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(2 edits)

Well, I just tested v1.02 and the game still crashes when I try to discard an item that has a picture image (and also the flickering is still there). Here's the new console log: 

rpg_managers.js:1949 TypeError: Cannot read property 'length' of undefined

    at KoTCAddMapLoot (KoTC Roguelike Loot Drop System.js:1033)

    at Scene_Item.onActionDiscard (KoTC Roguelike Loot Drop System.js:785)

    at Window_ItemActionCommand.Window_Selectable.callHandler (rpg_windows.js:902)

    at Window_ItemActionCommand.Window_Command.callOkHandler (rpg_windows.js:1426)

    at Window_ItemActionCommand.Window_Selectable.processOk (rpg_windows.js:1156)

    at Window_ItemActionCommand.Window_Selectable.onTouch (rpg_windows.js:1086)

    at Window_ItemActionCommand.Window_Selectable.processTouch (rpg_windows.js:1054)

    at Window_ItemActionCommand.Window_Selectable.update (rpg_windows.js:986)

    at Window_ItemActionCommand.update (YEP_ItemCore.js:2032)

    at Window_ItemActionCommand.update (YEP_X_ItemDiscard.js:239)

SceneManager.catchException @ rpg_managers.js:1949

Hey! Sorry about the issues, but I can see why it was crashing, should be fixed in 1.03, thanks for helping me root them out :)
I couldn't find these during testing.

I may have fixed your flickering but still haven't been able to reproduce the issue, so if its still happening let me know, if so i may need a miniproject with one map containing he issue to root it out.

(3 edits)

Hey! Thank you for your hard work! I tested v1.03 and the game doesn't crash anymore when I discard an item that has a picture image, BUT when I pickup again the dropped item, the scale of the picture image sometimes is way too big and also the item name overlaps with it. Is it possible to have a new parameter to set a specific scale for the picture images? That way, icons and picture images will have a specific scale parameter for each one of them. I also found another issue: sometimes, when I discard an item, it will be dropped on to some tiles which already contain events or followers or impassable tiles or vehicles. 
And also, the flickering still happens and I noticed that not only the characters can flicker, but also the dropped items can flicker (see the first gif).
I made 2 gifs for you to let you see how things are going. In the first gif, you can see the flickering issue and the dropped item on the event, so the player can't reach it. In the second gif, you can see the picture image scale being too big and the item name overlaps with it. 
First gif: https://imgur.com/TNE89qt
Second gif: https://imgur.com/PKwaU2f 

And I also uploaded the project, so you can test it: https://drive.google.com/file/d/1A8eoV6b7Gut_tfPVPeRAtA4bKXghBDzq/view?usp=shari...

(2 edits)

I should have all your suggestions, and everything should be fixed in V1.04, do let me know!
:) I'm glad you appreciate my hard work, i appreciate your detailed error reports, I want everyone to have the best loot system they can get.
I have resolved the flickering issue, and the issue where picture icons scaled larger than they should when picked up. I have also added the option to set a specific  display scale to on map loot in the parameters.  I also believe I've gotten the text properly offset based on the scale.

But if one wants to set the parameters such as audio or specific display scale of a Discarded item for when next picked up, use these notes.

<KoTC Display Scale: SCALE> Example: 1 is 100%, 0.5 is 50%, 1.5 is 150%, 2 is 200%
<KoTC Pickup Audio: AUDIONAME> Name of audio without extension. Example: Damage1
<KoTC Pickup Audio Pitch: NUMBER> Pitch of audio to play.
<KoTC Pickup Audio Volume: NUMBER> Volume of audio to play.
 
<KoTC Pickup Audio Pitch Variance: NUMBER>
Variance of the pitch.
Example: if this is 20, and pitch is 100, pitch will vary from 80 to 120.

Wow, I just tested v1.04 and everything works properly! Thank you so much! :D