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utunnels

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A member registered Dec 05, 2018 · View creator page →

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If you can make a smaller one with the bug, like use only necessary plugins and resources. If it is still hard to send the file, maybe you can try to narrow down which plugins combination caused the problem, so I can find the plugins to test by myself.

(2 edits)

Let's start from how do you reproduce this problem.  I started the test using Galv's master demo and  added UT_PreserveMapScene to the plugin list. When I started the game and went to the layered graphics map, opened and closed the menu, every thing seemed fine.

But it appears you are not using the standard UI? I see you have some Hendrix plugins which are related to the menu, maybe I should test with them with layered graphics. But if you have a valid demo it will make my life easier, considering you are using quite a lot of plugins, I need to find and set them up.

I just tried the plugin on Galv's master demo and it seems to be working fine with the layered graphics demo. Can you give more informations about your setup?

I see. I'll give it a test by this weekend to see what caused the problem.

What parallax mapping plugin are you using? Which RM are you using, MV or MZ? Normally it should be compatible with item scene and parallax map (the default one).

Got it. You can edit line 646 of the plugin, change 17 to something bigger for example 18, should fix your problem.

for (let i = 0; i < 18; i++) { //dummy commands, fix gpu glitch

This problem should also be gone if you upgrade nw.js to the newest version. Seems to be a glitch of the browser when drawing very small shapes.

No it is not required. Just I can't reproduce your problem (font size = 12 and with zpix.ttf). Can you make a small demo for me to test with?

So you have tried the default play test without upgraded nw.js? That is quite Strange because I don't have this problem. Do you test it on the same computer?

OK I'll take a look this weekend. I don't know if I can reproduce the issue because you mentioned only certain users have it ( the deformed character d for example). 

Are you using the newest version? I thought I fixed this little bug of the browser. Have you tried different devices to see if they all have the issue? Because I don't have this using zpix.

About this issue you mentioned, I don't think the plugin saves the font you are using, it only has the basic render functions. So it's likely another plugin does that. I'd like to try a demo of your game if it is possible.

Sorry for the delayed reply, I've been a little busy recently. I can't use discord and gmail from my working place. But maybe you can send me a message on rpgmakerweb if you want the conversation to be more private.

Hello. The outline is not controlled by this plugin. You can find another plugin that changes outline color and make it transparent.

Is the light supposed to stay with the map?

Also I'm using MPP_Encounter Effect version 3.2, and it doesn't seem to have a problem.

Oh from your screenshot it seems you are using MV and I only tested the fix on MZ. I'll take a look to seem what is the difference.

Strange. Before the fix, I saw a black screen which I assume is the last part of the transition. 

Perhaps you can share your plugin parameters of the plugins?

(1 edit)

I'll take a look. Which version of the plugin are you using, the one with UT prefix or the other one? Can you post a link to the font? I can't find the one with the name Yesterday that looks like yours.

OK I think it is fixed now.

Hello, thanks for the report.  I thought I had fixed the problem before, but maybe it's broken again. I need to take a look to see if I can find what is the cause.

You can try this patch.

(function(alias){
Window_NameEdit.prototype.toggleInputMode = function(){
  alias.apply(this, arguments);
  if(Window_NameEdit._inputMode){
    this.$y = this.y;
    this.y = (Graphics.boxHeight - this.height) / 2;
  }else{
    this.y = this.$y || this.y;
  }
};
})(Window_NameEdit.prototype.toggleInputMode);

Thanks for the report. Do you mean you have a load option in the main menu? I'll take a look. Normally you need to return to the title screen to upload the map I think that is the reason.

Yes it is allowed.

Thank you. Hope you make a wonderful game.

OK, patched.

OK I found something. For some reason after the battle, the name window is not the original one. The plugin store a global name window in Yanfly.nameWindow, which only update when the scene is recreated I guess. Once in battle it is changed but not changed back after the battle ends.

I'm not complete sure. I test the code in the console. But it only works once. If you open the dialogue again, the name box is still closed. You have to use the code again. I let the console log Window_NameBox.prototype.refresh (the function that opens the name box) and found it was called normally. I run it manually from the console the name box appears, but not when I click the event to start the dialogue.

Oh yeah it not there.

Although it is easy to open it using the code:

SceneManager._scene._messageWindow._nameWindow.activate();
SceneManager._scene._messageWindow._nameWindow.open();

But I don't know why it is not activate in the first place. People close message window all the time and it doesn't prevent name box from opening again.

Normally the dialogue window will close when you enter a  battle or shop scene right? What do you mean by return from battle. You'll need to reopen the dialogue?

Well I can't see to reproduce your problem. I have a paralell event that open a dialogue with an npc talking with a choice. If I click yes then a shop is opened. After I close the shop the paralell event open the dialogue again and nothing seems out of place.

(1 edit)

Oh I'm pretty sure message core hides the window in scene.terminate. Let me see if I can come up a solution. 

I just uploaded a patched version so they can work together. You need to place this plugin below DK's.  But I only tested with DKTools and this plugin alone.

OK I'll take a look when I can and report back to you.

The ones that modify map or battle scenes are more likely. But it seems you have quite a few plugins so it is hard to tell. Can you make a small demo for me to test if possible? 

Looks like you are using ultra mode 7. I haven't tested with it yet, does it happen without it?

OK, it is fixed.

I see. Do you have the name of the other plugin so I can see if I can make them compatible?

Do you still get a black screen without using the battle transition plugin?

Hello thanks for the report. The lag is the loading screen I believe. The black screen is removed but the loading time is still their so it feels like the game lags. It can't be completely smooth because the loading needs to take some time. But it can be shortened if you use a plugin to cache the resources of the battle (enemies, background, etc). Besides that there should be a frame rate drop during the animation for slower computers,

If the loading lag is still too great for our game,  maybe you need to find another transition plugins that keep the black screen.

As for battle test, I think I can start fixing it in one or two days.