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Zamknięty przez: Ayene
Wto 02 Lis, 2010 18:17
Powiększona rozdziałka + Melody Battle System = Error
Autor Wiadomość
Darkfault 




Preferowany:
RPG Maker VX

Pomógł: 3 razy
Dołączył: 28 Maj 2010
Posty: 54
Skąd: Strefa Zacności
Wysłany: Pią 24 Wrz, 2010 11:22
Powiększona rozdziałka + Melody Battle System = Error
Dzieńdobry? :|

Mam taki... SPORY problem.

Mam w grze Melody Battle System. Nie mogę z niego zrezygnować, ponieważ pod niego mam większość rzeczy, a także 90% skryptów wymaga go do działania.
Dodatkowo mam skrypt powiększający rozdziałkę [nie 'rozciągający' mapki, tylko sprawiający że widać większy obszar mapy w grze.] i pod niego mam zrobiony title, systemy wiadomości, menu oraz mapki.

Teraz problem:
Kiedy próbuję odpalić walkę w grze, wywala mi następujący błąd:



Fragment kodu do którego przeskakuje kursor po błędzie:
Kod:
 #--------------------------------------------------------------------------
  # overwrite method: update_viewports
  #--------------------------------------------------------------------------
  def update_viewports
    update_camera
    update_order_sprites
    update_ptb_call
    #---
    @viewport1.tone = $game_troop.screen.tone
Tutaj ->    @viewport1.ox = @camera_x + $game_troop.screen.shake
    @viewport1.oy = @camera_y
    @viewport2.color = $game_troop.screen.flash_color
    @viewport3.color.set(0, 0, 0, 255 - $game_troop.screen.brightness)
    @viewport1.update
    @viewport2.update
    @viewport3.update
    #---


Podejrzewam, że skrypty są ze sobą 'średnio' kompatybilne. Logicznym wyjściem byłoby zrezygnowanie z jednego ale... nie mogę :(

Czy dałoby się zmodyfikować Melody tak, by współpracowało z pełną rozdziałką? [640x460 bodajże] Może nawet 'ucinać' kawałek ekranu walki i wywalać w niego czarną ramkę, byle działało [choć wolałbym rozciągnięcie ekranu walki] Czy ktoś mógłby się tego podjąć? :| Czy ktoś uratuje mi tyłek? :(
 
 
 
Sabikku 




Nagrody:
UF i UFT2 Winner

Ranga RM:
4 gry

Pomógł: 73 razy
Dołączył: 04 Kwi 2010
Posty: 428
Wysłany: Pią 24 Wrz, 2010 13:27
Przy prośbie o pomoc przydałyby się gotowe linki do obu skryptów, albo dema z oboma w środku :). Raczej do zrobienia.
 
 
 
Darkfault 




Preferowany:
RPG Maker VX

Pomógł: 3 razy
Dołączył: 28 Maj 2010
Posty: 54
Skąd: Strefa Zacności
Wysłany: Pią 24 Wrz, 2010 14:43
No tak :|

Link do Battle Systemu

Zmiana reska:

Spoiler:

Kod:
#==============================================================================
# ** Resolution Changer VX
#------------------------------------------------------------------------------
# by Syvkal
# Version 1.0
# 06-27-08
#==============================================================================
#
#  - INTRODUCTION -
#
#  This system allows you to resize the Game screen without stretching the
#  graphics. It enables you to be able to fit more onto one screen
#
#------------------------------------------------------------------------------
#
#  - USAGE -
#
#  Simply use the one line:
#
#      Graphics.resize_screen(width,height)
#
#  Place this in main just below 'begin'
#
#------------------------------------------------------------------------------
#
#  - PROBLEMS -
#
#  Certain problems may occur while using this script
#  These include:
#    -  Windows not properly sized
#    -  Windows not in the proper position
#    -  Images such as the Title Graphic not fitting
#
#  NONE OF THESE PROBLEMS ARE ERRORS
#   -------------------------------
#
#  Please do not report any of these problems, the resolution script will
#  the screen size, it's up to you to make the scripts fit it
#
#  However the script is quite new and only took me about 10 minutes, so if
#  there are any errors please do report them 
#
#------------------------------------------------------------------------------
#
#  - IMPORTANT -
#
#  When resizing the window try to make the width and height a multiple of 32
#  This will reduce the amount of errors
#
#  Also due to the Built in function, the current max screen size is 640 x 480
#  In later versions this problem may be able to be over come, but I'm not sure
#
#==============================================================================

