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(1 edit)

Hello, just posting an update here that I am working on an updated demo scene for the boundary system which should fix the problems in the demo. 

When updating the plugin over time I managed to break the boundary demo and never got around to fixing it, hopefully when the demo is updated and working it will resolve your issues.


Given the error you've shown I'd say in the meantime it might help to double check for typos in both your spawn and unspawn boundary name fields within the AddAutoHandler plugin commands. I encountered the same exact error when making a typo in the unspawn. Ensure that your AutoHandler Boundary Name matches your Boundary Name, and also ensure that if you're using an unspawn boundary that the correct name is placed within the Unspawn settings as well (this should be a name of a spawn boundary, it tells the unspawn boundary what events it's allowed to unspawn.)


Good to hear your updating and fixing it, i'll be interested in trying it out once it's had a fix, for now I'll keep note about the typos since I haven't written down a great deal besides what I have shown you but I'll be eagerly awaiting the demo to follow through.

Hello! I got a little carried away with the demo but decided it's good enough to release now, I'll likely update it again in the near future to add in a few more ideas but for now it shows plenty of how boundaries work and I don't want to leave you hanging longer over nit picking details.

Give it a look, I hope it helps you!

There is also an update for the Event Spawner to v1.8 which includes an optimization improvement for auto boundaries as well.

Just download the new demo and unzip it, place the Event Spawner (preferably the newest version 1.8) and the Boundary system (Your existing copy should be up to date) plugins into the demo projects js/plugins folder then enable the Event Spawner and the Boundary system in the demo projects plugin manager.

Hi again, after following your instructions- the initial spawn function works and runs the clock but before the second phase begins a crash message shows "

TypeError

Ritter.clearBoundaryEvents is not a function

"


I can't figure out what else I can do to fix it, but I feel I have to ask if your demo could be tested further and fully updated with the new changes to ensure that things work as intended, thanks again for checking in.

Did you download the updated demo project?  The updated demo project has two entirely new scenes for the boundary system which does not have a timer/clock in them. It sounds like you're accessing the old demo map

(2 edits)

I went and downloaded the demo project I uploaded to see if I managed to accidentally upload an old file but the demo available on this store page is indeed the updated version which should work fine.

The newest version of the demo project should give you two choices when you talk to the boundary system npc:

'The Basics'

'Lava Adventure'

If you're still being sent to the 'Oasis' map, which has the clock/timer you speak of, and it's spawning flower events then that's the old demo scene. You'll have to download the updated demo project from this store page and unzip it, then place the newest versions of the Event Spawner and Boundary system inside the js/plugins folder and then go into the projects plugin manager and check the box to enable the event spawner and the boundary system. 

Then you should be able to play test and talk to the Boundary NPC and see the two new scenes as choices. I discontinued that old oasis demo map because it was easier to just create new scenes than to update the old scene, and the new scenes turned out much better imo.


Edit:

After downloading the demo project and both the event spawner and the boundary system plugin I realized I didn't upload the newest version of the Boundary system, so you might need to re-download the boundary system as well, It was just updated. This oversight wouldn't have caused your original problem but it would have led you right into a different error. With the new demo project and both new versions of the plugin you should be able to access the new demo scenes without problems.


Setup instructions are repeated in this devlog. Screenshtos of the new scenes are included so you know what to look for, if you see 'The Basics' map which is the black background one and the Lava Adventure map, the lava map, then you're using the correct version of the demo.

https://notritter.itch.io/ritter-ultimate-event-spawner-rpg-maker-mz/devlog/742038/ultimate-event-spawner-v18-and-demo-update

Thanks for checking, I was making a few mistakes but evidently was encountering new errors which had me come back here for a few answers, I'll happily download and try them out for you and see how they fair :)

Got around to re downloading the files and updating the missing required plugins and can confirm no crashes.

I'm still a little confused on how I can execute spawns in specific ways, for instance I have regions that NPC vehicles are meant to spawn on and regions on the side walks for pedestrians, when initially entering the map I'm after having a random assortment of each type spawn within the vicinity of the player and just slightly outside of view- giving the illusion that these events were operating before the player entered the room, during which events can unspawn if they reach the boundaries of the map edges and/or far away enough from the player's position.

Meanwhile navigating the map I want new spawns of both types to appear outside the players screen -what shall I do?

Also I noticed in one of your maps you have a display of spawns and such which is neat, how can we efficiently cap the amount of spawns at a time? And how can we randomize how many spawn at a time so it's not always apparent there is something beyond view?


Thanks for helping out, I really want to try make the best out of this plugin.