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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Blizzard on March 01, 2007, 11:01:18 AM

Title: Testers for Blizz-ABS needed
Post by: Blizzard on March 01, 2007, 11:01:18 AM
Ok, it won't work that way with the Blizz-ABS... I need testers for it. Since I had to remove a lot of code and change a lot of it as well, it gets harder and harder to make it bugfree. Anybody who wants to test it, post here. I'll send you the raw 0.9.6.0 with loads of junk code and loads of bugs.
If you are going to test it, I'll keep you up to date with newest fixes and enhancements, so it's not just a "half an hour job", but a constant job until the release of 1.0.

Notes


This is different from version 0.9.1.0 (the one that way released)


Update 0.9.6.1


Update 0.9.6.2


Update 0.9.6.3


Update 0.9.6.4


Update 0.9.6.5


Update 0.9.7.0


Bugs and glitches I already know of


What's in for you

Any tester who tests it until the working version 1.0 will be mentioned in the credits as tester under Special Thanks.
And well... If I can make it work earlier with your help, I can release it earlier. ;)

How to test it

Tear the script apart. Whatever comes to your mind to distort the normal battleflow/gameflow/whatever is welcome.
TYPE ALL BUGS YOU'VE FOUND SOMEWHERE DOWN! IT'S EASY TO FORGET FOUND BUGS!

Who's in as tester so far


Current status

Version: 0.9.7.0
The Blizz-ABS can be used now. (~_^)d
Only a few things left to be tested, set up and fixed. Hotkeys assignment works, hotkey control is online. Loads of other features were added and so far they work well. There are still some features left that I want to built in before I release version 1.0.0.0, I want to make the code look less messy, comment every line of code and make a manual how to use it in .pdf.
(I'll post the current version after the last review. I'll post the tested version 1.0.0.0 with all features ASAP after that.)


I'll keep this topic up to date for the testers. The better you guys do on this, the better version 1.0 will be and the earlier it will come out.
Title: Re: Testers for Blizz-ABS needed
Post by: Leonharts on March 01, 2007, 11:16:26 AM
Hello Blizard, i'll test it for you.
Give me the link for the download please.
Thanks.
Title: Re: Testers for Blizz-ABS needed
Post by: modern algebra on March 01, 2007, 02:00:49 PM
I'll test.
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 01, 2007, 02:12:32 PM
I already told you :D

I'll test it !

I do have some stuff to do for school this week and begin next week after that i wont mind testing it :D
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 01, 2007, 02:16:16 PM
I can help if you'd like, whenever I make a game,
all I do is try to figure out how I can crash it ;8
Title: Re: Testers for Blizz-ABS needed
Post by: Zeriab on March 01, 2007, 03:07:20 PM
I will help testing it.
I intend to put a couple of hours a week into it.
Title: Re: Testers for Blizz-ABS needed
Post by: Rune on March 01, 2007, 05:14:02 PM
 ;D ;D ;D I like testing... let me
Title: Re: Testers for Blizz-ABS needed
Post by: Leonharts on March 01, 2007, 05:19:13 PM
I noticed that you didn't upload the entire script.
Only till:

Code: [Select]
=begin
#==============================================================================
# Window_SideMenu
#==============================================================================

class Window_SideMenu < Window_Selectable
 
  attr_reader   :win
  attr_accessor :choice
 
  def initialize(win)
    super(480, 0, 160, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size -= 8
    self.contents.font.bold = true
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    type = case win.type
    when 0 then "Inventory"
    when 1 then "Skills"
    when 2 then "Equipment"
    when 3 then $game_player.battler.name
    when 4 then "Options"
    end
    self.contents.draw_text(0, -6, 128, 32, type, 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    win.z = self.z + 10
    @win = win
    if type == "Equipment"
      @win.host = self
      refresh_equipment
      @item_max = 5
    else
      @item_max = 0
    end
  end
 
  def refresh_equipment
    self.contents.clear
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    self.contents.draw_text(0, -6, 128, 32, "Equipment", 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    draw_equip($data_weapons[@win.actor.weapon_id], 0)
    draw_equip($data_armors[@win.actor.armor1_id], 1)
    draw_equip($data_armors[@win.actor.armor2_id], 2)
    draw_equip($data_armors[@win.actor.armor3_id], 3)
    draw_equip($data_armors[@win.actor.armor4_id], 4)
  end
 
