Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

SDK Support Topic

Because of the update to the new SDK, we are aware complications are going to be happening. So you can use this thread for any support to deal with the SDK.

Please, post a demo, as the number of possiblity difficulties is near endless.
 
hey whenever i try to escape from a battle in my game i get this

script SDK 2.2 - Part IV line 611: nomethoderror occurred.
undefined mehod command for #<window_partycommand:0x4178410>
 
Alright... I really hope someone helps me out here, but chances are I'll be out of luck. Guess I have to give it a try huh? (it's just that this SDK help thread appears pretty barren.)

Basically, the battle system I'm using, Mr Mo ABS Lite, doesn't want to work with SDK 2.3. To truly test this, I unzipped it, replaced the SDK 1.5 with SDK 2.3, and got this error:

http://img184.imageshack.us/img184/8334/anerrorjr0.jpg[/IMG]

If you want to check this out, I'd strongly advise you to download the demo for Mr. Mo ABS and see if you can find out the problem.

Thanks for listening, and a greater thanks for any attempts to help me.
 
Terru16389;256061":337q4fgp said:
Uh...Well, I think this error is pretty self-explanatory.

http://i7.photobucket.com/albums/y288/G ... Kerror.png[/IMG]

And no, I didn't change anything, and I put the SDK in the right place, and all I'm using (At the moment) Is Slipknot's Letter by Letter Message System.

Either you put it in the wrong place or deleted Window_Selectable try it in a fresh project

Spiritbeast;257978":337q4fgp said:
Alright... I really hope someone helps me out here, but chances are I'll be out of luck. Guess I have to give it a try huh? (it's just that this SDK help thread appears pretty barren.)

Basically, the battle system I'm using, Mr Mo ABS Lite, doesn't want to work with SDK 2.3. To truly test this, I unzipped it, replaced the SDK 1.5 with SDK 2.3, and got this error:

http://img184.imageshack.us/img184/8334/anerrorjr0.jpg[/IMG]

If you want to check this out, I'd strongly advise you to download the demo for Mr. Mo ABS and see if you can find out the problem.

Thanks for listening, and a greater thanks for any attempts to help me.

I'll take a look at it when I get the chance
 
I've installed the RSC require script and the SDK documentation along with Part I-IV into my games script editor.

When I try to start my game I get an error message saying:

File 'RSC Hidden Files/The RMXP Standard Development Kit 2.3.rsc' script 'SDK Part I' line 846: TypeError occured.

undefined superclass 'Window_Selectable'
 
Yeyinde;265234 said:
Dinglewhoosh, you probably placed the require in the wrong place. Try putting it under Scene_Debug. You script list should look something like this:

Oh, wow. You were right. Thanks a bunch! Seems to work fine now.

Sorry, I'm a complete newb at this sort of thing. :p
 
After installing the SDK I've noticed that it overwrites my save files.

It also no longer displays play time or any other text on the save files. They are just blank boxes.

Also, I can no longer see "Fight" and "Escape" when I enter combat. They are just blank boxes as well.

Is there a way to fix this?
 
i'm currently using the sdk v2.2 and i tried to import a materia system script,
needless to say that it didn't work, the materia script refers to the sdk one in line 63.
i was wondering if i needed to add anything to the sdk script to get them to work.

i don't know if i've worded my problem in a way you'll understand but if you need to see a demo i can make one.
 
I have no idea if this should go in here or in a script request, but I'm using the title picture script

Code:
#==============================================================================
# ++ Title Picture Customization ver. 1.01 ++
#  Script by Paradog
#  http://rpg.para.s3p.net/
#------------------------------------------------------------------------------
# The picture is used for the title menu, or letter of the menu is modified.
#==============================================================================

module PARA_TITLE_CUSTOM

# The picture is used in menu command( true / false )
IMG_MENU = true

#↓---メニューコマンドに画像を使わない時の設定---

# メニューコマンドの文字列
MENU_NEWGAME = "ニューゲーム" # ニューゲーム
MENU_LOAD = "コンティニュー" # コンティニュー
MENU_END = "シャットダウン" # シャットダウン

# ウインドウ枠を非表示( true / false )
WINDOW_TRANS = false
# ウインドウの透明度(ウインドウ枠を表示している時に指定)
WINDOW_OPACITY = 160

# ウインドウの横サイズ
WINDOW_WIDTH = 192
# ウインドウの横位置( 0:座標指定 / 1:左端 / 2:中央 / 3:右端 )
WINDOW_ALIGN = 2
# 「座標指定」の時のウインドウの横座標
WINDOW_POS_X = 0
# ウインドウの縦位置( 0:座標指定 / 1:上端 / 2:中央 / 3:下端 )
WINDOW_VALIGN = 0
# 「座標指定」の時のウインドウの縦座標
WINDOW_POS_Y = 320

