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(1 edit)

Hey Ritter - I'm moving this from the MV thread to the MZ thread.  I removed all plugins and recreated the game + create a dropbox of it and a 5 minute video explanation/crash explanation. 

Link to the video and game are within the dropbox but I have your plugin in the dropbox so I don't want to post it here so anyone who didn't purchase it can't access it. Let me know a good way to send you that folder.

Take a look and let me know why you think this is happening. I did a test where I didn't use your plugin to spawn the event, and just through the event on the map and it works fine. The crash only happens once I spawn an event into the map with self-variables and the variables increase. 


I made a custom plugin where the self variable increases for every minute that passes in game (online or offline) so when I launch the game after a minute passes, the variable gets updated. Then if I go to another map, or just load from a different map, and re-enter the main map with the spanwed event, I get the crash. 


Did every test possible so I think it somehow has to do with your plugin, but I'm not sure why it only crashes with spawned events and does not crash if everything is the same and the event is not spawned. 


 See video in dropbox folder for a walkthrough and let me know if you want to communiicate with me outside of this site. My discord is Vaksky I'm also happy to tip if you can figure this out, just let me know (:

Here's the link to the video https://streamable.com/rsm86l

As far as the link to the game, let me know the best way to send you that file. Thanks!

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I uploaded via dropbox here for the demo project. I removed your plugin so you can insert it yourself when downloading: 

Whenever you save the game you'll hear an error sound but don't worry it does save. Just hit the save block twice and you're good. I have to change that in the future so it autoupdates that you saved instead of seeming like it doesn't.

Also you can see what cycle each plant is on after clicking it once it's watered. You can also see the global cycle by talking to the red robot guy.


Edit: Just tested with VisualStella EventsMoveCore and it works but I would rather use your plugin because I feel like I can do a lot with boundries, and am unsure if Visual Stella will play nicely with my future plugins since I need their Engine_Core. Yours also looks like it takes up less bandwidth which is nice.

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Hello, I'll take a look at it soon thank you for throwing that together, but I noticed in the spawned event in which you were saying might be the problematic one  I saw that you're Erasing the event instead of unspawning it. I'm not sure if that's what's  causing the problem but if you do erase a saved event then when the event is respawned it would be respawned as an erased event whenever you return to the map. 

If you no longer need an event you should Unspawn it and remove the save data as well.



From what I see here it appears to me that this event would be getting respawned as an erased event, this is assuming that it's also a saved event itself, so even if it's not causing this problem it's probably unintended behavior occurring nonetheless. If you're spawning a saved event, interacting with it and erasing the event after it spawns another saved event then you're not actually removing any saved data so when you return to the map any erased events would be restored as erased events and might cause unexpected behavior. I'd say a great starting point would be to check your events and make sure if you're spawning them then you'll be unspawning them to remove them, and if you no longer need the saved data then be sure to remove that too in the plugin command.

I did run some tests in my demo project earlier after seeing your video and tried to do all the things you did in your video, just doing it manually without your plugin, I was able to spawn a saved event and set a selfVariable value to it, then i saved the game went to another map saved the game to another slot then changed the selfVariable value from the other map and then returned to the map with the event and it didn't crash. I kept trying different things to try to get it to crash and couldn't get it to happen.

One other note is the way his Self Variable plugin is structured there isn't really much of a reason for it to conflict with a spawner, as long as the spawner can retain the eventId, such as saved events, there isn't much of a reason I can see which should cause a conflict between the plugins. He's just storing data and tying it to an eventId on tied to game map ids and offers you a convenient way to access it and modify it, it's done well. He doesn't seem to be doing too much with Game_Event that would cause any problems.

Like I said though I'll be taking a look at the project you've provided soon

Let me know if this ended up being the issue, hopefully it was something as simple as this :)

Just tested it and unfortunately still crashing ):

Hey I just sent you a friend request on discord we can talk there

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Resolved! Thanks for the help (: