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nerochepiace

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Plugin Name: YEP. 56 - Limited Skill Uses


Bug Explanation: The following tag do not work. The skills not recover uses.


<Victory Uses Recover: x>
<Escape uses Recover: x>
<Lose Uses Recover: x>
<After Battle Uses Recover: x>


Error Report: None


Exact Steps on How to Replicate Bug: 


I don't know where the bug is, but I think is a fact of incompatibility between some of the Yanfly plugin. 


The single plugin (YEP. 56) work fine, but when I do the following setup using various Yanfly plugin, the bug show.


I have a skill with Instant Cast (YEP. 22) and Limit Use. The skill is of a type allowed (YEP. 106), not equipped.


At the end of every combat, recover the use (so it can be activated, as istant, only one time for battle).


The ability work fine, but at the following combat, the skill cannot be used.


The problem present itself even without ATB e CTB combat mode.


In the sample project I have replicate the bug. To see the error in action:


Enter the combat. Use the special skill called TEST in the combat. Win the combat. Enter the combat again, the skill cannot be used.


Sample Project (REQUIRED): http://www.mediafire.com/file/w8lohvrm5159ms6/TEST.zip
 

Zeustiak

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How do we get rid of all mentions of TP?  I found a way to get rid of the TP bar(<Swap Gauge 2: MP> &<Swap Gauge 3: Nothing>), but not the mentions of TP regen and whatnot in the status screen.  
 

Mooshry

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Yanfly! Yanfly! How do i make an action sequence that lets a character move to an enemy, and stay in front of it until the enemy moves away or attacks another enemy?
 

Saneterre

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Hi everyone, i have a bug :


When i use a skill (attack too) the effect (damage or other) work twice .


How i repair this thing ?
You are just trolling, right ?


How would anyone know why you have this problem ? We are not in front of your computer, we don't know which plugins you are using.


You just tell about a problem and not give any other information ? Try to find it yourself. Start a new project and see if you still have this problem. Then add plugins one by one and see if the problem re-appears.


Apart from that, try to think before posting. I know I sound harsh, but being nice to you here is not doing anyone (not even you) a favor.
 

Nina888

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Well sorry i have repare the problem:


I have use the plugin of Victor Sant for create a throw comand ...and i have the plugin Battle core of Yanfly.


It's possible to create a plugin or a trick of Yanfly for create a Throw comand system , please ?
 

waynee95

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@Zeustiak In the plugin parameters of the Status Menu Core you can specify which attributes you want to display. Just take a look at the attributes columns. 
 

Zeustiak

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Ah, Status Menu Core, thanks!  


So many plugins I almost need a plugin to help me reference all the rest... :p  
 

nerochepiace

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Maybe is not the right topic...


But, is just me or in YEP.91 – Equip Skill Tiers – RPG Maker MV is missing the parameters for the basic value of every tier?


The video say it must be present (1.23), but no parameters do that thing.


Only the maximum amount is present, not the initial value.


Someone can help me understand this?


Or, better, is possible to set the initial value of an actor?
 
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Hikitsune-Red

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Maybe is not the right topic...


But, is just me or in YEP.91 – Equip Skill Tiers – RPG Maker MV is missing the parameters for the basic value of every tier?


The video say it must be present (1.23), but no parameters do that thing.


Only the maximum amount is present, not the initial value.


Someone can help me understand this?


Or, better, is possible to set the initial value of an actor?


The maximum is the only value that can be set by parameters, as the maximum cannot be exceeded.


In order to set the default/initial value of an actor's equippable slots you must use the notetags provided to decrease his/her slots to value wanted. i.e.


Maximum for Tier 1 = 8


I want Aldo to have 4 equippable skills initially


Aldo's Notetag: <Skill Tier 1 Slots: -4>
 

Yanfly

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Plugin Name: YEP. 56 - Limited Skill Uses


Bug Explanation: The following tag do not work. The skills not recover uses.


<Victory Uses Recover: x>
<Escape uses Recover: x>
<Lose Uses Recover: x>
<After Battle Uses Recover: x>


Error Report: None


Exact Steps on How to Replicate Bug: 


I don't know where the bug is, but I think is a fact of incompatibility between some of the Yanfly plugin. 


The single plugin (YEP. 56) work fine, but when I do the following setup using various Yanfly plugin, the bug show.


I have a skill with Instant Cast (YEP. 22) and Limit Use. The skill is of a type allowed (YEP. 106), not equipped.


At the end of every combat, recover the use (so it can be activated, as istant, only one time for battle).


The ability work fine, but at the following combat, the skill cannot be used.


The problem present itself even without ATB e CTB combat mode.


In the sample project I have replicate the bug. To see the error in action:


Enter the combat. Use the special skill called TEST in the combat. Win the combat. Enter the combat again, the skill cannot be used.


Sample Project (REQUIRED): http://www.mediafire.com/file/w8lohvrm5159ms6/TEST.zip


Thanks for the catch!


I'll get this fixed by the next update!
 

