Alpha ABS (MV) [New cool DEMO, build 1242]

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Started by Pheonix KageDesu 883 posts Page 24 of 45 View original ↗
  1. Black Mamba said:
    older version was working, with this new one i got this error
    kamuipsyus said:
    I have this error when using the 800 plugin.

    Have you tried to run the project with only ABS plugin without any another? Before Assembly build I checked everything on the new project on MV 1.6.1.

    kamuipsyus said:
    By the way, is the settings plugin supposed to work with 1.1? If yes, I cannot seem to get it to work with it.
    No, only with 1.2

    Also, Demo game not working with 1.2 too, i will build new Demo game when version 1.2. will be more stable
  2. I had to update RPG Maker MV to version 1.6.1 to get the 1.2 update build 800 to work.

    So far everything seems great except it still has an issue when I use Hime's Party Manager Plugin which is what I want to use in my game.

    When switching characters you have to enter their character menu before anything changes, this is better than how it was before but still an issue. I would gladly donate to this plugin if this can be resolved or if there is something I can do for an easy fix, perhaps enter the menu on a switch then exit I think is the only way to fix this so far if anyone else has a suggestion please let me know thanks.

  3. NTR said:
    So far everything seems great except it still has an issue when I use Hime's Party Manager Plugin which is what I want to use in my game.

    I'll see what I can do for make compability with Hime's plugin

    Try use Script call 'AlphaABS.BattleManagerABS.updateABSSession();', after you change party, maybe it will be work like temp fix
  4. Hey Pheonix you plan to make controller support?
  5. Pheonix KageDesu said:
    I'll see what I can do for make compability with Hime's plugin

    Try use Script call 'AlphaABS.BattleManagerABS.updateABSSession();', after you change party, maybe it will be work like temp fix


    Thank you Pheonix KageDesu that did the trick. I can use this until it's integrated into the plugin, it will work fine for now.
  6. The new version is incredible. Congratulations. I would like to make a request, add in the parameters an option to always display the spell panel, currently it only appears if the character learns some skill. I know how to do this the code, but I do not want to have to edit every time there is an update.

    Another problem I noticed is with the Game Over Map fuction, I would also like to be able to disable this option.

    Thank you so much for your hard work.
  7. Phoenix...

    I've written before about the issues RESTORING from a previous saved game where an ABS entity
    has been killed and who has a respawn timer running

    I am getting the following error with the 800 build

    Reference Error
    gameSelfSwitches is not defined

    You can reproduce this error as follows.

    Place an ABS enemy on screen
    Make sure he has a respawn timer
    Kill the enemy
    SAVE the game
    Restore the saved game
    THIS is where the error appears...

    IF you save and restore WITHOUT killing an ABS enemy, the restore works perfectly well...

    Any advice?

    Thanking you in advance....
  8. To follow up on my previous post...

    The enemy MUST have a reviveTime....
    IF you set the reviveTime: 0 to NO revive.... the restore will work

    This has been an issue with every single build since build 568...
    Build 568 works... All the other produced some kind of error
    in restoring from a previous save when the enemy was killed
    AND had a revive timer running

    Thank you again....
  9. Pheonix KageDesu said:
    Have you tried to run the project with only ABS plugin without any another? Before Assembly build I checked everything on the new project on MV 1.6.1.

    I did put just the 800 build and the settings plugin in and it works. However, I part of the problem. The problem only happens if I have an enemy event on the map. If I start the game on a blank map, it works. As soon as I go to a map with an enemy event on it, I receive the 'getTargetsInRange' error.
  10. Black Mamba said:
    Hey Pheonix you plan to make controller support?

    I have some thoughts about that.

    mbrandybuck said:
    Phoenix...