#==============================================================================
# ** Sprite_Base
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Sprite_Base < Sprite
  #--------------------------------------------------------------------------
  # * Start Animation
  #--------------------------------------------------------------------------
  def start_animation(animation, mirror = false)
    dispose_animation
    @animation = animation
    return if @animation == nil
    @animation_mirror = mirror
    @animation_duration = @animation.frame_max * 4 + 1
    load_animation_bitmap
    @animation_sprites = []
    if @animation.position != 3 or not @@animations.include?(animation)
      if @use_sprite
        for i in 0..15
          sprite = ::Sprite.new(viewport)
          sprite.visible = false
          @animation_sprites.push(sprite)
        end
        unless @@animations.include?(animation)
          @@animations.push(animation)
        end
      end
    end
    if @animation.position == 3
      if viewport == nil
        @animation_ox = Graphics.width / 2
        @animation_oy = Graphics.height / 2
      else
        @animation_ox = viewport.rect.width / 2
        @animation_oy = viewport.rect.height / 2
      end
    else
      @animation_ox = x - ox + width / 2
      @animation_oy = y - oy + height / 2
      if @animation.position == 0
        @animation_oy -= height / 2
      elsif @animation.position == 2
        @animation_oy += height / 2
      end
    end
  end
end

#==============================================================================
# ** Sprite_Timer
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Sprite_Timer < Sprite
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     viewport : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport)
    super(viewport)
    self.bitmap = Bitmap.new(88, 48)
    self.bitmap.font.name = "AR JULIAN"
    self.bitmap.font.size = 20
    self.x = Graphics.width - self.bitmap.width
    self.y = 0
    self.z = 200
    update
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Create Viewport
  #--------------------------------------------------------------------------
  def create_viewports
    @viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport2.z = 50
    @viewport3.z = 100
  end
end

#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Create Viewport
  #--------------------------------------------------------------------------
  def create_viewports
    @viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport2.z = 50
    @viewport3.z = 100
  end
  #--------------------------------------------------------------------------
  # * Create Battleback Sprite
  #--------------------------------------------------------------------------
  def create_battleback
    source = $game_temp.background_bitmap
    bitmap = Bitmap.new(Graphics.width + 96, Graphics.height + 64)
    bitmap.stretch_blt(bitmap.rect, source, source.rect)
    bitmap.radial_blur(90, 12)
    @battleback_sprite = Sprite.new(@viewport1)
    @battleback_sprite.bitmap = bitmap
    @battleback_sprite.ox = 320
    @battleback_sprite.oy = 240
    @battleback_sprite.x = 272
    @battleback_sprite.y = 176
    @battleback_sprite.wave_amp = 8
    @battleback_sprite.wave_length = 240
    @battleback_sprite.wave_speed = 120
  end
  #--------------------------------------------------------------------------
  # * Create Battlefloor Sprite
  #--------------------------------------------------------------------------
  def create_battlefloor
    @battlefloor_sprite = Sprite.new(@viewport1)
    @battlefloor_sprite.bitmap = Cache.system("BattleFloor")
    @battlefloor_sprite.x = 0
    @battlefloor_sprite.y = 192
    @battlefloor_sprite.z = 1
    @battlefloor_sprite.opacity = 128
  end
end


