I've been experiencing this long-standing issue that I haven't been able to fix. When I render a sprite with alpha transparency over a solid sprite or a surface, it creates a "cut-out" effect, allowing the user to see their desktop through the background.
TwinTails ツインテールズ
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Collective Shout is just a small part of all of this. Our real enemy is payment processors. This only stops if one major world economic power steps in and says, "Enough of this!" We need legislation! The only way we're going to get it is through mass organization.
Harassing a group of Karens is only going to make us look bad. Currently, three petitions are circulating: one for the ACLU, one for the Canadian House of Commons, and one for the Australian parliament. Do what you can to spread them around!
https://action.aclu.org/petition/mastercard-sex-work-work-end-your-unjust-policy
https://www.ourcommons.ca/petitions/en/Petition/Details?Petition=e-6695
You're welcome. Please take time to check out my other projects as well. Your feedback means a lot to me. I didn't know the landscape was so cookie-cutter. Come to think of it, I do just see an oversaturation of visual novels and "gimmick" games. I aim to change that with my current game, "The Succubus Queen and the Holy Sword," and a future project that aims to stand up to Pizza Tower and ANTONBLAST. I'm guessing a lot of creators are simply artists with limited resources and assume their own projects won't be taken seriously as anything more than fetish material.
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.


