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errorsyntax

14
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1
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A member registered Sep 09, 2020

Recent community posts

Brilliant. Thanks! I'll be testing it over the next few days and I'll be sure to let you know if anything crops up.

OK, thanks for the further update.

That's good news that I can just append the existing script calls.

I wish you luck in fixing the bug!

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Nice one! Really appreciate you working on it. I'd bought the bundle last year so I have both plugins.

So will any script calls need to change or anything to allow the boundry spawns to save, or is will it just now be built in as base?

Do you have an updated estimate? I don't wish to rush you, but it would be good to know when to check back. Thanks.

Hi again, any news on getting it working with version?

This is a great plugin, but If I'm not mistaken events do not get saved when unspawned, so when they respawn on the boundry they are reset back to their first state. No self switches or anything gets remembered. Have I got that right? You allowed saving events in the EventSpawner but not this one seemingly.

What I didn't realise is that you need to pay for the API usage separate of the ChatGPT plus app (which is unfortunate). You may want to add that to the set-up intructions page so potential buyers realise what they are getting themselves into as it is mandatory to get the app functioning.

The latest version seems to have fixed the white screen bug on Windows 10.

Just testing the grammar checker now. Is it usual for it to take a long time beforehand when loading a lot all maps? I have left it for several minutes.

Also could you explain a bit about how it works. Is it connecting to AI online? Is any data shared? Or is it all local?

(1 edit)

Hi, looks like a great tool but doesn't seem to work for me. Tried on two Windows installs.

On Windows 7 you get error message: "Entry Point Not Found - The procedure entry point DiscardVirtualMemory could not be located the dynamic link library KERNEL32.dll"

On Windows 10, the app loads up at least but when you tried to import an RPGmaker folder the app just turns white and doesn't seem to do anything. This is using an MV folder. And I tried multiple with the same results.

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After some further testing. It seems like a lot of the MV code was changed, so my configurations do not carry over.

Things like damage need to be implemented (like how it was in the MV demo):

"this.character(0)&&this.EID>0
this.character(0).hp-=this.BP[1];"

does not work in MZ. Probably because there doesn't seem to be an "action" command any more. example: "Action:["C[1,10]"],"

For now I will continue to use MV until the MZ demo is as feature complete as the MV version.

Thanks for the first demo. The new effects in MZ look great. Will most of the script from MV carry over?

(1 edit)

I am using the demo example:

Img:[1,"damagenumber","#ffe914",24,0,144,48,"#000000",2],

But where it says "damagenumber", how do I get it to display the damage numbers from what the default plugin is using? "damagenumber" needs some reference code there

Maybe could you do an example in the next demo updates?

Just purchased. Please upload the demo soon.

(1 edit)

Great plugin! What would be the best way to display damage numbers above enemies that the player hits?

EDIT: Also the flamethrower in the demo doesn't do damage.