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TwinTails ツインテールズ

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A member registered Jan 28, 2022 · View creator page →

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It's not finished.

The game isn't finished. Only the demo is out and I don't give out release dates. And the discord is for paid members only.

"- Fixed issue that would occasionally cause Korvald to fail to attack and run in place"

Do you use state machines, Donut?

What were the complaints about Byron?

There ain't no party like a stretch goal party cuz' a stretch goal party don't stop! 🥳

(1 edit)

Yes, and for two reasons. 1) The game is intended to be Etrian Odyssey levels of difficulty. 2) War Tutu is a superboss that requires patience and careful use of the game's toolkit.

(1 edit)

The demo is not yet up on Steam. Shady Corner is uploading them separately. I will alert you when the demo can be downloaded. In the meantime, wishlist as usual.

Thank you for your feedback. I'm here to let you know that I have found what was causing the issue and resolved it.

In the title menu, after you select "Storm the Castle," scroll left or right until you reach the options.  The settings to change the resolution will be there.

Press 'Z' or 'X' to skip through the start-up screens.

You don't know how that feels to hear.  Thank you.

This looks damn good!

I swear you're some kind of wizard, Yal. This is just what I needed.

(1 edit)

I just came up with a theory about why people may be having this problem. Is it possible that when you assign a global struct to an instance and delete that instance, it stays associated with that instance? When you re-battle an enemy, the enemy's instance that was created has a different id to the previous instance that was destroyed.

This occurs when you re-battle an enemy, battle an enemy of the same type, or exit and re-enter the room before re-battling the enemy. Is there a way to refresh global structs to their condition at game start?

EDIT: I fixed the bug! 

Instead of doing this:

global.enemies =
{
    slimeG: 
    {         name: "Slime",
I re-rote the enemies list to be more in line with the players list:
global.enemies = [
    {
        name: "Slime",
Instead of doing it the way Shaun had implemented it, I assigned a unique integer value to each enemy and manually assigned each enemy's name to an enumerator:
oBattleUnitEnemy,enemies[i]);
oBattleUnitEnemy,global.enemies[enemies[i]]);

I advise everyone facing this problem to do what I did.

Greetings, Shaun.

I too am running into this same issue and was wondering if you were able to find an adequate solution. I've been struggling with this error for some time and I fear it may further bottleneck my progress unless I remove the ability to re-battle enemies entirely.

I currently don't want to do that so I'm reaching out to you or anyone else who can help. Here is the error message:

___________________________________________
############################################################################################
ERROR in
action number 1
of  Step Event0
for object obj_battlecontroller:
Variable <unknown_object>.hp(100114, -2147483648) not set before reading it.
 at gml_Script_anon____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary_1982____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary (line 65) -                                    if (hp < (maxhp * 0.2))
############################################################################################
gml_Script_anon____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary_1982____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary (line 65)
gml_Script_battle_state_select_action_gml_Object_obj_battlecontroller_Create_0 (line 226) -                                    var _enemy_action = _unit.ai_script();
gml_Object_obj_battlecontroller_Step_0 (line 1) - battle_state();
I have also run into similar issues where the game would either crash or enemies would use actions that weren't assigned to them. I tried poking around in debug mode but have not found anything different from what I have seen in this thread.

There was one other solution in this thread that worked for others where you would repeat the third argument for the BeginAction script:

begin_action(_unit.id, _enemy_action[0], _enemy_action[1]);
begin_action(_unit.id, _enemy_action[0], _enemy_action[1], _enemy_action[1]);

but for me, I get a different error message saying that the variable is not an array.

~TwinTails100

- I was hoping that wouldn't be the case. I was aware that that could happen. It means I misspelled a value somewhere. Could you tell me in which rooms they occurred?

- I was aware of the issues with the water and still working on fixing them. Thank you.

- The timer resetting is a roguelike element where the game starts over upon death. It's a feature.

(1 edit)

Thank you, Sixes. Your feedback is noted and I will make the appropriate changes.

EDIT: If you found a key. Then you're one step closer to getting the second ending. I may have to make it easier to notice in the room you're supposed to be in.