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Download the game here:
I don't think there's problems since is freeware.
The problem is in the Common Event 48 "Call CMS". It's a parallel process triggered by the switch 0453 "Call CMS". When the player press ESC the following lines are executed:
Switch Operation [0453:Call CMS] OFF
Switch Operation [0988:Call CBM] ON
Call Event: Call CBM
After 0453 is switched off, easyrpg-player stops the processing of this common event and everything after it isn't executed. In RPG_RT.exe, every line is executed.
The instant termination of Parallel Processes is by design because RPG_RT does this. At least for map events, maybe it's different for Parallel Common events? -.-
Seems to be like Ghabry says. But wait, it gets weirder.
Make an event E that flips Switch 1 on when you trigger it, a common parallel event conditional on Switch 1 with the commands
flip Switch 1 off
add 1 to Variable 1
wait 0.1 seconds
add 1 to Variable 1
and an event to check the value of Variable 1.
After triggering E 0,1,2,3,4,... times, the respective values of Var 1 afterwards are 0,1,3,5,7,... !
That's correct, the common event won't stop even after switching its trigger off until the wait command. But when you activate its trigger again, it won't start from the beginning, but from its last position, i.e. the wait command. That's why it'll run the two variable operations the second time you run it.
This issue and the whole common event stuff should be fixed in my development branch. Now let's make sure there are no regressions.
Tested with a couple of games with unrelated issues (Warrior Saga, Desolate City, Clock of Atonement), all of them are working as usual (with their own bugs). I haven't detected regressions with your branch so far.
In Wadanohara there was a bug with a mirror, the picture form the mirror doesn't keep opened more than a few hundred milliseconds when pressing the decision key. I have no idea if related and not tested yet with your branch.
Maybe this game is worth to test due to its complexity (action RPG, menus...):
Links awakening actually has a strange bug at the beginning. The princess moves very slow and is off by one tile until she is close to link. In RPG_RT shes speednig up.
Not sure if this got already fixed by accident.
Was that fixed by @Zegeri latests KeyInput changes?
Esc button does not work in upstream master yet. Development branch changes are not merged.
This is fixed in my interpreter branch, but it breaks other things.
Online version for testing. Note sometimes fails the 1 key for some reason, and seems to work fine on Desktop:
For latest pull request:
For upstream master:
It looks like this issue regressed. Esc/X is not opening the menu anymore.
My mistake. The changes in src/game_interpreter.cpp in 30a3b58 shouldn't be there. The main_flag check must be there (see #578).
I can confirm adding the main_flag check back in makes the menu work again.
This also affects TSTT, btw. You currently also cannot use the ESC menu.