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Really thank you for the great post, sadly it came in a time when I was forced to a stop an overlooked it, I'll implement the bug fix and find a way to get the suggestions in!

Well I'm glad you ended up finding it. Let me know if there is anything unclear when you try to implement the suggestions.

I'm working on it, fixed the frames, thanks a lot!
As for the spaces, sadly the RMMZ header won't let me add " hours" or " and " but it trims the spaces, so you have to add them manually but it's doable. I don't use auto space because a dev might want to write it as 27h:30m

About the "Out of range value" are you talking about variables? Because there is already a "return 0" option as error handling, if it's about a switch, I didn't add an error handling as it's a true or false value, there isn't a default, but I could make the dev choose

The old save removal is a good suggestion and quite an easy one, I'll add it

And yeah, the pruning might be a little more trickier to implement but actually useful for saveData size

About the importing an imported data... mmhhh.. good question, this actually could be useful in a 3+ chapter game, now what is the answer? Simply clipping any older data (and leave up to the dev how to pass those informations) or enable a layers of old saves? I'll think about it!

Spaces
Ah right, didn't think about the system trimming spaces. 

Out of Range
I have "Variable null (never initialized) on Copy old variable" set to err2 (Pass a zero value).
I loaded a save that has 780 variables and then called the plugin function on variable 790 (intentionally going out of bounds). When I trigger the event that loaded the variable, an error is triggered and I get the error message "Error: WD_OlsSaveLoader: Searching for an old variable out of range." So I don't think the settings currently provide any error handling for this scenario.

Actor error handling also does not seem to handle the scenario either (and switches don't have any error handling).