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#1 Claymore Starter Kit Empty Claymore Starter Kit
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kimono

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Here's an early demo (only 29megs) of the project:
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Link of the demo updated with some corrections.

Some screenshots:
Claymore Starter Kit Staff
Claymore Starter Kit Doga
Claymore Starter Kit WorldMap

Until I fix all the bugs, the project is in french. I'll translate it into english later.
Bugs found:
- No charge graphic for Claire's sword.
- No pickup graphic when Claire carries an item due to caterpillar script.
- No _Act and _Hit for the enemies who transform themselves.
- Each time I kill an enemy, I've got this kind of message with the Respawn Timer script: example: "Dead and added id 168,1 = -1"

Kill a human, go out town and try to survive if you want some challenge.
Have fun and give me your impressions!
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#2 Claymore Starter Kit Empty Re: Claymore Starter Kit
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mr_wiggles

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If your using my re spawn timer, its prob a bug i left in there when i was debugging.

You can just go in to the script and (crtl+F) look for "print(" and just add a # symbol in front of print.
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#3 Claymore Starter Kit Empty Re: Claymore Starter Kit
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kimono

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@Mr Wiggles: It was this line that shows the message, thank you very much.

Can someone take a look at the demo and have an idea with the others bugs?
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#4 Claymore Starter Kit Empty Re: Claymore Starter Kit
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BluE

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I just downloaded it and I will look at it after school. : D
EDIT: nvm i cant script. Playing it is fun though.
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#5 Claymore Starter Kit Empty Re: Claymore Starter Kit
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G@MeF@Ce

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this looks amazing kimono! @,@

thx 4 sharing, I will be happy test it out.
so cool that you made a game based off of the anime ^,^

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#6 Claymore Starter Kit Empty Re: Claymore Starter Kit
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kimono

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@G@mef@ce and Blue: Thanks for your comment, these give me the motivation to go on.
I only wish I can solve these graphic bug, can you please take a look at it?
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#7 Claymore Starter Kit Empty Re: Claymore Starter Kit
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mr_wiggles

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I looked at your demo to try and find out why the enemies where not swapping character sets to the _hit and _act. I couldn't find anything, But you shouldn't give up hope.

Have you checked on Calvin's website?

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#8 Claymore Starter Kit Empty Re: Claymore Starter Kit
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kimono

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@Mr_wiggles:
Thunder has told me to activate a self_switch via call script, so I can create a new event page to “transformed monster” to control perfectly his graphics and movements.

The syntax to change a self_switch is:
$game_self_switches[[MAP_ID, EVENT_ID, "SELF_SWITCH"]] = STATE
ex.:
$game_self_switches[[21, 3, "A"]] = true
(MAP 21, EVENT 3, SELF_SWITCH A)

I tried it but the attack blocks on its first frame and I don't have hit animation.
Maybye it's easier to view what the matter is with pickup and charge for the hero, I don't understand what is wrong with this?

Like Thomas Edison could say: Making is 1% idea, 99% perseverance.
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#9 Claymore Starter Kit Empty Re: Claymore Starter Kit
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mr_wiggles

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Seeing that you said in a different post that this was fixed by thunder and the problem was with the caterpillar script.

Is this true, or do you still need a fix?
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#10 Claymore Starter Kit Empty Re: Claymore Starter Kit
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kimono

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@Mr_Wiggles: The caterpillar script contains some bugs (no _ani for the followers, no _pickup and _hit for the main character).

The enemies that transform themselves still need a fix, they don't have _act and _hit animation.

The _charge is resolved, I removed the suffix in XAS Sprite line 950.
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