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You mean images displayed through “Show Picture”, right? I suspect the problem there may be that a different set of slots is used while the Party is in battle.

These should be displayed as normal within the Scene_Battle running in the background of the menu.
There could be unintended effects if SceneCustomMenu tries to display them too though, like animations being twice as fast.

The issue I had months ago was before knowing your problem. I used a script to load images inside the choices of menu, and I set a small code to change it in real-time, replacing the icon on current choice for a yellow highlighted one. It bugged until every images until I preloaded them. And it had different results every time I opened the menu.

Correcting my affirmation, it seems more a problem when dealing with images changing inside menus, and with images while transitioning from scene to scene. I'm no scripter by no means, but as you said, I assume preloading these images could fix it?

For the currenting issue regarding Live Menu and SceneCustomMenu, what I noticed is the whole screen flashes after I close the menu. I tried now a preload for battle assets (DKTools), with no success. Does you screen flashes this way too?

I didn’t test with battle background image yet.
(Using the blurred map as background image in battle is managed a bit differently.)

I’ll try this in a few hours, since it’s currently still night here.
Loading the images right as the scene is created should fix it (in theory), as that should normally make SceneManager wait until assets are loaded.

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I uploaded a release-candidate version that should be able to fix the flickering issue.
(It’s fine to use this in production, but there’s a possibility I may revise the added feature in a way that requires manual adjustment.)

If you turn on the new “Prevent Battle Flickers?” parameter, this should now prevent screen flickers and flashes. It’s off by default because there could in theory be unintended side-effects.

One caveat that I noticed is that the Actor stance seems to revert to the idle pose while the menu is open (when doing so from a turn-based Troop Page). I’m not sure if that’s intended behaviour that always happens when a blocking Page runs, or if there’s still an unresolved glitch.

Thanks! It solved the issues I noticed with the screen.

That’s good to hear!

I’ll see to making a stable release when I have some time to. Shouldn’t change anything aside from documentation at this point.