A classic JRPG

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SiENcE
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Re: A classic JRPG

Post by SiENcE » Thu Jan 29, 2015 10:08 pm

I get an error :-/.
resmenu.lua:86 attempt to index local 'file' (a nil value)

retropower
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Re: A classic JRPG

Post by retropower » Fri Jan 30, 2015 1:51 am

Are you running it on Linux, Mac, or Windows?

Did the error happen right away, or after choosing from the resolution menu?

Muris
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Re: A classic JRPG

Post by Muris » Fri Jan 30, 2015 2:10 am

retropower wrote:Are you running it on Linux, Mac, or Windows?

Did the error happen right away, or after choosing from the resolution menu?
Yup, it does crash for me too on there right after choosing one of the resolutions. I am using windows 7.

retropower
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Re: A classic JRPG

Post by retropower » Fri Jan 30, 2015 5:31 am

Can you do me a favor and check this executable? This seems to work on every Windows 7 I've tested it on (the .exe).

https://dl.dropboxusercontent.com/u/635 ... indows.zip

Thank you so much for letting this come to my attention. Hopefully I can narrow down what the issue is and fix it, since it works fine on my machine.

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miko
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Re: A classic JRPG

Post by miko » Sat Jan 31, 2015 12:00 am

SiENcE wrote:I get an error :-/.
resmenu.lua:86 attempt to index local 'file' (a nil value)
Me too (on linux). The reason is that at this point it tries to save a file in a directory which does not yet exist. For me, the fix was to create it:

Code: Select all

mkdir ~/.local/share/love/lunar
My lovely code lives at GitHub: http://github.com/miko/Love2d-samples

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markgo
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Re: A classic JRPG

Post by markgo » Sat Jan 31, 2015 1:49 am

@retropower

I didn't check but you have to set your game folder identity upon release.

retropower
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Re: A classic JRPG

Post by retropower » Sun Feb 01, 2015 12:18 pm

Okay, made some fixes with file system access-

https://dl.dropboxusercontent.com/u/635 ... lunar.love

Muris
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Re: A classic JRPG

Post by Muris » Sun Feb 01, 2015 2:27 pm

It still doesn't create the lunar-folder inside love-directory. If I manually create lunar-directory in %APPDATA%/LOVE, it works. Is there a specific reason to not use loves filesystem but io.open?

The game itself really has this old school jrpg feeling to it. This could be just my personal thing, but I feel that the a and b-buttons for controller should be reversed, or maybe make option that you can reverse them. At least in my opinion it should offer some name instead of having to always choose one, well you can leave it as blank, maybe randomly generated or something when creating characters. While checking the stats, you can actually move around the map. The attack sounds were terribly loud compared to other sounds.

The game really did have the old school feeling to it and I did quite like what you had in there. Nice music, nice retro style graphics, the day-night cycle. I just happened to finish Mother 1-3 (Earthbound 0-2) in the past few days ago and the combat system really felt familiar. I do hope that youll get to finish the game one day.

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nUMBRA
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Re: A classic JRPG

Post by nUMBRA » Mon Feb 02, 2015 2:35 pm

So, I found a solution here for those of you having issues getting past the resolution menu. You have a couple lines of code that are commented that should not be in your engine/snesgui/resmenu.lua file:

Code: Select all

function res_menu:save(size, fullscreen)
	local file
--	file = love.filesystem.newFile("res") <-- UNCOMMENT ME
--	file:open("w")                                 <-- UNCOMMENT ME
	local file = io.open(love.filesystem.getSaveDirectory() .."/res", "w")

	local l={}
	l.size=size
	l.fullscreen=fullscreen
	file:write( TSerial.pack(l) )
	file:close()
end
If you uncomment these, it will allow the game to create the necessary directory, and the necessary 'res' file.

To test it, make sure you delete your save directory, otherwise, you don't know if it creates one or not :o:
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retropower
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Re: A classic JRPG

Post by retropower » Thu Feb 05, 2015 2:39 pm

That was added in for one reason alone- the binary combined exe and .love file won't find the save files otherwise.

I'll have a fix later.

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