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@Jonas930. Yep still does it. Don't know why. Specifically what happens it the map name drops down but quickly fades out at the transition picture fades in, masking it until the transition pictures fades out again. Should I try the v16.2 fix?
@Jonas930. Ahah, Sorry, I think I didn't make myself clear enough.
I know how to show map name on entry through debug, the issue what that when the transition picture is shown, it hides everything else under it.
Including the map name window.
@Charizardthree. Good game. I beat the demo and I liked it. I couldn't figure out how to make burst form work (or if it's even implemented yet) but it was a fun little go around so far. Your mapping is really clean and straightforward, yet there were times where I could walk on top of trees and...
I'll start off by saying everyone starts somewhere, and I understand that not everyone has acquaintances or the abilities to do certain things. (But even then you can put forth an effort.) Anyways-
1. ,"Oh My Arceus!"- Oh my god or oh my gosh is just fine. Please don't use this in dialogue...
There's only one issue glaring bug here.
If the first pokemon in your team is fainted (therefore it's invisible until healed-)
If you attempt to Surf, it shows up again walking around on the water, somehow alive again.
Yet, since it's still fainted you can't interact with it, and the only fix...
@TheBarmyBrit. I actually just recently implemented this change into my game with all the points you stated.
Of course I tweaked the stats around a little but I always did think it was weird they weren't connected as they share a ridiculous amount of similarities. Other Pokémon that I think need...
Another bug, this one is inexplicable and I can re-create it almost every time.
For some strange reason, in a double battle, if an opponent sends out a new Pokémon and you switch a new Pokémon in yourself on the same turn-
the chat box text goes to the absolute smallest setting, making it...
It's me again. Sorry.
So, I was looking for a way to for an enemy trainer to hold a certain Pokémon to send out last after the rest of their team has been defeated.
And I found this on PokeCommunity:
for i in 0..party.length-1...
This looks good. I like it a lot. You've put a massive amount of work into this and it shows.
The only thing I'll say is- PLEASE don't keep the bad default battle animations.
Even one custom animation for each type is good enough. But everything looks lovely.
I don't mean to sound rude, but...
@Aki. Oh cool! It works. Unfortunately though, it seems like you can't actually move the follower.
Trying to do so (I.E. PBMoveRoute::MoveRight,) ends up in an error and crashes. Is this working as intended?
Last question. (Sorry to be a bother.)Is there a use for all the follower file...
@DerxwnaKapsyla. Love this. The only issue I'm having is Importing the RGSS Linker and FmodEx scripts. Upon compiling and start-up, it says there's an issue with loading the script library, naming the Linker script as the issue.
@mej71. I understand the script but is there a way to force move routes for the follower event?
I looked in the script and it said to use pbMoveRoute I think but all that happens is an error and then crashes.
And would it be done through a script call? Or Set Move Route with the script call inside?
This is a good game, and my standards are pretty high. (Jestabuggy is so cute!)
I found myself bummed out when I reached the end of the DEMO.
The 8-directional movement is laggy and weird but everything else is fun and I loved the music as well.
The only thing I would gripe at is some of the...
@Hollow_Ego. Yeah, I thought so. But no matter what even when using the correct formatting for the script call I always get an 'x' for :NilClass error. Even after restarting a new game and compiling. I'll wait to see if anyone else can figure this one out 'cause I've tried everything, lol.
Oops. Lost in translation I guess. Sorry about that I guess I just misunderstood the article.
I'll do it the old-fashioned way of switching off the original event and switching on the new one.
My bad, I just thought I could accomplish the same thing with only one event. Less clutter and less...
Well to be clear, I just want the trainer event to STAY situated in the same tile once the move route ends.
I.E. In this case, once the trainer is beaten the event moves one tile to the right. But upon map exit and re-enter,
the event is located at the same starting position, as if the move...