  def draw_equip(item, i)
    if item == nil
      self.contents.font.color = i == 0 ? knockout_color : crisis_color
      text = case i
      when 0 then $data_system.words.weapon
      when 1 then $data_system.words.armor1
      when 2 then $data_system.words.armor2
      when 3 then $data_system.words.armor3
      when 4 then $data_system.words.armor4
      end
      self.contents.draw_text(20, i*18+12, 128, 32, text)
      self.contents.font.color = normal_color
    else
      bitmap = RPG::Cache.icon(item.icon_name)
      self.contents.blt(4, i*18+22, bitmap, Rect.new(0, 0, 12, 12), 255)
      self.contents.draw_text(20, i*18+12, 128, 32, item.name)
    end
  end
 
  def dispose
    @win.dispose
    super
  end
 
  def update
    super
    @win.update
    update_equip if @win.type == 2
  end
 
  def update_equip
    if @index > 0 and @index <= 5 and Input.trigger?(Input::LMB)
      if @choice == nil
        $game_system.se_play($data_system.decision_se)
        if @win.choice != nil
          equip_to_actor(@win.item(@win.choice), @index)
          @win.choice = nil
          @win.refresh
          refresh_equipment
        else
          @choice = @index
        end
      else
        $game_system.se_play($data_system.cancel_se)
        @choice = nil
      end
    end
  end
 
  def equip_to_actor(item, chosen = @choice)
    if $game_player.battler.equippable?(item)
      if item.is_a?(RPG::Weapon)
        return unless chosen == 1
        $game_player.battler.equip(0, item.id)
      elsif item.is_a?(RPG::Armor)
        return unless chosen - 2 == item.kind
        $game_player.battler.equip(chosen-1, item.id)
      end
    elsif item == nil
      $game_player.battler.equip(chosen-1, 0)
    end
  end
 
  def item
    item = case @choice
    when 1 then $data_weapons[@win.actor.weapon_id]
    when 2 then $data_armors[@win.actor.armor1_id]
    when 3 then $data_armors[@win.actor.armor2_id]
    when 4 then $data_armors[@win.actor.armor3_id]
    when 5 then $data_armors[@win.actor.armor4_id]
    end
    @choice = nil
    return item
  end
 
  def active
    return @win.active
  end
 
  def cursor_height
    return (self.height - 32) / self.page_row_max
  end
 
  def cursor_width
    return (self.width - 32) / @column_max
  end
 
  def page_row_max
    return (self.height - 32) / 18
  end
 
  def update_cursor_rect
   

I think if you use notepad, you got to post the entire script in two notepad sheets.
That's maybe the main reason for the 'main bug'.
If you don't mind please post the other part or else if i made a mistake please tell me,

And when i deleted line Scene_Map line 3879-3894, only one Pop up window appeared when i clicked New_game.
I think, in an overall, that you gave only the 1st part of it.

Thanks buddy.
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 01, 2007, 05:23:33 PM
thanks for sending it.
I'll get right on testing it.
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 01, 2007, 05:24:28 PM
I noticed that you didn't upload the entire script.
Only till:

Code: [Select]
=begin
#==============================================================================
# Window_SideMenu
#==============================================================================

class Window_SideMenu < Window_Selectable
 
  attr_reader   :win
  attr_accessor :choice
 
  def initialize(win)
    super(480, 0, 160, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size -= 8
    self.contents.font.bold = true
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    type = case win.type
    when 0 then "Inventory"
    when 1 then "Skills"
    when 2 then "Equipment"
    when 3 then $game_player.battler.name
    when 4 then "Options"
    end
    self.contents.draw_text(0, -6, 128, 32, type, 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    win.z = self.z + 10
    @win = win
    if type == "Equipment"
      @win.host = self
      refresh_equipment
      @item_max = 5
    else
      @item_max = 0
    end
  end
 
