For some odd reason, my animations and my new operating system I made aren't working on the web. When the project is finished loading, it never starts the project, all it does is stay on the loading screen.
Here is one of my projects that aren't working at: http://scratch.mit.edu/projects/dsdude10/70298
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If the original still works on your machine, try uploading it again. You may have had a bad upload.
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Even though your project is within the 10MB limit, looking at the Java console I found this error: java.lang.OutOfMemoryError: Java heap space
I means that the project exceeds the Java default memory limit. I would suggest removing sound and seeing if that makes it work.
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yea, I think that might work, I did that with one of my other projects and it worked so I think I'll try that. Thanks :-)
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Oh no, I reloaded the project not working and it STILL does not work!!!
[blocks]<say ahhhh!!!!>[/blocks]
Do you know whats wrong because I compressed it also.
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here it is without any sound: http://scratch.mit.edu/projects/dsdude10/74354
It still dosen't work though!!! >
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I downloaded the project and it works in Squeak, but it does not run in the java applet.
I suspect that the problem comes in decompressing the 229 images for the backgrounds.
The Java virtual machine may be running out of memory.
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That should be easy to test. Upload it with uncompressed images and see if it works. Assuming that the size of the uncompressed image project doesn't exceed the memory as well....
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Hi, dsdude10.
Both the Java player and Scratch itself decompress all images when a project loads. This makes costume and background changes fast, but it can use up a lot of memory. Unfortunately, the Java plugin has a hard memory limit and if you run out of memory then the project won't run.
Compressiing the images improves upload/download speed, but it doesn't save any memory once the project is loaded and all images are expanded.
In the case of your project, the problem is the 229 backgrounds. This take more space than severals sprites with a total of 229 costumes because backgrounds have greater area than a typical sprite, which means more pixels and thus more memory used.
I see why you did your project the way you did; it is a very simple and easy way to create an animated movie. But it does use a lot of memory in the current implementation.
There are two things you can do to make this project work on the web site: you can make the overall movie shorter (fewer backgrounds) or you can build a new version using individual sprites for the stick figures, each of which has it's own sequence of costumes. The second approach requires a lot more work, since you'd need to coordinate between sprites and change their positions as well as changing their costumes. However, if you use the second approach you can create a much longer animation before you run out of memory.
-- John
Last edited by johnm (2008-01-01 07:59:50)
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I agree with johnm that the one background per frame style of animation is memory-hungry and not really compatible with scratch programming style. Since the animation was just copied from an animated gif, I can see that reverse-engineering the movie to get back to the fundamental sprites could take some work.
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Hey Everyone,
Look at this project, the animation has over 800 backrounds, and it WORKS here is the URL of it: http://scratch.mit.edu/projects/08jackt/72012
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No, dsdude10, the project you pointed to has 800 costumes for a sprite, and not 800 backgrounds. What's the difference? The costumes are not full-size images. They have about 1/4 the pixels of a full screen image. Since the resolution of the underlying gif is still lower, they could even more efficiently be shown by having a sprite with the original tiny images and showing the sprite at size 200% or 300%.
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still dosen't work!!!! here is the URL: http://scratch.mit.edu/projects/dsdude10/76647
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I can confirm that http://scratch.mit.edu/projects/dsdude10/76647 works when downloaded but not when run from the java applet.
Of course, the images in the sprites are still 480x360, so there was no reduction in memory use. The images look like they were originally created at a much lower resolution. If you still have the original images, using them instead of the 480x360 images might fix the memory problem.
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