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Forager (Demo)

Base Building, Crafting, Adventure & Secrets! · By HopFrog

Bug thread Sticky

A topic by Friend-chip created Sep 13, 2017 Views: 45,162 Replies: 275
Viewing posts 61 to 80 of 210 · Next page · Previous page · First page · Last page
(2 edits)

Hello, i'm having this error when i try to eat the fruit (alpha 4)

############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Glob Right Button
for object objPlayer:

Push :: Execution Error - Variable Index [20,0] out of range [20,-1] - 100955.inventory(100048,640000)
at gml_Script_RemoveItem
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_RemoveItem (line 0)
gml_Object_objPlayer_Mouse_51

edit: it keeps happening when i try to eat/use something that only have 1 of it in my inventory, like berries or gold bar. My inventory is full and i can't pick up anything else and can't empty any slot now.

edit again: my bad, playing in alpha 5 now it seems that it's fixed

Can't see prices of anything left of center sceen

Can you post a printscreen?

(1 edit)

So far I've encountered times when I try to cook a fish and it says I have a negative number of fish and also one of my bridge tiles are bugged and I can't walk over it.  I can walk on the "empty" tile below it though and can not build on the tile that the original bridge occupies or the "empty" tile below it.    Also, if I zoom the camera out and click on a building that produces a menu the camera resets (this may not be a bug but it is an extreme annoyance). 

(1 edit)

When loading up a game in progress in Alpha 5 (LVL 11, 7 tiles I think bought) and then maximizing the window:

___________________________________________

############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object objGame:

instance_exists argument 1 incorrect type (undefined) expecting a Number (YYGI32)
at gml_Object_objGame_Draw_0
############################################################################################

savefile0.ini contents

I have a a funny one with picture
sometimes the game does not stack resources together but
seperates them into new stacks, this confuses the game as the
game only sees one stack as the true stack and ignores the other
stack.

As you can see in the picture I have a 6 gold bar stack and a 4 gold bar stack
I cannot craft the pickaxe because it only reconizes the 4 gold stack as my
"True" stack.

I had this happen with multiple resources sometimes tossing them restacks them
properly.


Like a couple others have reported, a chest has spawned on top of me and I am unable to move away from it. Any fix for this? I'm at level 15, and am bummed that I'll have to start over.

new error message 

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object objGame:

instance_exists argument 1 incorrect type (undefined) expecting a Number (YYGI32)
at gml_Object_objGame_Draw_0
############################################################################################

Hi there!

First of all, congrats on the amazing gameplay! It is original, simple, addictive and offers many hours of play content - everything you can dream about.
I played quite a few hours, mostly on alpha5, so after reaching level 24 I thought I'd make my additional feedback to the thread :

Bugs

  • (on alpha 4, not sure if it is resolved) The 1st chest I found was just on an island, but further I unlocked 2 islands with the 3 gem-spots.
    Filling the same blue gem on both (1st then 2nd island) made all spot from both islands disappear.
    The treasure chest appeared on the 1st island though, and from then on all chests appeared on the "chest"-island before the one I was currently working on...
  • Choosing an inventory item by clicking when you have an item equipped (other than a tool) will throw the currently equipped item to the spot behind the inventory bar.
  • Stone roads don't cost anything (the 4 stones don't get subtracted from your total).
    Furthermore, they don't seem to serve any purpose, plus after saving and loading again they all disappear.
  • It is not possible to build bridges behind buildings and sometimes close to mining rods.
    Might have disappeared with alpha 5, but a few times I saw two trees or one tree and one stone spawned on the same spot.
  • The game gets very laggy when there are many sprites (guess that's the term?)
    The worst is with gold coins, but it also happens with other loot (be it on screen or further)
  • It is possible to craft a shovel when you already have the golden shovel (didn't try it out though)
  • As pointed out, the system button doesn't respond
  • The well-known inventory bug : if you empty a slot in the middle of the bar, the last slot will disappear, even if it is filled (let's say with gold bars).
    If you then pick up another instance of this item (the gold bar), you will now have 2 stacks of gold bars. Trying to use them will always result in emptying the spot that is further to the left. Muardin's post sums it up pretty nicely.
    The only work-around is to empty this slot, filling it with an item that you don't already have until making the 2nd stack appear again. If you pick the dropped items back up, they will stack correctly.
    Basically, filling up your inventory enables you to see all the slots. (you can see the detail of my workaround in the last part)

