I am pleased to say that I have corrected the saving problem that some of you have noticed with the starter kit. The problem is in fact veeeeery simple to solve, but i can see why it was overlooked.
Go to the class Scene_Title* in the editor
directly under the lines
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
add another line
And then under
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
add
$pkmn = Marshal.load(file)
Now there won't be any problems when you open up a saved game.
Anybody who's been having tinting trouble would've done. I've been able to fix that also.
In the script under WINAPI32* (I think it's called resolution, I forget. Mine's been renamed) find the line
@tilemap = Tilemap.new(@viewport2)
and change the viewport2 to viewport1
and the same goes for the fog, panorama and character sprites you have underneath that, where it says viewport2 change it to viewport1. Tinting affects viewport1, and as the map and sprites and such were set to a different viewport, the tint wouldn't work on them.
The script modifications I have just mentioned are very simple and it is profoundly easy to do if you just follow instructions.
-----------
I want to fix this so that there's that red arrow in the message box at the bottom
Don't suppose anybody knows how i might do that?