#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Scroll Setup
  #--------------------------------------------------------------------------
  def setup_scroll
    @scroll_direction = 2
    @scroll_rest = 0
    @scroll_speed = 4
    @margin_x = (width - (Graphics.width / 32)) * 256 / 2
    @margin_y = (height - (Graphics.height / 32)) * 256 / 2
  end
  #--------------------------------------------------------------------------
  # * Calculate X coordinate for parallax display
  #     bitmap : Parallax bitmap
  #--------------------------------------------------------------------------
  def calc_parallax_x(bitmap)
    if bitmap == nil
      return 0
    elsif @parallax_loop_x
      return @parallax_x / 16
    elsif loop_horizontal?
      return 0
    else
      w1 = bitmap.width - Graphics.width
      w2 = @map.width * 32 - Graphics.width
      if w1 <= 0 or w2 <= 0
        return 0
      else
        return @parallax_x * w1 / w2 / 8
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Calculate Y coordinate for parallax display
  #     bitmap : Parallax bitmap
  #--------------------------------------------------------------------------
  def calc_parallax_y(bitmap)
    if bitmap == nil
      return 0
    elsif @parallax_loop_y
      return @parallax_y / 16
    elsif loop_vertical?
      return 0
    else
      h1 = bitmap.height - Graphics.height
      h2 = @map.height * 32 - Graphics.height
      if h1 <= 0 or h2 <= 0
        return 0
      else
        return @parallax_y * h1 / h2 / 8
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Down
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  def scroll_down(distance)
    if loop_vertical?
      @display_y += distance
      @display_y %= @map.height * 256
      @parallax_y += distance
    else
      last_y = @display_y
      @display_y = [@display_y + distance, (height - (Graphics.height / 32)) * 256].min
      @parallax_y += @display_y - last_y
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Right
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  def scroll_right(distance)
    if loop_horizontal?
      @display_x += distance
      @display_x %= @map.width * 256
      @parallax_x += distance
    else
      last_x = @display_x
      @display_x = [@display_x + distance, (width - (Graphics.width / 32)) * 256].min
      @parallax_x += @display_x - last_x
    end
  end
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Set Map Display Position to Center of Screen
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  def center(x, y)
    center_x = (Graphics.width / 2 - 16) * 8
    center_y = (Graphics.width / 2 - 16) * 8
    display_x = x * 256 - center_x                   # Calculate coordinates
    unless $game_map.loop_horizontal?                 # No loop horizontally?
      max_x = ($game_map.width - (Graphics.width / 32)) * 256
      display_x = [0, [display_x, max_x].min].max     # Adjust coordinates
    end
    display_y = y * 256 - center_y                   # Calculate coordinates
    unless $game_map.loop_vertical?                   # No loop vertically?
      max_y = ($game_map.height - (Graphics.height / 32)) * 256
      display_y = [0, [display_y, max_y].min].max     # Adjust coordinates
    end
    $game_map.set_display_pos(display_x, display_y)   # Change map location
  end
  #--------------------------------------------------------------------------
  # * Update Scroll
  #--------------------------------------------------------------------------
  def update_scroll(last_real_x, last_real_y)
    center_x = (Graphics.width / 2 - 16) * 8
    center_y = (Graphics.width / 2 - 16) * 8
    ax1 = $game_map.adjust_x(last_real_x)
    ay1 = $game_map.adjust_y(last_real_y)
    ax2 = $game_map.adjust_x(@real_x)
    ay2 = $game_map.adjust_y(@real_y)
    if ay2 > ay1 and ay2 > center_y
      $game_map.scroll_down(ay2 - ay1)
    end
    if ax2 < ax1 and ax2 < center_x
      $game_map.scroll_left(ax1 - ax2)
    end
    if ax2 > ax1 and ax2 > center_x
      $game_map.scroll_right(ax2 - ax1)
    end
    if ay2 < ay1 and ay2 < center_y
      $game_map.scroll_up(ay1 - ay2)
    end
  end
end

 
 
 
Sabikku 




Nagrody:
UF i UFT2 Winner

Ranga RM:
4 gry

Pomógł: 73 razy
Dołączył: 04 Kwi 2010
Posty: 428
Wysłany: Pią 24 Wrz, 2010 15:07
Skrypt na zmianę rozdzielczości z drobnymi zmianami - jeśli coś nadal nie działa, napisz dokładnie gdzie błąd (u mnie nie było już błędów).
Spoiler:

Kod:
#==============================================================================
# ** Resolution Changer VX
#------------------------------------------------------------------------------
# by Syvkal
# Version 1.0
# 06-27-08
#==============================================================================
#
#  - INTRODUCTION -
#
#  This system allows you to resize the Game screen without stretching the
#  graphics. It enables you to be able to fit more onto one screen
#
#------------------------------------------------------------------------------
#
#  - USAGE -
#
#  Simply use the one line:
#
#      Graphics.resize_screen(width,height)
#
#  Place this in main just below 'begin'
#
#------------------------------------------------------------------------------
#
#  - PROBLEMS -
#
#  Certain problems may occur while using this script
#  These include:
#    -  Windows not properly sized
#    -  Windows not in the proper position
#    -  Images such as the Title Graphic not fitting
#
#  NONE OF THESE PROBLEMS ARE ERRORS
#   -------------------------------
#
#  Please do not report any of these problems, the resolution script will
#  the screen size, it's up to you to make the scripts fit it
#
#  However the script is quite new and only took me about 10 minutes, so if
#  there are any errors please do report them 
#
#------------------------------------------------------------------------------
#
#  - IMPORTANT -
#
#  When resizing the window try to make the width and height a multiple of 32
#  This will reduce the amount of errors
#
#  Also due to the Built in function, the current max screen size is 640 x 480
#  In later versions this problem may be able to be over come, but I'm not sure
#
#==============================================================================

