RINE'S PROFILE
Rine
1378
Game designer hopeful. Have designed several tabletop RPGs, and have long wanted to start into the video game space.
My focus when designing is to create challenging experiences that force the player to make difficult choices, and change the paradigm when someone thinks of an RPG.
My focus when designing is to create challenging experiences that force the player to make difficult choices, and change the paradigm when someone thinks of an RPG.
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What are you thinking about? (game development edition)
Debating on what major feature to implement next, now that I've got a public release out. Don't really want to add more characters/missions until I get feedback on what I have.
Whatchu Workin' On? Tell us!
@Sated: If you think its squishing Baldwin, you should see what YEA's script is doing to some of my Polish and Russian characters, not to mention the Icelandic girl...thankfully I'm planning to adjust the UI later, so not too worried right now.

On the actual topic: Grinding closer to my goal of 20 missions, after a brutal session of bug-hammering this morning.

On the actual topic: Grinding closer to my goal of 20 missions, after a brutal session of bug-hammering this morning.
[RMVX ACE] Enemies losing attacks/not finding attack animation.
@LL2: That's not the case, I actually can still see when enemies attack and deal no damage (happens quite often with my attack math), as it shows up as 'null'.
@K_S: It only affects enemies, as except for a few cases they share the same attacks as some of my characters. So I'm thinking it has something to do with battlers not finding them. I thought it might have been a particular animation, but I've tried changing it, and it still occurs. I haven't even touched the attack animations folder of my game, so not a case of them being deleted or the like.
Edit: So the exact error its popping up, with or without the script commented out (example is with out the script) is: "Script 'Scene_Battle' line 686: NoMethodError occurred. undefined method 'animation_id='for#<Array:0xb101304>
Which I assume means that the game is looking at the file, and not finding the animation there, despite the monster in question for that error using the RTP animation 077: Dark One. Weirdly enough, it also pops up the array id as 0xb1115d8, and 0xb820dc4 as well, which maybe means its randomly missing frames of animation? Either way, its not consistent, sometimes it works perfectly fine.
Edit2: Weirder and weirder. I uninstalled/reinstalled VXACE as a hail mary at the problem, since it seemed so random. Loaded up the save, still had the issue. Started a new game, no issue, saved it and loaded it, still no issue. I really hate when problems don't act logically.
Edit3: Figured out at least one issue at least. The enemies derping and not attacking was due to my threat script. IE, they weren't doing it until someone raised their threat really high, and then they couldn't decide who to attack, so they 'attacked' and did nothing, probably because it was giving them no target.
@K_S: It only affects enemies, as except for a few cases they share the same attacks as some of my characters. So I'm thinking it has something to do with battlers not finding them. I thought it might have been a particular animation, but I've tried changing it, and it still occurs. I haven't even touched the attack animations folder of my game, so not a case of them being deleted or the like.
Edit: So the exact error its popping up, with or without the script commented out (example is with out the script) is: "Script 'Scene_Battle' line 686: NoMethodError occurred. undefined method 'animation_id='for#<Array:0xb101304>
Which I assume means that the game is looking at the file, and not finding the animation there, despite the monster in question for that error using the RTP animation 077: Dark One. Weirdly enough, it also pops up the array id as 0xb1115d8, and 0xb820dc4 as well, which maybe means its randomly missing frames of animation? Either way, its not consistent, sometimes it works perfectly fine.
Edit2: Weirder and weirder. I uninstalled/reinstalled VXACE as a hail mary at the problem, since it seemed so random. Loaded up the save, still had the issue. Started a new game, no issue, saved it and loaded it, still no issue. I really hate when problems don't act logically.
Edit3: Figured out at least one issue at least. The enemies derping and not attacking was due to my threat script. IE, they weren't doing it until someone raised their threat really high, and then they couldn't decide who to attack, so they 'attacked' and did nothing, probably because it was giving them no target.
[RMVX ACE] Enemies losing attacks/not finding attack animation.