  def refresh_equipment
    self.contents.clear
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    self.contents.draw_text(0, -6, 128, 32, "Equipment", 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    draw_equip($data_weapons[@win.actor.weapon_id], 0)
    draw_equip($data_armors[@win.actor.armor1_id], 1)
    draw_equip($data_armors[@win.actor.armor2_id], 2)
    draw_equip($data_armors[@win.actor.armor3_id], 3)
    draw_equip($data_armors[@win.actor.armor4_id], 4)
  end
 
  def draw_equip(item, i)
    if item == nil
      self.contents.font.color = i == 0 ? knockout_color : crisis_color
      text = case i
      when 0 then $data_system.words.weapon
      when 1 then $data_system.words.armor1
      when 2 then $data_system.words.armor2
      when 3 then $data_system.words.armor3
      when 4 then $data_system.words.armor4
      end
      self.contents.draw_text(20, i*18+12, 128, 32, text)
      self.contents.font.color = normal_color
    else
      bitmap = RPG::Cache.icon(item.icon_name)
      self.contents.blt(4, i*18+22, bitmap, Rect.new(0, 0, 12, 12), 255)
      self.contents.draw_text(20, i*18+12, 128, 32, item.name)
    end
  end
 
  def dispose
    @win.dispose
    super
  end
 
  def update
    super
    @win.update
    update_equip if @win.type == 2
  end
 
  def update_equip
    if @index > 0 and @index <= 5 and Input.trigger?(Input::LMB)
      if @choice == nil
        $game_system.se_play($data_system.decision_se)
        if @win.choice != nil
          equip_to_actor(@win.item(@win.choice), @index)
          @win.choice = nil
          @win.refresh
          refresh_equipment
        else
          @choice = @index
        end
      else
        $game_system.se_play($data_system.cancel_se)
        @choice = nil
      end
    end
  end
 
  def equip_to_actor(item, chosen = @choice)
    if $game_player.battler.equippable?(item)
      if item.is_a?(RPG::Weapon)
        return unless chosen == 1
        $game_player.battler.equip(0, item.id)
      elsif item.is_a?(RPG::Armor)
        return unless chosen - 2 == item.kind
        $game_player.battler.equip(chosen-1, item.id)
      end
    elsif item == nil
      $game_player.battler.equip(chosen-1, 0)
    end
  end
 
  def item
    item = case @choice
    when 1 then $data_weapons[@win.actor.weapon_id]
    when 2 then $data_armors[@win.actor.armor1_id]
    when 3 then $data_armors[@win.actor.armor2_id]
    when 4 then $data_armors[@win.actor.armor3_id]
    when 5 then $data_armors[@win.actor.armor4_id]
    end
    @choice = nil
    return item
  end
 
  def active
    return @win.active
  end
 
  def cursor_height
    return (self.height - 32) / self.page_row_max
  end
 
  def cursor_width
    return (self.width - 32) / @column_max
  end
 
  def page_row_max
    return (self.height - 32) / 18
  end
 
  def update_cursor_rect
   

I think if you use notepad, you got to post the entire script in two notepad sheets.
That's maybe the main reason for the 'main bug'.
If you don't mind please post the other part or else if i made a mistake please tell me,

And when i deleted line Scene_Map line 3879-3894, only one Pop up window appeared when i clicked New_game.
I think, in an overall, that you gave only the 1st part of it.

Thanks buddy.

He is going to fix everything !
Atleast he said

jeez..


Hehe np for the idea Blizz :p
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 01, 2007, 05:26:06 PM
Just lol. Ok, I'll reupload it.
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 01, 2007, 05:31:05 PM
lol yes First of all i have no sprite when there are monsters in my map and also start position is messed up
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 01, 2007, 05:32:07 PM
Just use one of the RTP. You can set up 3 enemies and the start position in like 30 seconds or less.
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 01, 2007, 05:43:13 PM
Ok, first of all.. there is no difference in the first  and second script u send..
and second of all.. Do i still need to name the sprites with ( name ) _atk   because that wont work now..
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 01, 2007, 05:46:02 PM
No, nothing is needed. I made it work like plug and play for now. Copy paste it in the editor, make a few enemies with \e[ID] and/or the other syntaxes and just start the game.
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 01, 2007, 05:51:12 PM
ok ima go kill chickens now :)
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 01, 2007, 05:52:56 PM
The version 1.0 will be plug and play as well. :) Only who cares enough to read the instructions will find out about the extra features and how to use them. :)
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 01, 2007, 05:54:58 PM
I care to read the instructions but uhm.. it looks like u left them out in this one..
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 01, 2007, 05:58:19 PM
# b) Creating enemies
# Make enemies in your database. Adding enemies on the map is done by naming
# the appropriate events. Use folling syntax in the name to create an enemy:
#
# \e[ID]
#
# where ID is the ID of the enemy in your database.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 01, 2007, 05:59:23 PM
Lol, he meant REAL instructions. xD

