I finally have a good video showing off how the roguelite mode in Vinemon will work. Graphics still WIP and I'm still working on mechanics. To explain the above video a bit, I have a system in place that lets me keep track of rooms the player has entered. This test area has 16 rooms. You only...
Vendily helped me resolve this one:
def bgm_fade(time) # :nodoc:
# self.bgm_setpos(@playing_bgm.name, 0) if !@bgm_paused
if !@bgm_paused && @playing_bgm
@playing_bgm = nil
Audio.bgm_fade((time*1000).floor) if !@defaultBGM
end
Audio.bgm_fade((time*1000).floor) if !@defaultBGM...
Can confirm the above still is present. It happens when the music changes too quickly. Another bug occurs if you start a save file on a map with an undefined BGM.
I forgot to update the script to cache the animations when you load a new game. Edit the following to fix:
-Next, go to PScreen_Load, and go to the elsif statement mentioning cmdNewGame (should be around line 403), and paste the following directly after the line, "$game_map.autoplay"...
thepsynergist submitted a new resource:
[EBS]Cache In-battle Animations to Reduce Lag - Cache In-battle Animations to Reduce Lag
Read more about this resource...
Cache In-Battle Animations
Pkmn Essentials v17.2 + EBS
-If you use Pokemon Reborn's Battle Animations files in your game, and you also use the EBS system, you may notice a 1.5 second hang each time the game loads a battle animation. You can remove this lag by caching the animations files...
It doesn't appear as though I can download the updated version of your script. The updates page doesn't actually download version 1.2, as no link to a download page is present.