[RPG - Otros] Error ''?????????????''

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  • 1 Post By Aris
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  #1  
15/04/2019
Predeterminado Error ''?????????????''
Tengo terminado mi juego, con toda la ilusión, vencí al campeón, y pasé al hall de la fama.
sin embargo, al terminar los créditos, la pantalla se quedó completamente en negro, y me saltó un error que decía, tal cual: ''???????????????????''

https://sta.sh/01isdjennvr4


No sé si radique en el evento del hall de la fama. yo lo tengo así:

https://sta.sh/0zc4h3eawtz

ayuda porfa, estoy a punto de terminar mi proyecto y subirlo :,c
"Congratulations! The feelings you have for your Pokémon… And the Pokémon that responded to those feelings with all their might… They came together as one, and created an even greater power. And thus, you were able to grasp victory today! You are rightfully the Hoenn region's new…"

- Steven Stone

  #2  
15/04/2019
Predeterminado Respuesta: Error ''?????????????''
Creo que es por que te falta una _ en $scene = Scene_Credits.new, mira a ver por que a mi me ha dado algún que otro error llamar a una clase mal.
  #3  
16/04/2019
Predeterminado Re: Error ''?????????????''
Si tiene el guión bajo. De hecho, probando una y otra vez, ya no me sale ese error, lo que pasa ahora es que una vez terminados los creditos la pantalla se queda en negro y ya :c solo suena la musica del mapa al que debia teletransportarme. pero no puedo ver el menú, ni caminar, nada, solo se ve todo negro...

Sea lo que sea el problema, definitivamente está en el script Scene_Credits, ya que he probado el evento del hall de la fama sin los créditos y me va de maravilla

Lo tengo así, no se en donde haya error o qué xDD

----

# Backgrounds to show in credits. Found in Graphics/Titles/ folder
CreditsBackgroundList = ["credits1","credits2","credits3","credits4","credi ts5"]
CreditsMusic = "CreditsMusic"
CreditsScrollSpeed = 1 # At least 1; keep below 5 for legibility.
CreditsFrequency = 8 # Number of seconds per credits slide.
CREDITS_OUTLINE = Color.new(0,0,128, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)

#================================================= =============================
# * Scene_Credits
#------------------------------------------------------------------------------
# Scrolls the credits you make below. Original Author unknown.
#
Edited by MiDas Mike so it doesn't play over the Title, but runs by calling
# the following:
# $scene = Scene_Credits.new
#
New Edit 3/6/2007 11:14 PM by AvatarMonkeyKirby.
# Ok, what I've done is changed the part of the script that was supposed to make
# the credits automatically end so that way they actually end! Yes, they will
# actually end when the credits are finished! So, that will make the people you
# should give credit to now is: Unknown, MiDas Mike, and AvatarMonkeyKirby.
# -sincerly yours,
# Your Beloved
# Oh yea, and I also added a line of code that fades out the BGM so it fades
# sooner and smoother.
#
New Edit 24/1/2012 by Maruno.
# Added the ability to split a line into two halves with <s>, with each half
# aligned towards the centre. Please also credit me if used.
#
New Edit 22/2/2012 by Maruno.
# Credits now scroll properly when played with a zoom factor of 0.5. Music can
# now be defined. Credits can't be skipped during their first play.
#================================================= =============================

class Scene_Credits

# This next piece of code is the credits.
#Start Editing
CREDIT=<<_END_

[contenido de los créditos]

_END_
#Stop Editing

def main
#-------------------------------
# Animated Background Setup
#-------------------------------
@Sprite = IconSprite.new(0,0)
@backgroundList = CreditsBackgroundList
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = CreditsFrequency * Graphics.frame_rate
@Sprite.setBitmap("Graphics/Titles/"+@backgroundList[0])
#------------------
# Credits text Setup
#------------------
credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(Graphics.width,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
line = line.split("<s>")
# LINE ADDED: If you use in your own game, you should remove this line
pbSetSystemFont(credit_bitmap) # <--- This line was added
x = 0
xpos = 0
align = 1 # Centre align
linewidth = Graphics.width
for j in 0...line.length
if line.length>1
xpos = (j==0) ? 0 : 20 + Graphics.width/2
align = (j==0) ? 2 : 0 # Right align : left align
linewidth = Graphics.width/2 - 20
end
credit_bitmap.font.color = CREDITS_SHADOW
credit_bitmap.draw_text(xpos,i * 32 + 8,linewidth,32,line[j],align)
credit_bitmap.font.color = CREDITS_OUTLINE
credit_bitmap.draw_text(xpos + 2,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos + 2,i * 32,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos + 2,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.font.color = CREDITS_FILL
credit_bitmap.draw_text(xpos,i * 32,linewidth,32,line[j],align)
end
end
@trim=Graphics.height/10
@credit_sprite = Sprite.new(Viewport.new(0,@trim,Graphics.width,Gra phics.height-(@trim*2)))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = -(Graphics.height-@trim) #-430
@Frame_index = 0
@bg_index = 0
@pixels_banked = 0
@zoom_adjustment = 1.0/$ResizeFactor
@last_flag = false
#--------
# Setup
#--------
#Stops all audio but background music.
previousBGM = $game_system.getPlayingBGM
pbMEStop
pbBGSStop
pbSEStop
pbBGMFade(2.0)
pbBGMPlay(CreditsMusic)
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@Sprite.dispose
@credit_sprite.dispose
$PokemonGlobal.creditsPlayed=true
pbBGMPlay(previousBGM)
end

