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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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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.