Lnik3500

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Plugin Name: Grid-Free Doodads


Bug Explanation: if you have a screen smaller than the actual map, a doodads placed with a cut-off from the top will show the other half at the bottom of the map


Error Report: None


Exact Steps on How to Replicate Bug: 


1) Open the game


2) You'll notice the single tree at the top of the screen


3) Go at the bottom of the map


4) You'll see that the other half of the tree is there


Sample Project (REQUIRED): http://www.mediafire.com/file/9wf54r66v97jrsb/2016-10-19+Bug+Report+-+Grid-Free+Doodads.rar
 

cdaz

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Can I ask some question please?

How can I change [YEP Common Event Menus]'s font?
I want it to use same font setting as I set for [YEP Message Core].
I don't like to use default font in menu.

And can I make menu list bigger?
Not the size of frame but size of choice button itself.
 
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padr81

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Plugin Name: Animated Sideview Battlers.


Bug Explanation: Since MV updated to 1.3.2 the ordinary SV battlers aren't doing breathing etc.. and the replaced battlers with ASB are jumping around like they are in a kumite competition.  Tried running this with all your different type battle engines (atb, dtb, ctb) and same result.  Tried all the various settings for the plugin and still the same result.


Error Report: None


Exact Steps on How to Replicate Bug: 


1) Open the game


2) Click on Actor 1_2


3) Battle will Start.


Sample Project (REQUIRED): https://dl.dropboxusercontent.com/u/4996715/Project4.zip
 

maxinm

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Hi Yanfly, as said 


Hikitsune-Red



padr81





We have this problem with RPG MAKER MV 1.3.2, i want to show you  what we means:

Please, look at this: 












Please. I need a fix As possible u can...
 

cpyap

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Plugin Name: YEP.26 – Critical Control


Bug Explanation: 


Everything works well, except if you put <Magical Critical Rate: +x%> into State.


If you put <Critical Rate: x%> into skill directly, it worked.


If you put <Physical Critical Rate: +x%> or <Certain hit Critical Rate: +x%> into any state, it worked. 


If you put <Magical Critical Rate: +x%> in class, actor, weapon or armor, it worked.


Only if you put <Magical Critical Rate: +x%> in State, it stop working.


Error Report: None


Exact Steps on How to Replicate Bug:


Put <Magical Critical Rate: +x%> into State.
 

Yanfly

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To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.  If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

  1. It makes the user go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



Thank you for understanding.


BASIC TROUBLE SHOOTING




1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


F.A.Q. ABOUT ATB AND CTB PLUGINS


The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

  • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
  • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
  • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
  • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
  • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
  • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 


I'll be working on bug fixes for newly arisen issues found in 1.3.2.
 

Yanfly

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Plugin Name: Grid-Free Doodads


Bug Explanation: if you have a screen smaller than the actual map, a doodads placed with a cut-off from the top will show the other half at the bottom of the map


Error Report: None


Exact Steps on How to Replicate Bug: 


1) Open the game


2) You'll notice the single tree at the top of the screen


3) Go at the bottom of the map


4) You'll see that the other half of the tree is there


Sample Project (REQUIRED): http://www.mediafire.com/file/9wf54r66v97jrsb/2016-10-19+Bug+Report+-+Grid-Free+Doodads.rar


Thanks, I'll get this fixed.


--

Plugin Name: Animated Sideview Battlers.


Bug Explanation: Since MV updated to 1.3.2 the ordinary SV battlers aren't doing breathing etc.. and the replaced battlers with ASB are jumping around like they are in a kumite competition.  Tried running this with all your different type battle engines (atb, dtb, ctb) and same result.  Tried all the various settings for the plugin and still the same result.


Error Report: None


Exact Steps on How to Replicate Bug: 


1) Open the game


2) Click on Actor 1_2


3) Battle will Start.


Sample Project (REQUIRED): https://dl.dropboxusercontent.com/u/4996715/Project4.zip


Make sure you have ALL of the plugins updated before issuing a bug report.


---

Plugin Name: YEP_CoreEngine


Bug Explanation: Battlebacks are no longer being scaled in 1.3.2


Error Report: N/A


Exact Steps on How to Replicate Bug: Open up a battletest using the troop available


Sample Project (REQUIRED): https://drive.google.com/open?id=0B1AuxXB5yP5lNmhoU2REMnRfYm8

Hi Yanfly, as said 


Hikitsune-Red



padr81





We have this problem with RPG MAKER MV 1.3.2, i want to show you  what we means:

Please, look at this: 












Please. I need a fix As possible u can...


Thanks, I'll get this taken a look at.
 

Yanfly

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Plugin Name: YEP.26 – Critical Control


Bug Explanation: 


Everything works well, except if you put <Magical Critical Rate: +x%> into State.


If you put <Critical Rate: x%> into skill directly, it worked.


If you put <Physical Critical Rate: +x%> or <Certain hit Critical Rate: +x%> into any state, it worked. 


If you put <Magical Critical Rate: +x%> in class, actor, weapon or armor, it worked.


Only if you put <Magical Critical Rate: +x%> in State, it stop working.


Error Report: None


Exact Steps on How to Replicate Bug:


Put <Magical Critical Rate: +x%> into State.


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report. If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:


If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

  1. It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



Thank you for understanding.
 

padr81

Guy whose game is taking too long.
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Make sure you have ALL of the plugins updated before issuing a bug report.
Sorry I was trying all different combinations to see would it work. I'll reupload with the newest versions.
 
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