I don't have a MacBook to test with, but I found this:
Please let me know if it's helpful, because I would like to share this with others if it does help
Yes
Yes, is demo goes all the way to the first gym leader. After you beta the leader, credits roll, and there is some post demo content for you to enjoy
A
Appreciate the bug reports and feedback! If you can, please join our discord and report future bugs in #bug-reports, and include any feedback in #demo-feedback
App
Appreciate the report. Both of those are known Bugs that we will fix for the next build release. If you have any other bug reports, please go to our discord and report them in #bug-reports
It helps a lot!
Update. It's a passability thing. I turned Through on for the event and now it works... not desirable to have Through on though. I'm certain the terrain is passable. I walk around on it just fine, and I can get the event to walk around on it through PBMoveRoute without turning on Through
I'm also on 20.1 and getting mixed results with the script.
Everything seems to work fine except for move_to_event where $game_player is the destination event.
This work:
but this does not for a different event for which I know there is a possible route
The event just doesn't move at all in...
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Project Title: Project Untamed
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Team Name/Team Members: Team Untamed
Full credits attached in a text file
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Kit used: Pokémon Essentials v20.1
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Project...
Awesome work as usual FL.
A playtester encountered a bug with this.
When at the selection screen, you can press down to cycle through all pokemon, through the cancel option, and the confirm option. It loops around.
However, when you press up to do the same thing, you cannot go up once you over...
Is there a way to make the skip button less sensitive, like you have to hold it for a second to actually skip text? But still complete the line of text instantly if the skip button is just tapped for a split second?
I think it might be this bit here, specifically the itemRect:
for i in 0...@item_max
next if i<self.top_item || i>self.top_item+self.page_item_max
drawItem(i,@item_max,itemRect(i))
end
But I can't figure it out. I'll keep messing with it, but if you have any ideas, let me know.
Just tested this and can say that exact crash does happen in that scenario.
I extended the wait frames to 80 as well, and it no longer happens. Thank you for helping squash a bug before I banged my head against the wall when someone found it! :)
Hey, GolisopodUser.
Not sure if this has been reported yet or not, but I found a small bug.
While editing the script, I noticed that the heart events in dialogue generic never trigger (when random_val == 4)
I found out this is because it uses :angry_generic in its event handler line, which was...
Unfortunately that didn't change the space between the text :(
At first I thought maybe it just didn't increase much and I didn't notice a difference, but then I exaggerated the line height to 80, and still no change.
Appreciate the response! I tried that as well. Forgot to say that. I put a line height of 64 since the default is 32, but maybe I formatted it wrong. I'll try your example!