My RPGMaker MV 1.20 generated game crashes periodically and always throws up the same errors in the

ACECORP

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I am hoping someone can help me identify the source of the IOS console errors shown below.


I created a small demo game using the MAC/Steam version of  RPGMaker MV 1.20 and the demo game always crashes inconsistently at different points, but always on a map change. The specific map change/zone change is not consistent. However, the same error messages appear in the IOS console log on my test iPhone/iPad when the crash occurs. 


In the console logs below, you will see the crash is related to a view that somehow is associated with multiple view controllers (UIViewController and RootViewController). But the crash is not consistent with where in the game it happens. 


How can I identify in my RPGMaker MV project "what is causing the view to try and associate itself with multiple view controllers (UIViewController and RootViewController)" as shown in the console error messages  below?


Is this a bug with RPGMaker MV MAC/Steam version or could this error be related to a plugin such as yanflymoe? How can I zero in on the specific thing that's causing the view association crash? Any guidance would be appreciated.


IOS console logs below: 


Sun May 22 22:11:40 Console[819] <Warning>: A view can only be associated with at most one view controller at a time! View <UIView: 0x330020; frame = (0 20; 320 460); autoresize = W+H; layer = <CALayer: 0x32f840>> is associated with <UIViewController: 0x337880>. Clear this association before associating this view with <RootViewController: 0x326a00>.


 


Sun May 22 22:11:40 Console[819] <Warning>: Snapshotting a view that has not been rendered results in an empty snapshot. Ensure your view has been rendered at least once before snapshotting or snapshot after screen updates.


 


Sun May 22 22:12:11 Console[819] <Warning>: unexpected nil window in _UIApplicationHandleEventFromQueueEvent, _windowServerHitTestWindow: <UIClassicWindow: 0x219c10; frame = (0 0; 768 1024); userInteractionEnabled = NO; gestureRecognizers = <NSArray: 0x21d160>; layer = <UIWindowLayer: 0x21ac60>>


 


Sun May 22 22:12:17 Console[820] <Warning>: A view can only be associated with at most one view controller at a time! View <UIView: 0x2452e0; frame = (0 20; 320 460); autoresize = W+H; layer = <CALayer: 0x244b10>> is associated with <UIViewController: 0x247fc0>. Clear this association before associating this view with <RootViewController: 0x240f10>.


 


How can I determine what, in my RPGMaker MV project, is trying to associate a view with both UIViewController and RootViewController when the game runs on IOS devices?
 
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WilliamHughes

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When you said you created a small demo game, did you try one with no plugins as a test?
 

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I am going to do that soon. I initially disabled some plugins that I thought had the potential to cause problems, leaving only the yanflymoe plugins enabled but clearly there is still an issue somewhere. 


I'll disable all plugins and test it and see what happens. 


If it runs clean I'll start enabling them one by one and will post an update so anyone following this will know the root cause.
 

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****Update*** I disabled all plugins and have no problem.


Next, I only enabled two non yanfly-moe plugins which are (1) Masked's Game Pad Plugin and a (2) Custom Persistent Variable Plugin and experience the same no-problem situation.


Next, I disabled those two plugins and re-enabled the yanfly-moe plugin suite exactly as he specifies with the listed installation order shown at http://yanfly.moe/yep/ and I experience the problem when zoning between maps or areas intermittently. 


I will file a bug report with yanfly-moe and hopefully between the two of us we can identify and rectify the issue. 


I am tight on time, so I may not get to create that new bug submission project according to his requirements listed here for another few weeks, but I will do it and hopefully will get the bug identified and fixed. 


As always, I'll report a status update once thats done so anyone following who may have the same problem can also benefit from the fix.


I tested on iPad Air (AT&T) 128 GB and a iPhone 6 Plus (AT&T) and both have the same problem with the UIVIew related crashing, when zoning between maps... anyway... I'll get on that bug report and will update accordingly. 
 

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CTB = Yanfly Charge Turn Battle System? (Sorry I am new to RPGMaker and am not yet proficient in all the terms and vernacular.)


I am not doing any battles in my demo game, it's all town activities. Zoning in and out of houses and talking to people, opening chests, doing basic quests all inside of the town.


When I enabled the Yanfly plugins, I enabled them all, including the charge turn battle plugin, but I didn't "go to the battle engine core and change the default system setting in the parameters area to 'ctb' as specified at http://yanfly.moe/2015/12/05/yep-38-battle-system-charge-turn-battle/ because I am not yet using that plugin.


Why did you ask that question? Do you know of a bug with that one that might cause the issue even if it's present and enabled but used or not turned on via the parameter change? 
 
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WilliamHughes

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CTB = Yanfly Charge Turn Battle System? (Sorry I am new to RPGMaker and am not yet proficient in all the terms and vernacular.)


I am not doing any battles in my demo game, it's all town activities. Zoning in and out of houses and talking to people, opening chests, doing basic quests all inside of the town.