Slight lacks of balance

  • I always find myself lacking coal and/or wood but getting way too much stone
  • Coining is not a good return on interest on the long run : trading gives more.
    In the same way, crafting isn't always interesting when you keep in mind that the main goal is buying new land.
    This mechanic might be an intended hidden trick and is also influenced by the different level ups...
    Example 1:
    - WOOD is worth 2 gold
    - COAL is worth 3 gold
    > So it is better to sell wood than coal.
    Example 2 :
    - GOLD ORE is worth 3 gold
    - GOLD BAR is worth 4 gold (instead of 9 or 10 if you sum up the worth of the ingredients)
    - COINING still gives only 7 gold
  • Very late announcement when starving.
  • After level 14 or so, the demo pretty much offered all that is to do, and you have to spend an exponentially increasing (huge) amount of time for buying the next land.
  • It would be nice to be able to quite the leveling menu with "E".

Tips & workarounds
Beside all this little problems, the time playing made me discover a few features, tweaks and workarounds, which seemed obvious later on but might help someone else from the forum :

  • Hoovering with the mouse over loot puts it into your inventory (that's the most obvious one, I guess I was just slow at noticing it)
  • Scroll button scrolls through the inventory \o/
  • As indicated on the furnaces & co , ctrl+click crafts the maximum amount of items with your available ingredients, while shift+click does the half.
    Notice that it rounds up and not down (if you make coal with 10 wood in the inventory, it will consume 6 wood for 3 coal and not 4 wood for 2 coal)
    The interesting part here is that you can also drop/sell items the same way. Be careful on not creating too much sprites.
  • To live on with the inventory bug (alpha 5), just keep all the spots filled with at least 1 item as placeholder ; just leave the last spot open for items that don't occur often.
    I had it like this : tools - minerals - gems - food - occasional fishing loot or other
    (pick-axe; hammer; shovel; scythe; stone; coal; iron ore; gold ore; iron bar; gold bar; the 6 gem types; berries; eggs; and lastly, occasionally: apple/fish/cooked fish/algae/sand/key/bricks/steal/glass/bottle/meat/cooked meat...)

Keep up the good work, loving it so far! Can't wait to see updates and the final game!

PS: what is the generator for?

(+1)

Generator speeds up other buildings that craft. It would help to have that said somewhere in game, and by how much since I don't know.

Thanks for the info, I didn't notice that much of a difference though. Might be in the 10% range?

Developer

Thanks a lot for the great feedback! This is insanely useful!


Here is the building efficiency math:

Base efficiency: 100%

Blacksmithing skill: +20% (Forges & Furnaces)

Engineering skill: +30%

Generator buff: +180% (doesn't stack with other Generators)


So the maximum possible efficiency for Forges/Furnaces is 330% and for every other building is 310%.

Another cool thing to note is that Generators also increase Mining Rod's attack speed!

Thanks a lot for the info! I'm just glad it could help, gonna try out the alpha 6 pretty soon.
I really see a lot of potential in your project, and the work in progress sounds like tasty stuff!

Congrats on all the improvements on the inventory, I can't wait to play the steam release!

(2 edits)

I have played to level 40 last night. I have some thoughts. First, I consider the market fairly cheaty for gaining levels - once you have the sales price upgrades and the selling = xp upgrade you can buy and then sell high value items every 5 minutes, times however many markets you care to build at only a slight loss on some items, and a gain on yet others such that you  can gain XP very quickly and gold at a slower pace but still positive. Since this is scalable, I view it as an exploit. Gems appear in stacks of 30 or so in market. Keys appear in stacks of 20 or so in market. I think their appearance is level dependent not just getting the "stores have gems" upgrade. In any case, keys are 40 regularly and gems 60, and can be sold for about the same. With several markets I can level up every 5 minutes provided I had a good stack of gold (like 5-10k) to start with. This is vastly superior to any other XP gain method I have found so I am going to say probably an exploit vs. intended balance.

When selling 30-60 gems or 40+ keys, the resulting stack of gold is extremely laggy until I pick it up. No crash yet from this however I'd recommend as others have to spit out a 10 or 100x coin object when selling if the sale exceeds the amount, as lag prevention.

I do see lag from the world as it grows, if not picking up items constantly from the mines. Some method of picking them up from mining automatically, perhaps into a chest or something, would reduce that problem, or consolidating items into stacks.

Another thing I noticed is the ability to walk inside building tiles that are on top of rafts, meaning the building is partially solid.

