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SKYnii

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A member registered Dec 10, 2023 · View creator page →

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game crashes every time i click the piece of wood at the start of the game :(

okay nevermind i fixed it :)

Hello! When trying to use the phone thing it keeps sending same errors no matter what :(

```

I'm sorry, but an uncaught exception occurred.

While running game code:

  File "game/script.rpy", line 63, in script

    nvl_narrator "Nighten added Eileen to the group"

  File "renpy/common/00nvl_mode.rpy", line 354, in do_add

    if store._nvl_language != _preferences.language:

AttributeError: 'StoreModule' object has no attribute '_nvl_language'

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "game/script.rpy", line 63, in script

    nvl_narrator "Nighten added Eileen to the group"

  File "C:\Users\*****\Desktop\******\renpy-8.1.3-sdk\renpy\ast.py", line 2560, in execute

    Say.execute(self)

  File "C:\Users\*****\Desktop\****\renpy-8.1.3-sdk\renpy\ast.py", line 615, in execute

    renpy.exports.say(who, what, *args, **kwargs)

  File "C:\Users\*****\Desktop\*****\renpy-8.1.3-sdk\renpy\exports.py", line 1494, in say

    who(what, *args, **kwargs)

  File "C:\Users\****\Desktop\****\renpy-8.1.3-sdk\renpy\character.py", line 1387, in __call__

    self.do_add(who, what)

  File "renpy/common/00nvl_mode.rpy", line 354, in do_add

    if store._nvl_language != _preferences.language:

AttributeError: 'StoreModule' object has no attribute '_nvl_language'

Game looks so creepy, loved it! But the fishing ended up being a bit tricky for me, couldnt get past the fourth fish :(

when selecting a song, this weird thing pops up, i have no idea what it is    

When i tried to customize the gallery screen, only the a_ gallery changes. I changed the size the pictures appear in an un open state, only the a_ gallery changes even though i changed the numbers in all the gallery scripts, im really confused, help

Thanks! 

Hey! Just a small question, how do I stop the achievements being opened by clicking on them in the achievements gallery? 

while playing, i noticed this problem with prince emrys sprite, hope it gets fixed in the full game..

Heres the code of  obj_Batlle:


instance_deactivate_all(true)

units = []

turn = 0

unitTurnOrder = []

unitRenderOrder = []

turnCount = 0

roundCount = 0

battleWaitTimeFrames = 30

battleWaitTimeRemaining = 0

currentUser = noone

currentAction = -1

currentTargets = noone

for (var i = 0; i < array_length(enemies); i++)

{

enemyUnits[i] = instance_create_depth(x+300+(i*10), y+100+(i*20), depth-10, obj_BattleUnitEnemy, enemies[i])

array_push(units, enemyUnits[i])

}

for (var i = 0; i < array_length(global.party); i++)

{

partyUnits[i] = instance_create_depth(x+100+(i*10), y+100+(i*15), depth-10, obj_BattleUnitPC, global.party[i])

array_push(units, partyUnits[i])

/*partyUnits[i] = instance_create_depth(x-60+(i*10), y+(i*15), depth-10, obj_BattleUnitPC, global.party[i])

array_push(units, partyUnits[i])*/

}

unitTurnOrder = array_shuffle(units)

RefreshRenderOrder = function()

{

unitRenderOrder = []

array_copy(unitRenderOrder, 0, units, 0, array_length(units));

array_sort(unitRenderOrder, function(_1, _2)

{

return _1.y - _2.y;

})

}

RefreshRenderOrder()

function BattleStateSelectAction()

{

var _unit = unitTurnOrder[turn]

if (!instance_exists(_unit)) || (_unit.hp <= 0)

{

battleState = BattleStateVictoryCheck;

exit;

}

BeginAction(_unit.id, global.ActionLibrary.attack, _unit.id);

}

function BeginAction(_user, _action, _targets)

{

currentUser = _user

curentAction = _action

currentTargets = _targets

if (!is_array(_targets)) _targets = [_targets]

battleWaitTimeRemaining = battleWaitTimeFrames

with (_user)

{

acting = true

if (!is_undefined(_action[$ "userAnimation"])) && (!is_undefined(_user.sprites[$ _action.userAnimation]))

{

sprite_index = sprites[$ _action.userAnimation]

image_index = 0

}

}

battleState = BattleStatePerformAction

}

function BattleStatePerformAction()

{

if currentUser.acting

{

if currentUser.image_index >= currentUser.image_number -1

{

with currentUser

{

sprite_index = sprites.idle

image_index = 0

acting = false

}

if (variable_struct_exists(currentAction, "effectSprite"))

{

if (currentAction.effectOnTarget == MODE.ALWAYS) || ( (currentAction.effectOnTarget == MODE.VARIES) && (array_length(currentTargets) <= 1 ) )

{

for (var i = 0; i < array_length(currentTargets); i++)

{

instance_create_depth(currentTargets[i].x,currentTargets[i].y,currentTargets[i].depth-1,obj_BattleEffect,{sprite_index : currentAction.effectSprite})

}

}

else

{

var _effectSprite = currentAction.effectSprite

if (variable_struct_exists(currentAction, "effectSpriteNoTarget")) _effectSprite = currentAction.effectSpriteNoTarget;

instance_create_depth(x,y,depth-100,obj_BattleEffect,{sprite_index : _effectSprite});

}

}

currentAction.func(currentUser, currentTargets);

}

}

else

{

if (!instance_exists(obj_BattleEffect))

{

battleWaitTimeRemaining--

if (battleWaitTimeRemaining == 0)

{

battleState = BattleStateVictoryCheck;

}

}

}

}

function BattleStateVictoryCheck()

{

battleState = BattleStateTurnProgression

}

function BattleStateTurnProgression()

{

turnCount++

turn++

if (turn > array_length(unitTurnOrder) -1)

{

turn = 0

roundCount++

}

battleState = BattleStateSelectAction

}

battleState = BattleStateSelectAction

I've checked everything and currentTargets are assigned correctly and it still not working  :'(

Every time i boot up the game and enter battle this error pops up:


############################################################################################

ERROR in

action number 1

of  Step Event0

for object obj_Battle:

Variable <unknown_object>.func(100019, -2147483648) not set before reading it.

 at gml_Script_BattleStatePerformAction@gml_Object_obj_Battle_Create_0 (line 143) -                      currentAction.func(currentUser, currentTargets);

############################################################################################

gml_Script_BattleStatePerformAction@gml_Object_obj_Battle_Create_0 (line 143)

gml_Object_obj_Battle_Step_0 (line 1) - battleState()



I tried moving the currentAction.func(currentUser, currentTargets); in other places (because gamemaker show that this line is the problem) and with that everything work besides that hp is not going down and effect animations are not working at all!

I'm following the youtube tutorial and copied every line of code but it still not working, please help!