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So far, this seems to be working almost entirely as expected. Only thing I've seen is warnings of
The provided value '36' is not a valid enum value of type CanvasTextAlign.
which happens in the Equip screen 5 times each time a different Actor is displayed, apparently once for each equipment slot that's visible, or when the list of slots scrolls (my game has a 6th slot that's always empty for now).  If you want a call stack, let me know.

There's also occasional "[Violation] 'requestAnimationFrame' handler took ###ms" with various values that I don't remember happening before.

But that's still immeasurably better than a warning for each text character sent to the screen.

THANK YOU!

A call stack would help, but a a 36 appearing there sounds like someone is calling drawText on Window_Base as if it was the method on Bitmap. The former doesn’t have a lineHeight parameter preceding align.

I’m pretty certain that this line here in Window_EquipSlot.prototype.drawItem is the culprit:
this.drawText(this.slotName(index), rect.x, rect.y, 138, this.lineHeight());

The bug is present in both MV and MZ, but fixed in the YEP_EquipCore.

You can just delete the , this.lineHeight() part there to fix this, but I’ll make plugin to auto-check that argument tomorrow, too.

This is now available as Window_Base.drawText Ignore CanvasTextAlign Numbers.

Regarding ”[Violation] ‘requestAnimationFrame’ handler took ###ms”, that’s a performance warning with unspecific cause. It means something took too much time and caused a lag frame.

You can figure this one out using the profiler, but usually it’s just something like resource loading not running in parallel.