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Conversation Between Cilerba and KitsuneKouta
Showing Visitor Messages 91 to 105 of 249
  1. Cilerba
    February 11th, 2011 01:47 PM
    Cilerba
    I might have.

    Actually, I just got a default script, pasted it in Turquoise, and it still shows that error. .__.'
  2. KitsuneKouta
    February 11th, 2011 12:28 PM
    KitsuneKouta
    I have a question then: have you made any changes to PokeBattle_Scene (not ActualScene, which I sent you)? The error says there's an undefined method/variable adjustbattlespritey, which makes sense, since I just did a search on my kit and the only occurrences of that are in PokeBattle_ActualScene and PokemonSprite.
  3. Cilerba
    February 10th, 2011 02:23 PM
    Cilerba
    I didn't change kits, I'm still using the April one, and I didn't compile it. I just replace it, applied it, then tested the game.
  4. KitsuneKouta
    February 10th, 2011 01:51 PM
    KitsuneKouta
    Have you changed kits since the last time I helped you? I made all of the changes in the same kit as the last one I used for changing the resolution. And just to make totally sure, you completely got rid of the old PokeBattle_ActualScene, replaced it with this one, and then compiled just to be safe right? That error is one of those un-descriptive ones that doesn't really tell you what went wrong, just that something did.
  5. Cilerba
    February 10th, 2011 12:53 PM
    Cilerba
    Spoiler:
    ---------------------------
    Pokémon Turquoise Version
    ---------------------------
    Exception: NoMethodError

    Message: undefined method `adjustBattleSpriteY' for #<PokeBattle_Scene:0xa0f2f70>

    PokeBattle_ActualScene:1526:in `pbStartBattle'
    PokeBattle_Battle:636:in `pbStartBattleCore'
    PokeBattle_Battle:544:in `pbStartBattle'
    PokemonField:753:in `pbWildBattle'
    PokemonField:752:in `pbSceneStandby'
    PokemonField:754:in `pbWildBattle'
    PokemonField:751:in `pbBattleAnimation'
    PokemonField:751:in `pbWildBattle'
    PokemonDebug:474:in `pbDebugMenu'
    PokemonDebug:276:in `loop'


    This exception was logged in ./errorlog.txt.

    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK
    ---------------------------


    ;;
  6. KitsuneKouta
    February 9th, 2011 04:06 PM
    KitsuneKouta
    All right, let me know how this works. It still doesn't support double battles though, like the last one. And let me know if I messed up the shadows for flying pokemon, since I forgot until the end and had to fix them real quick. Here's the link: http://www.sendspace.com/file/yq43v4 I'm sure you can tell where it goes by the name of the txt file ;)
  7. KitsuneKouta
    February 8th, 2011 01:48 PM
    KitsuneKouta
    ok, cool. I just started a little on it. I'll let you know when I finish.
  8. Cilerba
    February 8th, 2011 01:43 PM
    Cilerba
    Alright.
    Yup, same ol' battle system, but at 256x192 (512x384 in Sprite Resizer
  9. KitsuneKouta
    February 8th, 2011 01:42 PM
    KitsuneKouta
    ...i forgot that one...dang it...I'll get on it as soon as I can. I get distracted easy, and when I get distracted, I forget stuff a lot. I'll try to have it all finished by tomorrow. You're wanting it to still look the same though, right?
  10. Cilerba
    February 8th, 2011 11:48 AM
    Cilerba
    Oh, no. Haha, I meant just the normal battle system, since I changed resolutions. lol
  11. KitsuneKouta
    February 7th, 2011 10:45 PM
    KitsuneKouta
    oh, lol. you meant the overworld battle system. I keep thinking about it, but recently I've been helping someone out, and I haven't had much time. I'm learning some cools stuff though, so I may be able to get something figured out. One thing I know for sure though: debugging that battle system will be a nightmare. it should be fun though.
  12. Cilerba
    February 7th, 2011 12:06 PM
    Cilerba
    Oh, you don't really have to go through all that work. Sorry.
    I was actually talking about the battle system. >.<
  13. KitsuneKouta
    February 7th, 2011 07:23 AM
    KitsuneKouta
    The one for clickable signs? Well, not so good. But I'll tell you what: if you don't mind a REALLY long script to check for clicking signs, I can get something working. Basically, it's just a matter of checking "if player is on this square and mouse click here, show the message. else if player is on that square and mouse click there, show the message." basically, ever square that the player can see the sign from would have to be checked. for every sign in the game. but, that just gave me another idea: maybe start with the entrance of the map as a reference point and compare the player's location. So instead of checking the player's location and the sign location, just check how far the player moved and subtract/add 32 from the clickable spot depending on the number of squares moved in each direction. I might be onto something :)
  14. Cilerba
    February 5th, 2011 08:09 PM
    Cilerba
    Hey there.
    How's the script comin' along?
  15. KitsuneKouta
    January 7th, 2011 08:38 PM
    KitsuneKouta
    That's good. Stretching yourself out too far makes it hard to get anything done. And I checked out the Turquoise thread again, since it's been a while, and I must say that some of the tiles are ridiculously well done. Especially some of the custom buildings. I never really cared for the adaptation of 3d into 2d, but it's like a new style all it's own, so I'm not bothered by it in this case. Keep up the good work.

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