    I've written before about the issues RESTORING from a previous saved game where an ABS entity
    has been killed and who has a respawn timer running

    Thanks i'll fix that.

    kamuipsyus said:
    I receive the 'getTargetsInRange' error.
    Build 800 work only on 1.6.1 MV
    This is not necessary, I just tested build on 1.6.1 and not tested on earlier versions.
    I'll fix that in next build.
  11. Pheonix KageDesu said:
    Build 800 work only on 1.6.1 MV
    This is not necessary, I just tested build on 1.6.1 and not tested on earlier versions.
    I'll fix that in next build.
    Yep that was the problem. I was still using 1.5.2. Thanks for this Pheonix KageDesu. I'll be sure to post any bugs found, if any.

    Edit:
    I am found a problem. If I kill an enemy and leave the map before they revive and then try to reenter the map with the fallen enemy, I receive this error.

    If I do not have a revive time on the enemy, I get no error.
  12. kamuipsyus said:
    Yep that was the problem. I was still using 1.5.2. Thanks for this Pheonix KageDesu. I'll be sure to post any bugs found, if any.

    Edit:
    I am found a problem. If I kill an enemy and leave the map before they revive and then try to reenter the map with the fallen enemy, I receive this error.

    If I do not have a revive time on the enemy, I get no error.

    ********************
    This is what I've been saying. That error is specific to the 800 build BUT, the revive timer
    causing game restore issues has been around since the build AFTER 568.

    I say this to help Phoenix track the issue. Build 568 worked. Something changed after that build
    and each build after brings up different error messages.

    Hopefully Phoenix can use this info to track it down.
  13. I am wondering if we should start posting spell creation lists because of how much code goes into each spell/skill for the ABS plugin. In my game I am using 6 elements fire, wind, water, earth, dark, light, and sub spells like ice, lava, lightning, tornado, etc. enemies will have resistance to each depending on their type and enemies will also get spells/skills to cast on characters which will also have resistance to each based on their types. I was wondering if there is a way to make a basic version of these spells/skills then can edit them later or is it all a complicated mess. Yes, I know the instructions on how to create spells are there, and examples but it still is a little confusing. Thanks.

    I will try to do some on my own but so far I have not figured out how it works correctly any help is welcome.
  14. Pic of my game using alpha abs 1.2.

    <--snip-->
    hudinfo.png
  15. @NTR This isn't the right place to ask for playtesters, so I've removed your demo link. Please post it in your own game thread, or make a project recruitment thread to find testers instead.
  16. Phoenix I'm loving this plugin, an ABS that isnt too hard to understand. No issues so far but wonder about 2 things. I'm not planning to use the TP guage in my project, but with it gone it looks like a small empty spot with the guages since the HP and MP bars have a slight background to their section, any way to remove that background (or change its size). And the more important question, on the HUD when I get an Item with a slightly longer name, the Item section of the HUD cuts name off a bit, is there a way to extend the size of the Item section to where it'd fit the entire name? Also good work on this so far, it's great.

    **Edit, TP guage thing not an issue anymore. but I do have a new problem. I can't get the UI saving and loading to work. It seems to save since there is the UI save in the data folder. But when I trigger it to load the UI, it instead full disappears. any idea why?
  17. how to turn off touch move
  18. TenTranVN said:
    how to turn off touch move

    Isn't that the built-in RPG maker MV feature ?

    NTR said:
    I am wondering if we should start posting spell creation lists because of how much code goes into each spell/skill for the ABS plugin.
    What exactly did you mean, give an example?

    AeroRaiser said:
    **Edit, TP guage thing not an issue anymore. but I do have a new problem. I can't get the UI saving and loading to work. It seems to save since there is the UI save in the data folder. But when I trigger it to load the UI, it instead full disappears. any idea why?
    Version 1.2 optimazed for web and mobile and don't create any files. All UI locations you can set in plugin parameters. If you change UI in editor while playing game, all changes save to game savefile (when you Save your current game). And restore, when you load game. For constantly change the UI location, use plugins parameters.

    I am currently working on a new build for version 1.2. I will try to fix problems with saves and bugs that you wrote to me after the release of 1.2. I also plan to add support MV 1.5.2
  19. It would be great if it supports online
  20. Hello

    Can I setting for machine gun ?