@Snailer: No need for that now. I'll add more instructions when I give you more features to test. Although if you set CUSTOM_CONTROLS to true you can change the battle controls. ;8 It's just below in the module BlizzABS under class Config.
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 01, 2007, 06:01:03 PM
either kind of instructions work for me.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 01, 2007, 06:03:04 PM
Lol, ok. So, anything unusual found yet?
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 01, 2007, 06:05:30 PM
uhm yes..
Using a map that is .. Bigger will set the screen at top left and that also limits my testing..
Lol, he meant REAL instructions. xD

@Snailer: No need for that now. I'll add more instructions when I give you more features to test. Although if you set CUSTOM_CONTROLS to true you can change the battle controls. ;8 It's just below in the module BlizzABS under class Config.
I already found that  ;)

Plus it laggs a little but ill check if an anti lagg script works
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 01, 2007, 06:06:59 PM
What? Do you mean the HUD? What's wrong with it? But don't use anything else. The Minimap doesn't work with pixel movement enemies yet, etc.
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 01, 2007, 06:09:31 PM
nono i ment that if i set my char in a big map the screen will "pan " to the top left while my character is still in his starting position and the screen still moves with me but im not there !
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 01, 2007, 06:14:53 PM
Ah, ok. That's something I didn't fix right with the pixel movement. I'll fix it the next time when I send you the next update.
Title: Re: Testers for Blizz-ABS needed
Post by: Valcos on March 01, 2007, 11:49:57 PM
When do you think it will be coming out completely?
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 01, 2007, 11:54:17 PM
Can I please test? I love your ABS and I plan to use it for future games such as my Zelda one. ;D
I'll also put as much time into testing as I can and report any bugs I find.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 11:58:48 AM
When do you think it will be coming out completely?

If I have enough time and it continues going on with this speed, it might be done in maybe about 2 weeks or even less.

Can I please test? I love your ABS and I plan to use it for future games such as my Zelda one. ;D
I'll also put as much time into testing as I can and report any bugs I find.

Sure. I'll PM you the newest version.
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 02, 2007, 02:43:49 PM
I got an error while walking and pressing some buttons and i got this..

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg127.imageshack.us%2Fimg127%2F3369%2Fasghdf9.jpg&hash=afc4ccf727d8738310ab03a10a61cc0368fe038a)

:)
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 02:51:27 PM
$/#%()§"#

I think I've copied the code more than once. (-_-') You DID replace the 0.9.6.0 version, right?

EDITED

Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 02, 2007, 02:52:18 PM
yep
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 02:53:51 PM
I'll check it out. Gimme a moment.
Title: Re: Testers for Blizz-ABS needed
Post by: Leonharts on March 02, 2007, 03:43:08 PM
It seems that it got much errors in it.
I can't even play..
Maybe it's because of the other version of RMXP i'm currently using.
Oh well..sorry.
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 02, 2007, 03:55:04 PM
Hmm..
The map still isnt fixed for me and the minimap also wont work yet..
Plus move event command also still does pixels and its pretty annoying setting 50 move ups to go like.. 3 squares up
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 04:06:01 PM
Yes, I know about the move command for the player's pixel movement.
I open RMXP, make a new project and put in the script. I make 3 enemies on the map and everything works fine. Why doesn't work it with you?! (BTW, did you turn he minimap on in the Config module?)

