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Honestly, it didn’t affect my experience at all, most jam games don’t even have a save option. I just thought I’d let you know. I think the game was saved, yeah, because when I clicked load, it showed me my last save time I think.

There's a NullReferenceException in the player log. Does this help? File read: C:/Users/***/AppData/LocalLow/JAGS/The Shadow Over Peenemunde\Save_1.save

-> AC debug logger Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 16.335900 ms VR Enabled: False Unloading 271 unused Assets to reduce memory usage. Loaded Objects now: 28212. Total: 5.627300 ms (FindLiveObjects: 1.047200 ms CreateObjectMapping: 0.318200 ms MarkObjects: 4.025600 ms DeleteObjects: 0.236200 ms)

A local EventSystem object was found in the scene. This will override the one created by AC, and may cause problems. A custom EventSystem prefab can be assigned in the Menu Manager.

-> AC debug logger Cannot find a Global String Variable to store input rebinding data in

-> AC debug logger The ‘Load’ menu’s ‘ActionList On Turn Off’ (ExitSubmenu) was not run because the menu was turned off as a result of loading. The SavesList element’s ‘ActionList after loading’ can be used to run the same Actions instead.

-> AC debug logger Unloading 1 Unused Serialized files (Serialized files now loaded: 0) NullReferenceException: Object reference not set to an instance of an object at JAGS.JagsGameEngine.OnInventorySelect (AC.InvItem _item) [0x00031] in <95e93398e01f4e08a7ce8e2ba73804c7>:0 at AC.EventManager.Call_OnChangeInventory (AC.InvCollection invCollection, AC.InvInstance invInstance, AC.InventoryEventType inventoryEventType, System.Int32 amountOverride) [0x00133] in <95e93398e01f4e08a7ce8e2ba73804c7>:0 at AC.RuntimeInventory.SelectItem (AC.InvInstance invInstance, AC.SelectItemMode _mode) [0x00071] in <95e93398e01f4e08a7ce8e2ba73804c7>:0 at AC.RuntimeInventory.SelectItemByID (System.Int32 _id, AC.SelectItemMode _mode, System.Boolean ignoreInventory) [0x0006e] in <95e93398e01f4e08a7ce8e2ba73804c7>:0 at AC.RuntimeInventory.LoadMainData (AC.MainData mainData) [0x00021] in <95e93398e01f4e08a7ce8e2ba73804c7>:0 at AC.SaveSystem+<ReturnMainData>d__84.MoveNext () [0x00247] in <95e93398e01f4e08a7ce8e2ba73804c7>:0 at AC.SaveSystem+<InitAfterLoadCo>d__51.MoveNext () [0x00158] in <95e93398e01f4e08a7ce8e2ba73804c7>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <e27997765c1848b09d8073e5d642717a>:0 UnityEngine.MonoBehaviour:StartCoroutineManaged2(MonoBehaviour, IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) AC.SaveSystem:InitAfterLoad(Int32) AC.MultiSceneChecker:RunStartProcess() AC.MultiSceneChecker:Start()

Menu manager loaded:JAGS_MenuManager_PC Setting up 12 worker threads for Enlighten. Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 28215. Total: 7.845600 ms (FindLiveObjects: 1.475900 ms CreateObjectMapping: 0.549700 ms MarkObjects: 5.791000 ms DeleteObjects: 0.028800 ms)

(+1)

Most likely this is going to be helpful, but this is the first time I used Adventure Creator's saving system ;) I'll take a closer look. Thank you for all this!