So this might be two separate bugs, or it might be a related issue.
First one is that occasionally, my enemies are just..losing attacks. They make every motion like they are going to do something, call out the message for it "Enemy attacks!" and absolutely nothing happens. No evade popups, no damage, nothing. It happens for normal attacks and the skills they use as well.
What may be related, and a bigger issue, is occasionally my game is bugging out when they try to use an attack, by saying it can't find the animation. Given I'm currently using only RTP animations, and when my characters use the same ability it works perfectly fine, I doubt its that the animation isn't actually there. While I am using a script for battlers (YEA's to be specific), when I commented it out, it still happens.
Is this a known issue with VXACE, or has anyone else had this happen before?
First one is that occasionally, my enemies are just..losing attacks. They make every motion like they are going to do something, call out the message for it "Enemy attacks!" and absolutely nothing happens. No evade popups, no damage, nothing. It happens for normal attacks and the skills they use as well.
What may be related, and a bigger issue, is occasionally my game is bugging out when they try to use an attack, by saying it can't find the animation. Given I'm currently using only RTP animations, and when my characters use the same ability it works perfectly fine, I doubt its that the animation isn't actually there. While I am using a script for battlers (YEA's to be specific), when I commented it out, it still happens.
Is this a known issue with VXACE, or has anyone else had this happen before?
Whatchu Workin' On? Tell us!
Finished my 32nd character (Not actually that many, if you count characters that are exclusive to each other or never make it into the actual party), so now going to start cranking out missions until I reach my goal for the first public testing release. May add more characters later if I reach my mission goal, but right now really need to bolster my mission list.
Whatchu Workin' On? Tell us!
Since my notebook is crammed full of missions/characters, and my last two days at work were fairly quiet, I decided to start figuring out a way to organize things so I don't just have over a hundred loose missions with only a few story arcs. As such, started writing up some blurbs on organizations in the world of my game, that I can base stories around without being full on 'arcs', yet still being related.
What are you thinking about? (game development edition)
Just noticed that while I've made quite a multi-national cast so far, and avoided stereotypes...the first person from the UK I've made is an aristocratic magus...hmm.
Whatchu Workin' On? Tell us!
Just finished adding an elemental balance system to standardize things across the game. Since they can't rely on knowing what exact enemies they will run into and what weaknesses they have, instead besides my equivalent of light/dark elements working better on undead/corruption respectively, each element now has a chance of adding an element specific status debuff to enemies it hits. Easier to plan party balance out around that.
Aiming for 32 characters for the next release (at 29 right now), and adding a dozen new missions to more than double the mission number.
Aiming for 32 characters for the next release (at 29 right now), and adding a dozen new missions to more than double the mission number.
[RM2K3] Need suggestions for game mechanics...
Well, not too familiar with 2k3, but if you wanted to make it so that you don't have to use each and every scroll, you can make it so each scroll checks for the difference between its level and the current skill level, and uses all scrolls between them if available? For example, level 2 skill, have a 3, 4, and 5 scroll, use the five scroll, it checks to see if you have 3 and 4, and since you do, uses them both as well to just jump to 5?
[RMVX ACE] Attack specific enemies
Seems rather kludgy, as the thing would still show animations for enemies it hits but doesn't damage.
My solution would be to use a script that lets you put in code at different phases of the attack, and put a simple check before the effect goes off to see if they have the state.
My solution requires a good understanding of what you're doing with scripts though. If you get more and more specific with your requirements, you're going to have to learn scripting yourself at some point. Otherwise you're better off finding a good set of scripts yourself, and working within those confines.
My solution would be to use a script that lets you put in code at different phases of the attack, and put a simple check before the effect goes off to see if they have the state.
My solution requires a good understanding of what you're doing with scripts though. If you get more and more specific with your requirements, you're going to have to learn scripting yourself at some point. Otherwise you're better off finding a good set of scripts yourself, and working within those confines.