Checks if credits bitmap has reached it's ending point
def last?
if @Frame_index > (@credit_sprite.bitmap.height + Graphics.height + (@trim/2))
$scene = ($game_map) ? Scene_Map.new : nil
pbBGMFade(2.0)
return true
end
return false
end

#Check if the credits should be cancelled
def cancel?
if Input.trigger?(Input::C) && $PokemonGlobal.creditsPlayed
$scene = Scene_Map.new
pbBGMFade(1.0)
return true
end
return false
end

def update
@backgroundGameFrameCount += 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount # Next slide
@backgroundGameFrameCount = 0
@bg_index += 1
@bg_index = 0 if @bg_index >= @backgroundList.length
@Sprite.setBitmap("Graphics/Titles/"+@backgroundList[@bg_index])
end
return if cancel?
return if last?
@pixels_banked += CreditsScrollSpeed
if @pixels_banked>=@zoom_adjustment
@credit_sprite.oy += (@pixels_banked - @pixels_banked%@zoom_adjustment)
@pixels_banked = @pixels_banked%@zoom_adjustment
end
@Frame_index += CreditsScrollSpeed # This should fix the non-self-ending credits
end
end


----
"Congratulations! The feelings you have for your Pokémon… And the Pokémon that responded to those feelings with all their might… They came together as one, and created an even greater power. And thus, you were able to grasp victory today! You are rightfully the Hoenn region's new…"

- Steven Stone


Última edición por Christiinee; 16/04/2019 a las 00:03
  #4  
16/04/2019
Predeterminado Respuesta: Re: Error ''?????????????''
Dicho por Christiinee Ver mensaje
Si tiene el guión bajo. De hecho, probando una y otra vez, ya no me sale ese error, lo que pasa ahora es que una vez terminados los creditos la pantalla se queda en negro y ya :c solo suena la musica del mapa al que debia teletransportarme. pero no puedo ver el menú, ni caminar, nada, solo se ve todo negro...

Sea lo que sea el problema, definitivamente está en el script Scene_Credits, ya que he probado el evento del hall de la fama sin los créditos y me va de maravilla

Lo tengo así, no se en donde haya error o qué xDD

----

# Backgrounds to show in credits. Found in Graphics/Titles/ folder
CreditsBackgroundList = ["credits1","credits2","credits3","credits4","credi ts5"]
CreditsMusic = "CreditsMusic"
CreditsScrollSpeed = 1 # At least 1; keep below 5 for legibility.
CreditsFrequency = 8 # Number of seconds per credits slide.
CREDITS_OUTLINE = Color.new(0,0,128, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)


#================================================= =============================
# * Scene_Credits
#------------------------------------------------------------------------------
# Scrolls the credits you make below. Original Author unknown.
#
Edited by MiDas Mike so it doesn't play over the Title, but runs by calling
# the following:
# $scene = Scene_Credits.new
#
New Edit 3/6/2007 11:14 PM by AvatarMonkeyKirby.
# Ok, what I've done is changed the part of the script that was supposed to make
# the credits automatically end so that way they actually end! Yes, they will
# actually end when the credits are finished! So, that will make the people you
# should give credit to now is: Unknown, MiDas Mike, and AvatarMonkeyKirby.
# -sincerly yours,
# Your Beloved
# Oh yea, and I also added a line of code that fades out the BGM so it fades
# sooner and smoother.
#
New Edit 24/1/2012 by Maruno.
# Added the ability to split a line into two halves with <s>, with each half
# aligned towards the centre. Please also credit me if used.
#
New Edit 22/2/2012 by Maruno.
# Credits now scroll properly when played with a zoom factor of 0.5. Music can
# now be defined. Credits can't be skipped during their first play.
#================================================= =============================

class Scene_Credits

# This next piece of code is the credits.
#Start Editing
CREDIT=<<_END_

[contenido de los créditos]

