Can anyone help me with this error message I get when I try to play a game level in a game I am developing.
What happens is that on starting the game the game starts and runs fine but after the player wins or loses the game and wishes to replay or play the game level again from the main menu, the following error comes up(Please see the screen shot below):
I suspect my animations but I really cannot place what and where the problem is.
animations_ has probably already been released, if you did not retain it, then you do not have to release it.
Related
so I'm trying to create a mobile game in UE4.25, working in the blueprints section for this part, but I put game over into its own level because it was causing problems when in the same level as the main game. When trying to call game over after the player hits an enemy with less score than the enemy takes away, I call openlevel which goes to DEMO_GameOver (the level) but I get the "travel failure" error.
anyone know how to fix this? (see attached images for more information)
UPDATE: SOLVED
after looking back several times at this post to see if anyone had responded with a solution, I worked out the problem randomly while looking at the screen. I realised that I had named the level I was trying to open "DEMO_GameOver" where I needed to call "BETA_GameOver"
I hope someone else who has this problem can figure out a similar fix, it's probably (when working in singleplayer) just an incorrect level name.
I looking into similar threads with this issue and sadly my issue is not being resolved how theirs was. I have a sprite that when it is collected a sound is played. As soon as the game starts any audio I attach is playing. I have deleted the sprite and remade it and the issue is still the same, however for my 7 other sprites there is no issue.
Does anyone know why this may be an issue?
If needed i can supply code however i don't think it is a code based issue
I had the same issue, old post but I didn't see my solution anywhere else. I found that the default script in the audio source game object was playing the clip in the start method. By commenting this out, I was able to stop it from playing when the game was started.
There is a chance that your audio source has a box named "Play On Awake" ticked.
I was looking for the same answer, as my audio sources also played when starting the game. After reading this question, somehow I realized there was a box ticked which I didn't bother looking over.
If your box is not ticked, then try writing in the Start method:
this.yourAudioSource.playOnAwake = false;
For my cocos2d game, I authenticate the local user in the applicationDidFinishLaunching method of my AppDelegate. However, whenever the authentication is complete, it will cause a short lag in my game when the little "Welcome back, X" message slides down and back up. The problem is I have no control over when this authentication is complete – obviously the duration is highly dependent on the data connection of the device.
Sometimes the message (and the un-avoidable accompanying lag) appears as soon as when I am in the menu scene, which is somewhat acceptable, since my menu is more or less static. More often than not, it happens later, when the game has already started. Because my game is an endless scroller, the message always causes a lag in the movement of the player, even causing the player to die sometimes (half a second of lag is enough :-/).
How might I circumvent this? I used to have a loading scene right before my menu scene to load some of my assets, and because the loading takes a while, there was always a good chance that the authentication is completed at the loading scene, but of course I can't guarantee that it will be true!
Game Center can make the game freeze for a little as its starts if your connection isn't great. I doubt that loading GameCenter on a different thread would be a good idea (or even have an effect on that) but what you could do as a work around of the issue you are having is to give the game a 3-2-1 countdown before it starts scrolling/moving. would give a little more time for game center and time for the player to build his focus, starting serious in a game straight away might not be to the liking of some players.
I hope this helps.
I'm using cocos2d to develop game,but i 've got some problems.
In game the first time collided with the props would to cause the program slow down,after that
the program runs smoothly,but the position of props in screen wouldn't match with the position in my code(such as overlap)
I 've checked the console,it show :
CCSpriteSheet: resizing TextureAtlas capacity from [1] to [2].
I guess that may be the point to cause program slow down,but i did not use the CCSpriteSheet anywhere. That confused me a lot....
Does anyone encountered the same situation?or give me some suggestions?
thanks a lot ~~~
Only slows down the first time it runs? I worked around this by running all of my actions or things which happen (in your case this collision) so that they all happened together on a loading screen.
This means that all the actions which initially slow down my game are cleared up behind the scenes as it were.
So what I did:
When the scene first runs, add a splash loading screen (simply an image hiding your scene) run all your actions while this loading screen can be seen, then once they have al been run reset everything and remove loading screen. Its pretty easy.
This way when the player actually plays the game it runs smoothly because the initial loading has already happened.
I doing a game application using cocos2d.In this application two game are include together. When playing game i include a action for switching the game. when i use this button two or three times change the game but after that the game is freezes & not work any more until the game is close the game. If anyone have a solution than give me some information that how can i overcome in this problem.
Are you sure you don't have memory leak problems when switching games?
Its difficult to diagnose correctly with so little information but my guess would be that the switch process isnt done correctly and after a few times some memory/variables get corrupted