#==============================================================================
# ** Sprite_Base
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Sprite_Base < Sprite
  #--------------------------------------------------------------------------
  # * Start Animation
  #--------------------------------------------------------------------------
  def start_animation(animation, mirror = false)
    dispose_animation
    @animation = animation
    return if @animation == nil
    @animation_mirror = mirror
    @animation_duration = @animation.frame_max * 4 + 1
    load_animation_bitmap
    @animation_sprites = []
    if @animation.position != 3 or not @@animations.include?(animation)
      if @use_sprite
        for i in 0..15
          sprite = ::Sprite.new(viewport)
          sprite.visible = false
          @animation_sprites.push(sprite)
        end
        unless @@animations.include?(animation)
          @@animations.push(animation)
        end
      end
    end
    if @animation.position == 3
      if viewport == nil
        @animation_ox = Graphics.width / 2
        @animation_oy = Graphics.height / 2
      else
        @animation_ox = viewport.rect.width / 2
        @animation_oy = viewport.rect.height / 2
      end
    else
      @animation_ox = x - ox + width / 2
      @animation_oy = y - oy + height / 2
      if @animation.position == 0
        @animation_oy -= height / 2
      elsif @animation.position == 2
        @animation_oy += height / 2
      end
    end
  end
end

#==============================================================================
# ** Sprite_Timer
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Sprite_Timer < Sprite
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     viewport : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport)
    super(viewport)
    self.bitmap = Bitmap.new(88, 48)
    self.bitmap.font.name = "AR JULIAN"
    self.bitmap.font.size = 20
    self.x = Graphics.width - self.bitmap.width
    self.y = 0
    self.z = 200
    update
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Create Viewport
  #--------------------------------------------------------------------------
  def create_viewports
    @viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport2.z = 50
    @viewport3.z = 100
  end
end

#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Create Viewport
  #--------------------------------------------------------------------------
  def create_viewports
    create_camera
    #---
    @viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewportA = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewportB = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewportC = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @viewport2.z = 50
    @viewport3.z = 100
    @viewportA.z = 250
    @viewportB.z = 200
    @viewportC.z = 500
    #---
    create_order_sprites
    create_battle_cursor
  end
  #--------------------------------------------------------------------------
  # * Create Battleback Sprite
  #--------------------------------------------------------------------------
  def create_battleback
    source = $game_temp.background_bitmap
    bitmap = Bitmap.new(Graphics.width + 96, Graphics.height + 64)
    bitmap.stretch_blt(bitmap.rect, source, source.rect)
    bitmap.radial_blur(90, 12)
    @battleback_sprite = Sprite.new(@viewport1)
    @battleback_sprite.bitmap = bitmap
    @battleback_sprite.ox = 320
    @battleback_sprite.oy = 240
    @battleback_sprite.x = 272
    @battleback_sprite.y = 176
    @battleback_sprite.wave_amp = 8
    @battleback_sprite.wave_length = 240
    @battleback_sprite.wave_speed = 120
  end
  #--------------------------------------------------------------------------
  # * Create Battlefloor Sprite
  #--------------------------------------------------------------------------
  def create_battlefloor
    @battlefloor_sprite = Sprite.new(@viewport1)
    @battlefloor_sprite.bitmap = Cache.system("BattleFloor")
    @battlefloor_sprite.x = 0
    @battlefloor_sprite.y = 192
    @battlefloor_sprite.z = 1
    @battlefloor_sprite.opacity = 128
  end
end


