Memorie - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Upcoming Projects (https://www.save-point.org/forum-15.html) +--- Thread: Memorie (/thread-6151.html) |
RE: Memorie - kyonides - 08-04-2020 Just don't delete it, back it up just in case you'll ever recycle it for any other project. RE: Memorie - KDC - 08-04-2020 (08-04-2020, 05:49 AM)kyonides Wrote: Just don't delete it, back it up just in case you'll ever recycle it for any other project. That's pretty much what I did last time. Though I'll give a more thorough backup this time around. RE: Memorie - KDC - 08-06-2020 Welp, I guess the next thing is to import the graphics/scripts/audio files/maps I want to keep in this project. So here's the new announcement. From now on, I'm gonna use a different battlesystem, though I'll probably check each one. Maybe the XAS, but not likely. Though making the game an ABS is an interesting idea. I'm gonna be fishing for battle systems again, or redownload the Lycan ABS System, and try that out again, since it's been a bit long since I even touched the thing (See this project that's currently in hiatus that I'll work on later), making this the second game I'd announce to have that system. Yeah. I'll do that instead of a traditional Side View ATB system. It's gonna take a bit, but I have nothing better to do right now, so I'm gonna do that. This project will be back to square one to implement the new system(s), as well as salvage some old things. But first, I got to play 'salvage and recycle for later use'. So in summary, and for that not mentioned above, here's what's going to change.
RE: Memorie - kyonides - 08-06-2020 Interesting revamp indeed. Especially that intriguing part about how you might no longer need your old graphics. You can donate them to a resident shark at any time if you don't mind. It's not gonna become some sort of Zelda game, right? I hope not. Variety is good. RE: Memorie - KDC - 08-06-2020 (08-06-2020, 07:09 AM)kyonides Wrote: Interesting revamp indeed. Especially that intriguing part about how you might no longer need your old graphics. You can donate them to a resident shark at any time if you don't mind. I might think about that. Also, no. It's not going to be like a Zelda game. The game has more than just going to get about 3-6 things, then a Master Sword-ish thing, then fight the final boss, I assure you. RE: Memorie - DerVVulfman - 08-07-2020 Well, even Metal Gear (the 1987 start of Solid Snake and 'Metal Gear Solid') began as an ABS... one with guns and knifes and big BOOM grenades. So one could have some fun liberties with the right ABS system. RE: Memorie - KDC - 08-29-2020 Hmm... So the scripts I moved over to the new ones are Both of Mog scripts that were used earlier, and Xenres' Title Skip Script. However, before that, I decided to use the Lycan ABS, for a second time. Sadly, after putting in the title skip script, this happened. So I guess this would mean this. Instead of making a custom title screen, like before, I'll make a game mode/character select screen instead, to make up for the conflicting Scripts. So the Title Skip script is out the window for now. Also, I (Might) have to cut Mog's C-Hud script in order to see some hotkeys with the HUD Provided in the demo(s) of Lycan ABS, but I might not have to, so yeah... RE: Memorie - DerVVulfman - 08-30-2020 Riddle me this. Did you make/use a custom title script and did you put said custom title script 'ABOVE' the Lycan ABS.? Lycan ABS's command_new_game creates the $ABS object for enemies and companions along with some other stuff. It's read_save_data command in Scene_Load does so too and handles loading custom marshaled data. Its write_save_data method in Scene_Save writes the custom data needed. RE: Memorie - KDC - 08-30-2020 (08-30-2020, 03:18 AM)DerVVulfman Wrote: Riddle me this. Did you make/use a custom title script and did you put said custom title script 'ABOVE' the Lycan ABS.? Yeah. And tried below Lycan ABS scripts as well. Didn't know the Lycan ABS handles new game differently. RE: Memorie - DerVVulfman - 08-30-2020 Well, line 1321 (as your display shows) indicates this line: $ABS.enemies = {} If it is saying that it cannot figure out what enemies is because enemies is part of a Nil class, then the $ABS class had not been defined. The $ABS class needs to be defined (aka created), and that only occurs when you Create a new game (via the command_new_game method), or load an existing game (via the read_save_data method in Scene_Load). Now the code I used in the two methods are not overwriting the original methods, but use alias commands to add my ABS code to them. So either some script was placed after the ABS and is voiding my changes, or some script placed before had decided to create a new game without using the actual create_new_game method. It happens. Either way, it is something is interfering and preventing the $ABS object from being initialized. Had you instead tried an already existing save game after loading the Lycan ABS, you would have instead received an End of File error. EDIT: AHA! You have Xenres TITLE SKIP! It has code, does it not, that skips the title screen and starts its own NEW GAME????? I'm not familiar with Xenres' system, but it must have its own. Look to this and adapt his script with the values and commands within the Scene_Title code I crafted. This would include copying over any necessary 'new' methods I wrote for Scene_Title. |