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Frenemy Foe




I've got both battle character sets and single battler images working like this. Yes, playable characters and non-playable enemies both go under player. No, you don't have to actually set everything for every enemy if you aren't going to use it (see above). The actual Enemy tab helps you arrange the battle encounters, random or otherwise. Yes, this also implies it is possible to modify enemy types in the middle of the game.

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Really nice, it sounds pretty robust. Although, the "Player" tab should probably be renamed to something else like: "Characters" or "Actors" so that it's not misleading.

I assume, because you can set the face and character sprite for enemies, that you can somehow place "players" on the map using the database values. That would be a great feature for reducing redundancy. This would essentially allow you to setup a singular database entry from which you could affect the sprite of multiple events.
Is that something you were planning on incorporating? If not, I hope you'll consider it.
I guess you could do that. There's a ton of ways you can use these features. Don't forget you can set create children database entries too- had that feature in for quite some time. Children will be identical to their parent except every field you change. Changing the parent will update all children.
I see... then I guess I found another bug :p. I don't know if I should confine my bug reports to the release blogs; but this relevant to the conversation.

Bug 1:
I tried to set the parent of a player, seemingly this worked fine. However, when I edited some stuff in the child and clicked "OK" the program hangs (no crash occurs). I tested all of the other database pages and they all work when parenting, the problem is specific to the player tab.

Bug 2:
When setting up a parent that has a higher id than the child (ie: parent is element 7, while child is id 6) and then changing the maximum to remove the parent is problematic. At first it will probably behave as intended, informing the user that the database value cannot be retrieved, but if you simply ignore the problem by clicking away, and then back again-- it will crash. I would imagine that resetting the parent to "empty" would fix this issue.

Suggestions
There is some "ease of use" stuff that I would like to see. The first being a "reset to parent" button, removing any changes on the child node. Another one is "reset to default", which would set each field to it's default value, essentially removing all changes.
The first being a "reset to parent" button, removing any changes on the child node.

I think if you set an object's parent again, it resets to parent. I think there's even a dialog box warning you of this. If not, delete and then set the parent and then the object should be a copy.

Another one is "reset to default", which would set each field to it's default value, essentially removing all changes.

It's called "Delete" in the window. Delete erases all info so that when you open that entry it will be set to default.

I tried to set the parent of a player, seemingly this worked fine. However, when I edited some stuff in the child and clicked "OK" the program hangs (no crash occurs). I tested all of the other database pages and they all work when parenting, the problem is specific to the player tab.

I did the same thing with the players, but I couldn't get it to crash and it worked fine. Is there anything special about the parent?

* Or something I did in my developer version eradicated this problem inadvertently in which case it might be gone in the next version?

When setting up a parent that has a higher id than the child (ie: parent is element 7, while child is id 6) and then changing the maximum to remove the parent is problematic. At first it will probably behave as intended, informing the user that the database value cannot be retrieved, but if you simply ignore the problem by clicking away, and then back again-- it will crash. I would imagine that resetting the parent to "empty" would fix this issue.

This one I could do, but for me it just completely crashes down. I'll have to develop an orphan case.

Thanks again.
I think if you set an object's parent again, it resets to parent. I think there's even a dialog box warning you of this. If not, delete and then set the parent and then the object should be a copy.

Yeah, I know it can be done-- but an automated method would be nice. That's what I meant by "ease of use". Also, sometimes this method doesn't work, instead of the warning box I get an error saying: "Could not set parent because this entry is already a parent of another entry.", when in actuality this is not the case.

It's called "Delete" in the window. Delete erases all info so that when you open that entry it will be set to default.

Oh cool, I didn't even test that! I just assumed it would remove the entry from the stack (shrinking the maximum entries along with it).

I did the same thing with the players, but I couldn't get it to crash and it worked fine. Is there anything special about the parent?

Yes, it seems I was wrong as this can occur on any tab in the database, but only when there is a "null" or "empty" field (on the parent). Additionally, it would appear this is specifically related to empty graphics.

Np, d00d.
I just checked with null players, it still doesn't crash or do anything weird. I'm not doubting it's crashing, but I can't eliminate what I can't reproduce.

Yeah, I know it can be done-- but an automated method would be nice. That's what I meant by "ease of use". Also, sometimes this method doesn't work, instead of the warning box I get an error saying: "Could not set parent because this entry is already a parent of another entry.", when in actuality this is not the case.

I can't get this parent confusion to occur either. That is strange, but I understand what you originally asked. I'll figure out some sort of reset button or something.
I just checked with null players, it still doesn't crash or do anything weird. I'm not doubting it's crashing, but I can't eliminate what I can't reproduce.
Of course you don't doubt it, how could you doubt me? :p

Well let's start from the top then:

1. So you set the face graphics to null (most likely by deleting the entry).
2. Set the entry with no face graphic assigned to be a parent of another entry.
3. Edit the child entry and then click "OK", it should crash.

Btw, found another bug:

1. Click on change maximum (in any tab).
2. Increase the value by 1.
3. Hit "enter" on the keyboard and quickly click on a different entry (from the list), the name fields should now be the same.

Edit: If you're having a tough time reproducing these, I can post some screenshots...or give you my project or make a video if necessary. Just let me know what you need.
3. Hit "enter" on the keyboard and quickly click on a different entry (from the list), the name fields should now be the same.

I've already found that one while adjusting the parent stuff. You don't even have to quickly, it'll screw with the next entry's name as long as whatever you did deselects the entries first.

1. So you set the face graphics to null (most likely by deleting the entry).
2. Set the entry with no face graphic assigned to be a parent of another entry.
3. Edit the child entry and then click "OK", it should crash.

Yeah, it doesn't crash when I do that. Weird.


As an aside to all: you see how I spend slightly over half my development time polishing and fixing at the same time as I develop? There are no such things as a developer who writes less buggier code. You don't believe me? You don't have enough other types of minds try your stuff, I'm sure. There are only more arrogant developers who write even more buggier code AND don't test as much believing there aren't as many bugs.. and developers who get rushed by management.

I remember a time where I would play a console game and you actually had to try hard to get it to bug out.
author=WolfCoder
As an aside to all: you see how I spend slightly over half my development time polishing and fixing at the same time as I develop? There are no such things as a developer who writes less buggier code. You don't believe me? You don't have enough other types of minds try your stuff, I'm sure. There are only more arrogant developers who write even more buggier code AND don't test as much believing there aren't as many bugs.. and developers who get rushed by management.

The quasi-collaborative way this is being developed is one of the reasons I keep checking back - it's interesting to see how the project and you as the developer of it integrate the comments and feedback you receive.
Speaking of involvement, since I am convinced this is a good project, I am looking into setting up a Patreon or something. It's going to be an ongoing effort, so I don't want some large bounty as the result of a Kickstarter, yet I want something more involving than a simple donate button.
Yeah, it doesn't crash when I do that. Weird.

That is really weird, I just went back and redownloaded the latest version. Then created a new project using that version and followed the routine I described above. I had the exact same result, the editor hangs, although I was mistaken as there appears to be a crash window-- it was just drawn behind the database dialog...strange.

I'm not really sure what to do, as it doesn't appear to be project specific. Also the log shows nothing. Perhaps when I have some time I'll make a video.
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