_END_
#Stop Editing

def main
#-------------------------------
# Animated Background Setup
#-------------------------------
@Sprite = IconSprite.new(0,0)
@backgroundList = CreditsBackgroundList
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = CreditsFrequency * Graphics.frame_rate
@Sprite.setBitmap("Graphics/Titles/"+@backgroundList[0])
#------------------
# Credits text Setup
#------------------
credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(Graphics.width,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
line = line.split("<s>")
# LINE ADDED: If you use in your own game, you should remove this line
pbSetSystemFont(credit_bitmap) # <--- This line was added
x = 0
xpos = 0
align = 1 # Centre align
linewidth = Graphics.width
for j in 0...line.length
if line.length>1
xpos = (j==0) ? 0 : 20 + Graphics.width/2
align = (j==0) ? 2 : 0 # Right align : left align
linewidth = Graphics.width/2 - 20
end
credit_bitmap.font.color = CREDITS_SHADOW
credit_bitmap.draw_text(xpos,i * 32 + 8,linewidth,32,line[j],align)
credit_bitmap.font.color = CREDITS_OUTLINE
credit_bitmap.draw_text(xpos + 2,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32 - 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos + 2,i * 32,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos + 2,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.draw_text(xpos - 2,i * 32 + 2,linewidth,32,line[j],align)
credit_bitmap.font.color = CREDITS_FILL
credit_bitmap.draw_text(xpos,i * 32,linewidth,32,line[j],align)
end
end
@trim=Graphics.height/10
@credit_sprite = Sprite.new(Viewport.new(0,@trim,Graphics.width,Gra phics.height-(@trim*2)))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = -(Graphics.height-@trim) #-430
@Frame_index = 0
@bg_index = 0
@pixels_banked = 0
@zoom_adjustment = 1.0/$ResizeFactor
@last_flag = false
#--------
# Setup
#--------
#Stops all audio but background music.
previousBGM = $game_system.getPlayingBGM
pbMEStop
pbBGSStop
pbSEStop
pbBGMFade(2.0)
pbBGMPlay(CreditsMusic)
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@Sprite.dispose
@credit_sprite.dispose
$PokemonGlobal.creditsPlayed=true
pbBGMPlay(previousBGM)
end

Checks if credits bitmap has reached it's ending point
def last?
if @Frame_index > (@credit_sprite.bitmap.height + Graphics.height + (@trim/2))
$scene = ($game_map) ? Scene_Map.new : nil
pbBGMFade(2.0)
return true
end
return false
end

#Check if the credits should be cancelled
def cancel?
if Input.trigger?(Input::C) && $PokemonGlobal.creditsPlayed
$scene = Scene_Map.new
pbBGMFade(1.0)
return true
end
return false
end

def update
@backgroundGameFrameCount += 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount # Next slide
@backgroundGameFrameCount = 0
@bg_index += 1
@bg_index = 0 if @bg_index >= @backgroundList.length
@Sprite.setBitmap("Graphics/Titles/"+@backgroundList[@bg_index])
end
return if cancel?
return if last?
@pixels_banked += CreditsScrollSpeed
if @pixels_banked>=@zoom_adjustment
@credit_sprite.oy += (@pixels_banked - @pixels_banked%@zoom_adjustment)
@pixels_banked = @pixels_banked%@zoom_adjustment
end
@Frame_index += CreditsScrollSpeed # This should fix the non-self-ending credits
end
end


----
Perdón por lo del guión bajo, no lo vi en el script y se me olvidó de que essentials lo suprimía.

El error debe de estar en lo que he puesto en negrita en la cita de arriba, ya que solo has modificado eso, en los créditos puedes poner lo que quieras.

Según has hecho el copypaste, en el array de CreditsBackgroundList, en el quinto (credi ts5) no coincide con el nombre del archivo del essentials (credits5), al no coincidir el nombre puede dar error.

Luego, eso ya no sé, no he encontrado ningún archivo que se llame CreditMusic, se lo habrás añadido tú, prueba a escribir: CreditMusic = "begin".

Es decir, lo que creo que deberías modificar es esto:
CreditsBackgroundList = ["credits1","credits2","credits3","credits4", "credits5"]
CreditMusic = "begin"

Y si no funciona, pues me corto las venas.
Gracias: Christiinee
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