#↓---メニューコマンドに画像を使う時の設定---

# メニューコマンドに使う画像ファイル名(「Graphics/Titles」にインポート )
#( 書式は [ コマンド未選択時 , コマンドが選択されたとき ] )

# ニューゲーム
IMG_NEWGAME = ["newgame1", "newgame2"]
IMG_NEWGAME_X = 32 # 横位置
IMG_NEWGAME_Y = 360 # 縦位置
# コンティニュー
IMG_LOAD = ["loadgame1", "loadgame2"]
IMG_LOAD_X = 219 # 横位置
IMG_LOAD_Y = 360 # 縦位置
# シャットダウン
IMG_END = ["exit1", "exit2"]
IMG_END_X = 492 # 横位置
IMG_END_Y = 358 # 縦位置

# 画像の合成方法( 0:通常 / 1:加算 / 2:減算 )
BLEND_TYPE = 0

end

# ↑ 設定項目ここまで
#------------------------------------------------------------------------------

#==============================================================================
# â–  Scene_Title
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# 戦闘テストの場合
if $BTEST
battle_test
return
end
# データベースをロード
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# システムオブジェクトを作成
$game_system = Game_System.new
# タイトルグラフィックを作成
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# コマンドウィンドウを作成
s1 = PARA_TITLE_CUSTOM::MENU_NEWGAME
s2 = PARA_TITLE_CUSTOM::MENU_LOAD
s3 = PARA_TITLE_CUSTOM::MENU_END
w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
@command_window = Window_Command.new(w, [s1, s2, s3])
if PARA_TITLE_CUSTOM::WINDOW_TRANS
@command_window.opacity = 0
else
@command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
end
# ウインドウの位置を指定
case PARA_TITLE_CUSTOM::WINDOW_ALIGN
when 0
@command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
when 1
@command_window.x = 0
when 2
@command_window.x = ( 640 - @command_window.width ) / 2
when 3
@command_window.x = 640 - @command_window.width
end
case PARA_TITLE_CUSTOM::WINDOW_VALIGN
when 0
@command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
when 1
@command_window.y = 0
when 2
@command_window.y = ( 480 - @command_window.height ) / 2
when 3
@command_window.y = 480 - @command_window.height
end
# コンティニュー有効判定
# セーブファイルがひとつでも存在するかどうかを調べる
# 有効なら @continue_enabled を true、無効なら false にする
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# コンティニューが有効な場合、カーソルをコンティニューに合わせる
# 無効な場合、コンティニューの文字をグレー表示にする
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# コマンドに画像を使う
if PARA_TITLE_CUSTOM::IMG_MENU
@command_window.visible = false
@command_img1 = Sprite.new
@command_img1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
@command_img1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
@command_img2 = Sprite.new
@command_img2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img2.x = PARA_TITLE_CUSTOM::IMG_LOAD_X
@command_img2.y = PARA_TITLE_CUSTOM::IMG_LOAD_Y
@command_img3 = Sprite.new
@command_img3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
@command_img3.x = PARA_TITLE_CUSTOM::IMG_END_X
@command_img3.y = PARA_TITLE_CUSTOM::IMG_END_Y
# コンティニューが有効な場合、カーソルをコンティニューに合わせる
# 無効な場合、コンティニューの文字を半透明にする
if @continue_enabled
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
else
@command_img2.opacity = 160
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
end
end
# タイトル BGM を演奏
$game_system.bgm_play($data_system.title_bgm)
# ME、BGS の演奏を停止
Audio.me_stop
Audio.bgs_stop
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# コマンドウィンドウを解放
@command_window.dispose
if PARA_TITLE_CUSTOM::IMG_MENU
@command_img1.dispose
@command_img2.dispose
@command_img3.dispose
end
# タイトルグラフィックを解放
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_para_tcst update
def update
update_para_tcst
if PARA_TITLE_CUSTOM::IMG_MENU
if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
case @command_window.index
when 0 # ニューゲーム
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 1 # コンティニュー
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 2 # シャットダウン
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
end
end
end
end
end

And, when I use it, no matter where I place the script, the title screen freezes and I can't select or move anywhere on the title screen.

Any help? Thanks
 
I have put a few desired scripts together, and I have been able to get almost all of them to work. The mouse move script will not move the guy, but everything else seems to work just fine... Ive noticed that it has something to do with the SDK 2.3 but what could it be, and what can i do? (the mouse move script does not require SDK)
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top