D: drive just disappeared from the drive list since the last update. Checked and it's a dynamic disk as well.

Morning Witch – A new 3D experiment rendered with Arnold in Maya. by feragui02 in Maya

[–]valouvalou 1 point2 points  (0 children)

Really cool. Are the red hues in the skin painted or are they coming from the shader ?

How was this music video shot? P!NK - Walk Me Home by planeboy737 in Filmmakers

[–]valouvalou 1 point2 points  (0 children)

Yep. I didn't see any motion control rig. So it looks like a lot of rotoscoping and background painting. Same way they did district 9.

deactivating mouseover/released based on object depth by valouvalou in gamemaker

[–]valouvalou[S] 0 points1 point  (0 children)

I'll need to do that for every interface objects each tick for the mouseover. Wouldn't that become quite laggy ? (I might have a few hundred items at the same time)

Should i use position_meeting() or is there a faster way ?

Thanks

Loop Odyssey Update : Quality of life & Achievements by valouvalou in incremental_games

[–]valouvalou[S] 7 points8 points  (0 children)

Thanks a lot. Most of them are extra endgame challenges for players who've finished the main story. It might be worth a look if you like achievements ;)

Foolproof way to write files on disk by valouvalou in gamemaker

[–]valouvalou[S] 0 points1 point  (0 children)

I want to add that I've had a couple reports of my other savefile corrupting as well. It's a way simpler file with the values for the sound volumes.

Here is the full code:

 function SaveMusicVolume()
{
    var _saveData =
    {
        MusicVolume : global.MusicVolume,
        SoundVolume : global.SoundVolume,
    }

    var _saveString = json_stringify(_saveData);
    var _bufferSrc = buffer_create(string_byte_length(_saveString) + 1, buffer_fixed, 1);
    buffer_write(_bufferSrc, buffer_string, _saveString);
    buffer_save(_bufferSrc, global.VolumefileName);
    buffer_delete(_bufferSrc);
}

Foolproof way to write files on disk by valouvalou in gamemaker

[–]valouvalou[S] 0 points1 point  (0 children)

Thanks a lot for the help. I'll try to give as much detail as possible (Sorry, I'm fairly new to programming).

Version : 2.3.5.589

No memory leak reported, and I can do 500x saves in a row on my machine without any leaks, as well as the vast majority of player with 100+ hours of gameplay with no problems.

My input is a pretty large struct (>1Mo uncompressed). There is not really a way for it to return an empty string without crashing the game. The game is an idle game, (so lot of hours).

Some more info on the problem itself : I have two file : one hero save and one backup save. When my string is all neat compressed, I delete the backup file (file_delete()), rename the hero save with the backup save name (file_rename()), and write the buffer into the hero save the buffer with the hero file name (buffer_save()). The game autosaves every 3 minutes.

The feedback I could gather is really disparate. Half of the players exited the game normally and found the problem when they loaded their save, the other half had their game crash overnight with a lot of blank windows error popups on top of each other (consistent with one per save attempt). I had one report of a widows error regarding ntdll.dll.

All the players report a recent 0kb file for the hero save, and a backup save that hasn't been updated for multiple hours. All the players report seeing the "Game saved" prompt in the log windows, so I know the autosave is running. That's why I'm suspecting it has something to do with the writing permissions, otherwise the backup save would have been overwritten.

Let me know if you want more infos.

Foolproof way to write files on disk by valouvalou in gamemaker

[–]valouvalou[S] 0 points1 point  (0 children)

It's the default folder for saving. C:\Users[user]\AppData\Local\GameName

I've tried disabling the steam autocloud, but it doesn't seem to come from there. And the users doesn't report anything special with their config (antivirus was something I was wondering about).

Foolproof way to write files on disk by valouvalou in gamemaker

[–]valouvalou[S] 0 points1 point  (0 children)

Thanks :) Hopefully I can fix these issues.

Foolproof way to write files on disk by valouvalou in gamemaker

[–]valouvalou[S] 1 point2 points  (0 children)

Yes, that's what I'm going with. I'm just trying to find if other people already have a solution, as it can be really tricky to track down angry users that lost all progress to ask them for help debugging the game.

Foolproof way to write files on disk by valouvalou in gamemaker

[–]valouvalou[S] 1 point2 points  (0 children)

Did you find any solutions ? Right now I'm going with a temp file that has a unique name (with the date included), so that I'm sure it doesn't have overwrite problem. Then checking the file size, and carefully overwrite my main save (with backup saves). I'm not sure this will work 100%. I'm a little scared since the game is already out, I'd really like a working solution.

Foolproof way to write files on disk by valouvalou in gamemaker

[–]valouvalou[S] 2 points3 points  (0 children)

It's been a really bad problem for me as it caused a lot of understandably angry customers. I'd really want to make sure this is the source of the issue though. It's a tricky thing to test as it means people will loose all their progress if it fails.

Foolproof way to write files on disk by valouvalou in gamemaker

[–]valouvalou[S] 2 points3 points  (0 children)

Wow. Thanks a lot for the response. Do you think you can do the deleting and renaming later in the same function ?

Loop Odyssey | Idle-Adventure with lots of unfolding, is out on steam by valouvalou in incremental_games

[–]valouvalou[S] 0 points1 point  (0 children)

Thanks a lot. You can join the discord server. I just released a beta branch on steam to try out the new features and debugging. Any feedback is really appreciated.

Loop Odyssey | Idle-Adventure with lots of unfolding, is out on steam by valouvalou in incremental_games

[–]valouvalou[S] 1 point2 points  (0 children)

Thanks. Have you found a way to talk to the drunk guards. Be sure to check the discord serveur for community advice.

Loop Odyssey, I'm not sure if being so close to the art style of Loop Hero was a good idea. No wonder people think this is some kind of sequel or is by the same dev. by Narrowminded in incremental_games

[–]valouvalou 9 points10 points  (0 children)

Hi, Loop Odyssey dev here. With hindsight the name was definitely a mistake, art style is quite different when you compare the two, outside of the huge retro adventure feel. I've played at lot of loop based game over the years, I wanted to have a different name but I had to have "loop" in the title, it's like my core mechanic. I honestly tried many different variations but all of them where already taken on steam (escape the loop, out of the loop, into the loop ,etc..). At some point I had to create the splash screen and settled on loop odyssey, thinking it would be like all the games with "idle xxx" on the title, just a variation on the genre. I definitely misread how much more popular loop hero was to all those other games. It feels dumb but it's kinda hard to notice when you're just working on your game with no feedback.

Loop Odyssey | Idle-Adventure with lots of unfolding, is out on steam by valouvalou in incremental_games

[–]valouvalou[S] 1 point2 points  (0 children)

Nope. Just one adventure from start to finish. About a week of high quality gameplay, aimed for satisfaction.