#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Scroll Setup
  #--------------------------------------------------------------------------
  def setup_scroll
    @scroll_direction = 2
    @scroll_rest = 0
    @scroll_speed = 4
    @margin_x = (width - (Graphics.width / 32)) * 256 / 2
    @margin_y = (height - (Graphics.height / 32)) * 256 / 2
  end
  #--------------------------------------------------------------------------
  # * Calculate X coordinate for parallax display
  #     bitmap : Parallax bitmap
  #--------------------------------------------------------------------------
  def calc_parallax_x(bitmap)
    if bitmap == nil
      return 0
    elsif @parallax_loop_x
      return @parallax_x / 16
    elsif loop_horizontal?
      return 0
    else
      w1 = bitmap.width - Graphics.width
      w2 = @map.width * 32 - Graphics.width
      if w1 <= 0 or w2 <= 0
        return 0
      else
        return @parallax_x * w1 / w2 / 8
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Calculate Y coordinate for parallax display
  #     bitmap : Parallax bitmap
  #--------------------------------------------------------------------------
  def calc_parallax_y(bitmap)
    if bitmap == nil
      return 0
    elsif @parallax_loop_y
      return @parallax_y / 16
    elsif loop_vertical?
      return 0
    else
      h1 = bitmap.height - Graphics.height
      h2 = @map.height * 32 - Graphics.height
      if h1 <= 0 or h2 <= 0
        return 0
      else
        return @parallax_y * h1 / h2 / 8
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Down
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  def scroll_down(distance)
    if loop_vertical?
      @display_y += distance
      @display_y %= @map.height * 256
      @parallax_y += distance
    else
      last_y = @display_y
      @display_y = [@display_y + distance, (height - (Graphics.height / 32)) * 256].min
      @parallax_y += @display_y - last_y
    end
  end
  #--------------------------------------------------------------------------
  # * Scroll Right
  #     distance : scroll distance
  #--------------------------------------------------------------------------
  def scroll_right(distance)
    if loop_horizontal?
      @display_x += distance
      @display_x %= @map.width * 256
      @parallax_x += distance
    else
      last_x = @display_x
      @display_x = [@display_x + distance, (width - (Graphics.width / 32)) * 256].min
      @parallax_x += @display_x - last_x
    end
  end
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  Edited to handle the resized screen size
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Set Map Display Position to Center of Screen
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  def center(x, y)
    center_x = (Graphics.width / 2 - 16) * 8
    center_y = (Graphics.width / 2 - 16) * 8
    display_x = x * 256 - center_x                   # Calculate coordinates
    unless $game_map.loop_horizontal?                 # No loop horizontally?
      max_x = ($game_map.width - (Graphics.width / 32)) * 256
      display_x = [0, [display_x, max_x].min].max     # Adjust coordinates
    end
    display_y = y * 256 - center_y                   # Calculate coordinates
    unless $game_map.loop_vertical?                   # No loop vertically?
      max_y = ($game_map.height - (Graphics.height / 32)) * 256
      display_y = [0, [display_y, max_y].min].max     # Adjust coordinates
    end
    $game_map.set_display_pos(display_x, display_y)   # Change map location
  end
  #--------------------------------------------------------------------------
  # * Update Scroll
  #--------------------------------------------------------------------------
  def update_scroll(last_real_x, last_real_y)
    center_x = (Graphics.width / 2 - 16) * 8
    center_y = (Graphics.width / 2 - 16) * 8
    ax1 = $game_map.adjust_x(last_real_x)
    ay1 = $game_map.adjust_y(last_real_y)
    ax2 = $game_map.adjust_x(@real_x)
    ay2 = $game_map.adjust_y(@real_y)
    if ay2 > ay1 and ay2 > center_y
      $game_map.scroll_down(ay2 - ay1)
    end
    if ax2 < ax1 and ax2 < center_x
      $game_map.scroll_left(ax1 - ax2)
    end
    if ax2 > ax1 and ax2 > center_x
      $game_map.scroll_right(ax2 - ax1)
    end
    if ay2 < ay1 and ay2 < center_y
      $game_map.scroll_up(ay1 - ay2)
    end
  end
end

 
 
 
Darkfault 




Preferowany:
RPG Maker VX

Pomógł: 3 razy
Dołączył: 28 Maj 2010
Posty: 54
Skąd: Strefa Zacności
Wysłany: Pią 24 Wrz, 2010 16:14
Wygląda na to, że działa :| Kocham Cię ;|

[ Dodano: Nie 26 Wrz, 2010 18:02 ]
Ok, chcę rozwodu :| Jednak nie działa :[

Jeśli się raz zawalczy, to potem przy próbie otworzenia menu po prostu wywala grę, bez żadnego komunikatu o skrypcie. Pokazuje się okienko 'Program xxx napotkał problem i zostanie zamknięty' itp. Po usunięciu skryptu działa normalnie :|
Co może być przyczyną?
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Pią 22 Paź, 2010 20:27
Czy problem jest nadal aktualny?
________________________


 
 
 
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