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Hello!

  • At the moment, I can't replicate the issue that would cause the tool to miss the package.json file. There might be an issue with the path to the output folder that could throw off the tool.
  • Huh... The compression option skips the dragonbones folder by mistake. Fixing it now.
  • I can't say for certain what could go wrong with the game not booting properly, since something could have gone wrong. Which version of RPG Maker are you using? What options were you using?

While I'm looking into the issues, please send in the logs that the tool creates. You can use the Migration and Diagnostics Assistant (it's in the Downloads page) and click on Extract Logs. Compress the logs into a zip file and send them to me, either via Discord (aceofaces) or via email (studioace [at] outlook [dot] com [dot] gr).

(1 edit)

Greetings!

Thank you for the replies and assistance. At the moment I am using an older version of the tool because I need the dragonbones folder encrypted and need to focus on getting things properly working for the steam release. But I will return to this thread after things have cooled down and get back to you with this information for the newer version. My apologies for the delay.

As an aside, the last issue I am having is that the Cook Tool does not appear to be fully compatible with the Visustella Core Engine. I am having an issue where the Core Engine's Controller Button Assist window does not work on a build of the game created with the Cook Tool, but does work fully in a playtest or an RPG Maker build.

For further specifics, what should happen is that the button assist window in menus and when called through text code in message windows should display controller buttons while a controller is connected to the computer and the last input from the player was made using a controller. This is all works properly in a playtest.

When a build is created with the Cook Tool, this does not function. The button assist windows and text codes will not return controller inputs properly, they display the inputs of keyboards, regardless of whether or not any input was made with a controller by the player.

I know that the game build is properly recognizing a controller, however, as my own code to check if a controller is plugged in and take certain actions DOES work, so it's specifically an interaction between the Core Engine and the Cook Tool.

Edit: I figured out how to fix this issue. Not sure why, but once built with Cook Tools, the game is not reading my controller as an Xbox gamepad. By setting up to the Plugin Parameters to use button assist windows on a similarity match with "Controller", the build properly switches to controller inputs in game.