@Leonhart: Could it be that the rewritten Input module causes the problem? O_o I remember Me™ saying that in the illegal versions (PKE and Dyna) of RMXP some modules can't be rewritten.
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 02, 2007, 04:09:40 PM
But have you try'd a 50 x 50 map and set spawn somewhere at middle ?
that gets the screen all to the left top
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 04:40:51 PM
I fixed that in 0.9.6.1 already. I set up a 50x40, set the spawn in the bottom right corner and it was fine.
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 02, 2007, 07:41:41 PM
Spoiler for:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2Ferror1.jpg&hash=3d1a9e605d0190117c049936a21a861daafda3e4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2Ferror1.jpg&hash=3d1a9e605d0190117c049936a21a861daafda3e4)
And more of
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2Ferror1.jpg&hash=3d1a9e605d0190117c049936a21a861daafda3e4)
I don't get it. It does it for me on PK and Enterbrain.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 07:42:44 PM
O_o Does it happen with anybody else?

EDIT:

Ok, solved it. I've added another note (marked red) to the first post.
Title: Re: Testers for Blizz-ABS needed
Post by: blazinhandle on March 02, 2007, 08:38:39 PM
well you know im down to help, blizz. But i see that u already have a ton of people. lemme know, man.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 08:42:50 PM
well you know im down to help, blizz. But i see that u already have a ton of people. lemme know, man.

There's always room for one more. ;) *PMs*
Title: Re: Testers for Blizz-ABS needed
Post by: Zeph on March 02, 2007, 08:46:15 PM
I'll test it if you don't have too many people already. I always liked your public ABS in the scripts database.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 08:50:38 PM
I know that some people actually won't test it a lot, so I need as many as I can get, lol!
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 02, 2007, 09:13:21 PM
Okay. i got an error.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2FError3.jpg&hash=6b177c3ffbe66fd88b0fd960378683a82d6362a7)
You are supposed to walk to a spot the enemy enters the room (by switch) and you fight him.
I have \e[10] down for him yet every other monster I try works such as \e[13]

EDIT: Okay. Only odd numbers work O_o

EDIT AGAIN: Okay. Even two digit numbers don't work.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 09:23:36 PM
I'll look into it. *saves the error message*
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 02, 2007, 09:30:06 PM
And another thing. When I want the monster to be activated by a switch he appears in a different place. i think the monster might be moving before I activate it.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 09:43:38 PM
The event preconditions don't work yet.
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 02, 2007, 09:44:36 PM
Oh okay.
And a question. How do I make the monster attack you first? :p
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 09:46:32 PM
Just using the \e[ID] without the \p. \p makes the enemy passive. That means he won't attack you on sight. It'll be useful for neutral critters in a game. =)
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 02, 2007, 09:51:48 PM
I put \e[31]\p and \p[31]
31 has 10k HP yet I killed him in two hits at level 1.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 10:02:09 PM
\e[31]\p will work, \p[31] won't. BTW, did you notice that you don't get any EXP? I forgot to make that part of code to be processed again. xD
Title: Re: Testers for Blizz-ABS needed
Post by: blazinhandle on March 02, 2007, 10:03:37 PM
not necessarily an error but the HUD HP doesnt update when the hero is hit. i dunno if this has been mentioned yet, i apologize if it has or that it's been pointed out.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 10:04:40 PM
Then you DO get EXP. I only forgot to make the HUD get updated again, lol!
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 02, 2007, 10:07:53 PM
\e[31]\p will work, \p[31] won't. BTW, did you notice that you don't get any EXP? I forgot to make that part of code to be processed again. xD
I killed something that has 10k hp by hitting two 200s.  ???
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 02, 2007, 10:12:04 PM
ur attack and his defence also matter you know..
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 02, 2007, 10:14:06 PM
ur attack and his defence also matter you know..
But 10k hp is 10k hp. I still have to deal 10k damage.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 10:20:11 PM
Are you SURE that it was 31? And that your enemy number 31 had 10k?
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 02, 2007, 10:22:34 PM
Are you SURE that it was 31? And that your enemy number 31 had 10k?
Yep. 31 in the database. Diabolos.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 02, 2007, 10:26:58 PM
Can you send me that project? I'm curious where the bug could be.
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 02, 2007, 10:30:41 PM
Can you send me that project? I'm curious where the bug could be.
http://files.filefront.com//;6846654;;/ (http://files.filefront.com//;6846654;;/)
Title: Re: Testers for Blizz-ABS needed
Post by: modern algebra on March 03, 2007, 05:15:01 PM
I had the same problem as Irockman - no matter what the ID, every enemy was the same (Ghost). However, once I removed the \r, it acted normally, so I think that is the problem. I tested it with \p as well and it was the same problem, so I think that that is where the bug is.