When I enabled the Yanfly plugins, I enabled them all, including the charge turn battle plugin, but I didn't "go to the battle engine core and change the default system setting in the parameters area to 'ctb' as specified at http://yanfly.moe/2015/12/05/yep-38-battle-system-charge-turn-battle/ because I am not yet using that plugin.


Why did you ask that question? Do you know of a bug with that one that might cause the issue even if it's present and enabled but used or not turned on via the parameter change? 


Yanfly has reporting requirements for bugs, so I haven't officially reported it yet, but I think there is a conflict somewhere between CTB and YEP_X_VisualHpGauge. 


I'm not a very advanced coder but as I recall, something between those two seems to prevent the action selection menu from 


appearing in battle under certain conditions. When I was trying to resolve the issue I seem to remember coming upon the term ClassicWindow. Since I'm really clueless and no one else seemed to have anything to offer I mentioned it on the off chance it was related. 


I got busy IRL at the time this was going on and simply removed visual hp gauges and everything worked again. 
 

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Interesting. I ended up removing the Yanfly plugins entirely because I have a feeling I may encounter other bugs later on down the road, and even more bugs may appear when I export the game to android, mac, and eventually windows. I don't want to get held up in a plugin-troubleshooting fest since the game is going commercial within a year. I am focusing solely on IOS at the moment and will use piecemeal plugins to accomplish the specific things I need. The Yanfly stuff was nice, and I may use them for my second commercial game, but for the first game, Yanfly is definitely more baggage than its worth in time and effort. 
 

WilliamHughes

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I use Yanfly piecemeal and remove anything that causes problems. There are many nice plugins available from Yanfly that work. 
 

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It seems the problem happens even when only the highlighted yanfly plugins, shown in the screen shot below, are enabled. This really makes using the yanfly plugins "dangerous" since the my game isn't even 1% done and already I get these constant errors on changing zones in IOS.


If this happens with IOS, how many other/different errors can I expect when deploying to Android, Mac, Windows etc...?


Too dangerous for me to to use yanfly while this remains unresolved. 




Sun Jun 05 18:16:20 Console[508] <Warning>: A view can only be associated with at most one view controller at a time! View <UIView: 0x344a30; frame = (0 20; 320 460); autoresize = W+H; layer = <CALayer: 0x344250>> is associated with <UIViewController: 0x244460>. Clear this association before associating this view with <RootViewController: 0x2359f0>.



Sun Jun 05 18:16:20 Console[508] <Error>: *** Terminating app due to uncaught exception 'NSRangeException', reason: '*** -[__NSArray0 objectAtIndex:]: index 0 beyond bounds for empty NSArray'
*** First throw call stack:
(0x20b89b0b 0x20346dff 0x20b18b3b 0x29fd 0x253d2903 0x253bd2a3 0x253bd0e3 0x251e5595 0x251e4411 0x251e4373 0x2516306d 0x251e40b9 0x251da437 0x251e3909 0x251e21f9 0x2521c511 0x2515cf1f 0x2515c435 0x2515c2e3 0x2516937b 0x25168cf7 0x2249 0x251d6b09 0x2540083f 0x25404241 0x25418811 0x25401767 0x22257bf7 0x22257aa7 0x22257da5 0x20b4b9e7 0x20b4b5d7 0x20b4993f 0x20a981c9 0x20a97fbd 0x251cff37 0x251ca435 0x21f3 0x21c4)
Screen Shot 2016-06-05 at 6.30.52 PM.png
 
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ACECORP

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And with only 4 yanfly plugins enabled, the error still happens. 

  • YEP_CoreEngine
  • YEP_MainMenuManager
  • YEP_MessageCore
  • YEP_X_ExtMesPack1
Screen Shot 2016-06-05 at 7.28.38 PM.png
 

ACECORP

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The same crashing behavior in my iOS game happens with only the main core engine enabled.

  • YEP_CoreEngine



As soon as I turn this yanflymoe plugin off, the problem goes away.


Why on earth does this happen when yanflymoe YEP_CoreEngine is enabled?


Guess I need to fill out a yanflymoe bug report.
 
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WilliamHughes

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Just curious, have you deployed to android?
 

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No, haven't touched android yet but I found the exact root cause of the problem described in this post.


Apparently in addition to the yanfly core engine, I also had a MBS DPad plugin active and that was conflicting with the yanfly plugins. It didn't conflict with the older versions of yanfly because I had it active for months, but when I updated the yanfly plugins the problem began. However, since I was making a lot of other changes at the time, I initially did not think that was the issue.


I mistakenly missed de-activating a few non-yanfly plugins due to their location being  several screens far up the scroll bar few when I posted above the other day, so while I thought i was clear and it was solely yanfly, I was wrong. 


Nevertheless, when I disabled ALL the plugins except for the yanfly core engine, I was ok. 


Therefore I built the on screen gamepad back in using the yanfly picture common events plugin, instead of the original MBS DPad plugin I was using before, and that seems to have fixed it. 


This game is going commercial to iOS first, then android, but I don't think I will be that far down the android deployment pathway  for at least another year. My time table is 300 more days to finish this, then publish to Apple App Store -- then begin the android journey.. Joy o joy. 
 
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