Rafts and roads can be spawned mid-block, but should probably snap to the closest tile visually. I haven't figured out what the function of the roads is, but I was going to test if I can stop resource spawning with them everywhere except a couple of areas where I want to concentrate the spawns for mining.

Finally, if you plan to implement the combat, a pause feature is essential. Right now only going to skills seems to pause the processing. Toggling with say "P" is an easy way to do that. I did notice you don't consume energy when not moving or performing actions so in the current mode it's less of an issue to AFK.

Also, would like it to not reset my zoom level every time I interact with buildings.

I read in another thread that the roads are purely for decorative purposes as of yet, but they're intended to speed up your movements and/or diminish energy consumption later on.

Just being curious, did you discover anything noticeable between level 20 and 40? I got a bit bored and thought I'd wait for the next update...

(+1)

Just unlocked enough abilities to read them all. There are many not implemented, but there are a few near the corners of the 8x8 grid that are working that require those unimplemented upgrades to get to. Nothing mechanically different mostly bonus to XP or health or crop speed, etc.

Found a bug in Alpha 5 where when you left click on the market with an empty slot selected a 'player' icon is thrown and the inventory drops by one slot. All slots return next time the player picks an item up.

Developer

This is hilarious lol

May be, but it isn't funny at all...

(1 edit)

Ok first Error ( not bug ) on Alpha 6:

FATAL ERROR in
action number 1
of Draw Event
for object objGame:

instance_exists argument 1 incorrect type (undefined) expecting a Number (YYGI32)
at gml_Object_objGame_Draw_0

Was on "Buy land" moving the mouse around...

There we go again! 

How it happen: I opened the Buy Land and when I move my mouse futher to the right, moving straight after the game window, it causes the crashed
(+1)

Ok, I made a little more testing to check where and how exactly this happen!

I noticed that the game self resize the window so it doesn't have this black spots! Sound like you did this on purpose @HopFrog, idk why maybe you can tell me! hehe But that's it! this black area on the right side causes the crash!

(1 edit)

Version: Alpha 6
Bug: Performance issue

This one is related to performance! As I now have 4 mining rods, if I don't collect them, the game starts to lose fps!
One thing i think you should do @HopFrog, is deactivate the renderer of the object that is not inside the camera! I don't know if you do this, but as i saw your concept of map, you'll have a big issue with performance since there is an random spawn of objects (Trees, rocks, etc) over time, and the player will be navigating through the map while the rods will be mining, but not collecting them. Deactivanting animations, renderer letting only the logic information of the object remain on that coordinate, will increase performance!

Another idea is to give a despawn time for every collectable item. this way you'll keep the gargabe in-game clean and the memory usage pretty well.

(1 edit)

Ok, this one will be only an advice:

Wouldn't be better if you make the level bar width fixed instead of increasying on every level up? Seems odd, doesn't it !?

(+1)

Yep, it also gets bigger than the screen after some time (as of alpha 5 at least)

Just tested alpha 6, and after 30s I noticed the last item you get just disappears .

Below you can see how what I fished just didn't get into my inventory :

Before

Before

After
After


By the way, I also noticed two things on start :
  • All fish traps have something catch, every time
  • And the "open character menu with E" message also shows every time (doesn't matter that much, might even be helpful if you didn't play for some time)

___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object objMainMenuControl:

Trying to draw non-existing sprite.
at gml_Object_objMainMenuControl_Draw_0
############################################################################################


i keep grtting this how do i fix?

getting

After solving a puzzle (matching gems to the icons on the floor) my inventory froze, it collected the gems (which filled my inventory) and I was unable to throw/use any items until I reloaded the game.

After updating to alpha 6 My game is frezzing and it takes around 1 second until I can move again. the frezz happends every 10 seconds so its very anoying and makes the game unplayable. Have a good gaming pc so the computer isnt the problem. happends on all my saves and I started a new save but the frezzing still happening.

How can I fix it? deleting all the save file? if so, where?

Pardon me posting my video over here (feel free to delete if it's an issue!) but I'm running into an inventory issue with Alpha 6, and being that I ran across it mid-video, it's easiest to explain this way hahaha.

In Alpha 5, items would oddly vanish and when that item was picked up again and actually placed in your inventory, it would trigger the reacquiring of the "hidden" items of its kind;  ie., if you accidentally "lost" 5 berries, made space and got a new berry, all 6 would appear in your hotbar.  However, in Alpha 6, if your toolbar is totally maxed out and full, it seems these items actually get deleted and are unable to be "retriggered."  I tried to explain it around 4:00-6:00 in this video-


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