Also, even when enemies aren't set with \p, they don't attack right away. And, I think the HUD should have status displayed as well, though I guess it's not hard to notice that you're poisoned when the entire screen is flashing red every time you move.

The other bugs I've found so far have been mentioned, but large map, hud doesnt refresh. Also, there is no lvl up animation.
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 03, 2007, 05:18:34 PM
I had the same problem as Irockman - no matter what the ID, every enemy was the same (Ghost). However, once I removed the \r, it acted normally, so I think that is the problem. I tested it with \p as well and it was the same problem, so I think that that is where the bug is.
Yeah. He accidentally set every enemy the same somehow.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 04, 2007, 01:32:51 PM
Version 0.9.6.2. is done. I've PMed you the new version and updated the first post.
Title: Re: Testers for Blizz-ABS needed
Post by: blazinhandle on March 04, 2007, 07:26:30 PM
feels a lot more smoother and the enemy AI seems better.
Title: Re: Testers for Blizz-ABS needed
Post by: modern algebra on March 04, 2007, 09:30:43 PM
I tested for about 20 mins and did not notice any bugs yet: all previous bugs are fixed as far as I can see. I will test in more depth a little later.
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 05, 2007, 05:21:54 AM
You still can't use two digit even numbers as the monster's ID from the database.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2FError3.jpg&hash=6b177c3ffbe66fd88b0fd960378683a82d6362a7)

And here's something not much of an error, but a problem...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2Ferrorabs.jpg&hash=cbf149c6b4a1335642e1d77d6641d4761a050d3d)
As you can see the enemies can respawn in places you don't want them to.

Also if you press F and G at the same time on a monster you get stuck in the shielding position and can't move.

And it's hard to make a good boss that requires technique. Any way to fix that?

And you should make it to where it can make a sound when you collect an item on the ground. Nice addition by the way.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 05, 2007, 12:02:49 PM
*updates*

Ok, I'll fix that F & G in 0.9.6.4. BTW, the enemies respawn at any passable tile on the map. =/ The tiles up there are passable, just make them unpassable and they won't. I'll add a sound effect when you collect an item next time as well.
And I will make a seperate AI for bosses. Remember there is the possibility to make an enemy a boss? That's what I need it for. ;)
Title: Re: Testers for Blizz-ABS needed
Post by: blazinhandle on March 05, 2007, 03:21:38 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2Ferrorabs.jpg&hash=cbf149c6b4a1335642e1d77d6641d4761a050d3d)
As you can see the enemies can respawn in places you don't want them to.

that can easily be avoided. and it's not a problem, b/c u would be designing ur game around ur system not the other way around.
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 05, 2007, 06:51:37 PM
0.963

When there is a move event command the player moves by pixels, so he moves a short distance.

I tryed to activate a monster by switch but the monster won't activate. It appears from the debug mode the event is deleted when it is activated.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 06, 2007, 11:35:17 AM
It works fine with me. When I activate the switch, the monster just appears. I'll check it out, maybe something else is messing with that again. =/

I know, I haven'ty fixed the problem with the move command yet.
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 06, 2007, 06:30:23 PM
No new bugs found. I like the sound effect when picking up items.

Although it was frustrating trying to figure out the controls for item and skill. And using a potion by accident when they have full health could make them say, "Aww darn, I used a potion when I needed it for the boss *cry*"

