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Re: PSCD 0.9.3 - beta demo!
Posted: Wed Dec 23, 2015 9:22 pm
by Franka
jack1974 wrote:
Franka wrote:Also, see how those Double Attack units are still flashing on my turn?
Well that's normal. It's like in Hearthstone, the Windfury units have the wind animation running all the time, not just when it's the owner turn

same rule for the force shield.
Haha, I'm dumb, I thought flashing meant something else!
Ach so, now it all makes sense.
Re: PSCD 0.9.4 - beta demo!
Posted: Wed Dec 23, 2015 9:40 pm
by Franka
Sorry, there's a crash for the 2* Apex-Rahn Invasion deck as well.
Code: Select all
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/gameflow.rpy", line 177, in script call
File "game/plot/talk.rpy", line 4501, in script call
File "game/script2.rpy", line 749, in script call
File "game/script.rpy", line 54, in script
File "game/script.rpy", line 56, in <module>
IOError: Couldn't find file 'xml/card/spe_apextotem.xml'.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/gameflow.rpy", line 177, in script call
File "game/plot/talk.rpy", line 4501, in script call
File "game/script2.rpy", line 749, in script call
File "game/script.rpy", line 54, in script
File "F:\Temp\PSCD-0.9.4-all\renpy\ast.py", line 805, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "F:\Temp\PSCD-0.9.4-all\renpy\python.py", line 1461, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 56, in <module>
File "new_card_framework/Core.py", line 163, in create_match
File "new_card_framework/Board.py", line 18, in __init__
File "new_card_framework/Board.py", line 53, in load_definition
File "new_card_framework/Core.py", line 160, in create_deck
File "new_card_framework/Deck.py", line 38, in __init__
File "new_card_framework/Core.py", line 143, in create_card
File "new_card_framework/Card.py", line 23, in __init__
File "new_card_framework/Card.py", line 367, in load_definition
File "new_card_framework/Core.py", line 147, in get_card_definition
File "new_card_framework/AbstractBasics.py", line 33, in loadFile
File "F:\Temp\PSCD-0.9.4-all\renpy\exports.py", line 1923, in file
return renpy.loader.load(fn)
File "F:\Temp\PSCD-0.9.4-all\renpy\loader.py", line 533, in load
raise IOError("Couldn't find file '%s'." % name)
IOError: Couldn't find file 'xml/card/spe_apextotem.xml'.
Windows-7-6.1.7601-SP1
Ren'Py 6.99.8.955
0.9.4
Re: PSCD 0.9.4 - beta demo!
Posted: Wed Dec 23, 2015 10:21 pm
by jack1974
Troyen wrote:jack1974 wrote:Yes those are the extra ones I added, to make sure all romances would unlock. I added it at scene 16 and in another occasion (scene21 or something).
The double talks/missions might get a bit confusing. Can you move them between other missions, or is that more difficult than it sounds?
Yes is impossible, because there aren't any other real breaks in the story. I mean when they say "hurry we must save this!" or "we're under attack!" and such... is hard to put a break and have people talk like nothing is happening

I added a "some time later" between each break though, I think that was enough ?
The last thing I want is players unable to unlock a romance because they ran out of times to talk.
Re: PSCD 0.9.4 - beta demo!
Posted: Wed Dec 23, 2015 10:21 pm
by jack1974
And the Apex rahn crash is due to another typo

Aaargh, since is a side mission, I'll wait before doing another update in case something else pops-up.
Re: PSCD 0.9.4 - beta demo!
Posted: Wed Dec 23, 2015 10:51 pm
by kryalis
There's a crash using either character on the second mission (Alpha S'lurix), played around with most of the available settings (difficulty etc.) makes no difference. Finger in the air guess is it's expected a deck to have been setup but there doesn't appear to be any construction available by that point. I did skim this thread (which is now quite large) to see if this is already reported and couldn't see it.
Code: Select all
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/gameflow.rpy", line 140, in script call
File "game/plot/missions.rpy", line 174, in script call
File "game/script.rpy", line 71, in script
File "game/script.rpy", line 72, in <module>
AttributeError: 'Match' object has no attribute 'active_cards'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/gameflow.rpy", line 140, in script call
File "game/plot/missions.rpy", line 174, in script call
File "game/script.rpy", line 71, in script
File "C:\Games\PSCD-0.9.4-all\renpy\ast.py", line 805, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Games\PSCD-0.9.4-all\renpy\python.py", line 1461, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 72, in <module>
File "new_card_framework/Board.py", line 105, in start
File "new_card_framework/Board.py", line 269, in summon_card
AttributeError: 'Match' object has no attribute 'active_cards'
Windows-8-6.2.9200
Ren'Py 6.99.8.955
0.9.4
Buy button has similar break too (although I don't know if that's supposed to work yet).
Re: PSCD 0.9.4 - beta demo!
Posted: Thu Dec 24, 2015 6:00 am
by jack1974
Hmm I'll ask about that traceback to Anima (the framework coder). Though I think I know what is it, and believe I have found the solution.
I see the problem with the buy button! Oops will fix it now

Re: PSCD 0.9.5 - beta demo!
Posted: Thu Dec 24, 2015 7:20 am
by jack1974
Uploaded new build that should fix all the recently reported crashes+other various fixes

Re: PSCD 0.9.5 - beta demo!
Posted: Thu Dec 24, 2015 11:56 pm
by Franka
I won mission 24 by having all my units killed.

Re: PSCD 0.9.5 - beta demo!
Posted: Fri Dec 25, 2015 8:11 am
by jack1974
Uh? That shouldn't be possible

At least checking in the code, the conditions are identical as the previous missions!
I did some tests and never happened. Maybe you killed all computer unit at same time? like the last two did a reciprocal killing?

Re: PSCD 0.9.5 - beta demo!
Posted: Fri Dec 25, 2015 9:07 am
by Franka
That could be, the AI had 2 cards left in hand+deck (I was waiting for it to play them), but they might not have been units.
Though in the past, when I did a reciprocal final kill, it said I won because I killed all enemy units. In those cases that was the final card the AI had in the deck, maybe that causes a difference in text?