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(1 edit)

Hello again. The resource bar change is very nice, thanks. I started a new save to try out the new autobuyers as well, they seem good so far.


Found a little bug with the new number formatting.

Also, when I get the problem with the BACK button disappearing in upgrade menus, it prints the following exception to my console: 

**SCRIPT ERROR**: Invalid call. Nonexistent function 'queue_free' in base 'GDScriptFunctionState'.
At: res://Scripts/Root.gdc:3912:_root.b_tabkey() - Invalid call. Nonexistent function 'queue_free' in base 'GDScriptFunctionState'. 

Not sure if you already saw that or if it helps at all but figured I'd mention it.

(1 edit)

Thanks x2. I [probably] fixed the number formatting, and that error message is super useful. It even gave me the line that caused the error!! I made some changes, and I might have fixed it.

I think it's due to the numbers that pop up when you buy an upgrade. If a function crashes, it ends the function right there so the whole game doesn't crash, meaning the upgrades would not go away, but everything else that already went through would stay changed.

(+1)

The bug seems to not be entirely fixed, but it is different/better now- it results in a mixed screen like this when you click back. Clicking the options menu fixes the game with no reload, so this is already not nearly as annoying as the old bug.

The error message is also different:

**SCRIPT ERROR**: Invalid call. Nonexistent function 'queue_free' in base 'GDScriptFunctionState'.
   At: res://Scripts/Root.gdc:4007:_root.w_tabkey_assist_lored() - Invalid call. Nonexistent function 'queue_free' in base 'GDScriptFunctionState'.

I haven't gotten to a point where I could check the number formatting.

Okay, I've removed all instances of queue_free(). Instead, I've just hidden them when exiting an upgrade menu. They queue_free() themselves anyway after they fade out.

(+1)

It's hard to say a transient bug like this is really gone for good, but I have not hit the problem since this fix. Thank you!

The *number formatting* issue was still there, but it's fixed for the next patch.