Anyways, I like this ABS very much. ;D

@blazinhandle

Are you calling my mapping odd? :-\
Title: Re: Testers for Blizz-ABS needed
Post by: blazinhandle on March 06, 2007, 09:45:41 PM
works good for me too.
@rock: naw not at all ;) haha i was just saying that it can easily be avoided.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 07, 2007, 12:07:16 PM
Mkay, here's veryion 0.9.6.5. *PMs all testers*
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 07, 2007, 07:32:44 PM
Wow, amazing. No new bugs found. And will your party actually be able to help fight in the future?
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 07, 2007, 07:44:48 PM
Of course. (~_^)d
Title: Re: Testers for Blizz-ABS needed
Post by: modern algebra on March 08, 2007, 03:14:14 AM
With the new version, I am getting a zero division error at line 2476 immediately upon starting a new game
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 08, 2007, 06:51:58 AM
With the new version, I am getting a zero division error at line 2476 immediately upon starting a new game
Do you have an enemy with a 2 digit even number for an ID?
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 08, 2007, 11:54:40 AM
I thought I fixed that already. Ok, this line:

Code: [Select]
    factor = (Graphics.frame_rate*2+@id)%((rand(11)+45) * (rand(2)+1))

needs to be replaced with this one:

Code: [Select]
    factor = (Graphics.frame_rate*2+@id)%((rand(11)+45)+1) * (rand(2)+1)
Title: Re: Testers for Blizz-ABS needed
Post by: Snailer on March 08, 2007, 12:46:08 PM
I unsubscribe or something like that for the test .
Sorry Blizzard but i cant test it anymore for you  :'(
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 08, 2007, 12:50:21 PM
Ok. :(
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 08, 2007, 08:24:58 PM
I try to load it but all it does is glitch the sound and crash
right as I press new game  :tpg:

this is the newest one
Title: Re: Testers for Blizz-ABS needed
Post by: Darico on March 08, 2007, 08:26:44 PM
I can take snailers place if you want, I nvr have anything to do lol.
Title: Re: Testers for Blizz-ABS needed
Post by: modern algebra on March 09, 2007, 06:36:34 AM
I thought I fixed that already. Ok, this line:

Code: [Select]
    factor = (Graphics.frame_rate*2+@id)%((rand(11)+45) * (rand(2)+1))

needs to be replaced with this one:

Code: [Select]
    factor = (Graphics.frame_rate*2+@id)%((rand(11)+45)+1) * (rand(2)+1)

Oddly, it was fixed in the version previous, but in this one it isn't working for some reason. It was the right line, nothing was wrong in that respect, but it still gives the error, and yeah it is when the enemy is odd.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 09, 2007, 09:49:28 AM
I can take snailers place if you want, I nvr have anything to do lol.

There's most probably no need for it anymore. I'm as good as done with version 1.0.0.0. I'll release 0.9.7.0 for the public and after I have added a manual and some other stuff I'll make it 1.0.0.0. When I think about it... Just get the script off the main topic in Scripts Database, I'll add you to the credits. :)
Title: Re: Testers for Blizz-ABS needed
Post by: MutsuMutsu on March 09, 2007, 12:20:34 PM
I like testing ;)
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 09, 2007, 06:37:28 PM
Great work, Blizz.
I found no bugs. Although I'll have to get used to using Enter instead of space for stuff.
Except what's the "options" part for?

EDIT: Okay, found a bug. When the whole party levels up they don't all heal. I have..
HEAL_ON_LVLUP = true

Yet only the hero who killed the monster gets their HP healed and the others keep the HP they had before they all leveled up.

EDIT: Another bug. I leveled up. And now every time I switch to another party member the animation for leveling up comes up.
If you're unable to reproduce the problem upload this project...
http://www.sendspace.com/file/v4eusd (http://www.sendspace.com/file/v4eusd)
Then kill the ghost twice, then switch party members over and over again. You'll see the probleme. Beware of the dragon.
Title: Re: Testers for Blizz-ABS needed
Post by: modern algebra on March 09, 2007, 07:56:17 PM
When I have less than 4 heroes in my party, a NoMethodError pops up for line 1581 saying 'dead' is the undefined method.
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 09, 2007, 07:57:35 PM
When I have less than 4 heroes in my party, a NoMethodError pops up for line 1581 saying 'dead' is the undefined method.
Same thing happened to me.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2Ferror101.jpg&hash=356bc7b3caaa319a3ea467f87b6465310ee10479)
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 09, 2007, 09:15:49 PM
wow, I can't keep up
I tested 0.965 and I can't open it  :tpg:

it just says that there was an error and asks for an error report
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 09, 2007, 09:17:04 PM
wow, I can't keep up
I tested 0.965 and I can't open it  :tpg:

it just says that there was an error and asks for an error report
First post at the bottom of Notes.
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 09, 2007, 09:24:29 PM
I'm using the enterbrains... ???
Title: Re: Testers for Blizz-ABS needed
Post by: Irock on March 09, 2007, 09:26:33 PM
I'm using the enterbrains... ???
So am I. Just do it, lol
When it didn't work for me I did that and now it works!
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 09, 2007, 09:29:39 PM
alright, thanks ;D
Title: Re: Testers for Blizz-ABS needed
Post by: blazinhandle on March 10, 2007, 07:27:57 PM
great job blizz, it looks good, i jsut inputed the error fixes uve mentioned here and it seems ready for 1.0! ;)
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 11, 2007, 01:39:38 PM
Great work, Blizz.
I found no bugs. Although I'll have to get used to using Enter instead of space for stuff.
Except what's the "options" part for?

EDIT: Okay, found a bug. When the whole party levels up they don't all heal. I have..
HEAL_ON_LVLUP = true

Yet only the hero who killed the monster gets their HP healed and the others keep the HP they had before they all leveled up.

EDIT: Another bug. I leveled up. And now every time I switch to another party member the animation for leveling up comes up.
If you're unable to reproduce the problem upload this project...
http://www.sendspace.com/file/v4eusd (http://www.sendspace.com/file/v4eusd)
Then kill the ghost twice, then switch party members over and over again. You'll see the probleme. Beware of the dragon.

Zeriab PMed me about that problem already, I'll fix it. And the options part will be for all AI setup (like aggressive - passive, offensive - defensive), one or another HUD option and maybe some misc stuff. It will mainly be for the player to customize the system for his needs.

When I have less than 4 heroes in my party, a NoMethodError pops up for line 1581 saying 'dead' is the undefined method.

Ah, THAT'S why it happens. Ok, this will be fixed in 0.9.7.1.
Title: Re: Testers for Blizz-ABS needed
Post by: Darico on March 11, 2007, 05:01:55 PM
And the options part will be for all AI setup (like aggressive - passive, offensive - defensive), one or another HUD option and maybe some misc stuff. It will mainly be for the player to customize the system for his needs.
Yeah, passive mobs will be better at the start of the game so the unexperienced player isnt thrown in the deep end.
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 11, 2007, 05:07:07 PM
Oh no, I meant ally AI setup, that's a typo there. Ever played Secret of Mana? It's something like that. You can create enemies on the map and make every one of them passive yourself if you want.
Title: Re: Testers for Blizz-ABS needed
Post by: Darico on March 11, 2007, 05:15:47 PM
lol ok  :tpg:
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 13, 2007, 07:22:19 PM
the only bug I found was that if you take damage right
as you teleport with an event, the game crashes ;D
a 'disposed sprite' error

that and the undefined ally.init method or something
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 13, 2007, 08:09:32 PM
I'll check it out. Thanks. ;8
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 14, 2007, 06:34:16 PM
I love the ABS, I just wish I could use skills right now
it's so much fun to thrash a room of Arshes ;D
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 14, 2007, 06:44:27 PM
You can, lol! You can use skills, but for now they have only a preconfiguration of attack all the enemies around you within a 5 quare radius.
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 14, 2007, 06:45:29 PM
really?
I tried but it didn't work.
mebe I'm still running an older version...
Title: Re: Testers for Blizz-ABS needed
Post by: Blizzard on March 14, 2007, 06:48:34 PM
If you do have the version 0.9.6.5 or higher you have the hotkey system for sure. Just press ESC, choose "Controls" and set up the hotkeys for the skills. Then in the map you can quick-switch between skills by just pressing the numbers on the keyboard and use the curretn active skill by pressing the skill button. I forgot which on the skill button was. (>.<) Should be close to the attack adn defend buttons on the keyboard.
Title: Re: Testers for Blizz-ABS needed
Post by: tSwitch on March 14, 2007, 10:35:49 PM
lol, I was still running 9.6.2
sorry about that ;D
Title: Re: Testers for Blizz-ABS needed
Post by: xeph on April 07, 2007, 03:51:46 AM
I test