PSCD 1.1.2 - new romances/cards and quick match mode

A VN/CCG hybrid game with all romance combos https://www.winterwolves.com/pscd.htm
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jack1974
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by jack1974 »

Rigel is very popular, judging from my Steam stats :)
Troyen
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by Troyen »

fabulaparva wrote:Anyway, if I hit 'cancel' when asked to not show the tutorial, before the fight begins I get this image:
Spoiler:
Image
Is it a scaling issue that causes those arrows to point to all kinds of directions? Also, there are no invisible units on that screen when the fight begins.
Third slot on the enemy's team has an invisible unit. You don't see it?
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fabulaparva
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by fabulaparva »

Troyen wrote:
fabulaparva wrote:Anyway, if I hit 'cancel' when asked to not show the tutorial, before the fight begins I get this image:
Spoiler:
Image
Is it a scaling issue that causes those arrows to point to all kinds of directions? Also, there are no invisible units on that screen when the fight begins.
Third slot on the enemy's team has an invisible unit. You don't see it?
:shock: That's it!!! I'm going back to my optometrist!! She lied to me!! ...wait a minute... you're using psionic skills for that, aren't you? :o
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Franka
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by Franka »

I got caught up in Final Fantasy X again, now that it's out on PC, but I'll try to at least do the rewrite of the card texts soon(ish), even if I don't get much testing done right at the moment.
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jack1974
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by jack1974 »

Thanks :) I will probably release H&G at end of month and keep this one in beta for the first week of June (I think).
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Franka
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by Franka »

Strange things still happen with Time Bomb.

It did work a few times, then this happened when I ended the turn without doing anything else.

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/F2P.rpy", line 179, in script call
  File "game/script.rpy", line 78, in script call
  File "game/script.rpy", line 160, in script
  File "game/script.rpy", line 160, in <module>
ValueError: list.remove(x): x not in list

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/F2P.rpy", line 179, in script call
  File "game/script.rpy", line 78, in script call
  File "game/script.rpy", line 160, in script
  File "F:\Temp\PSCD-1.1.0-all\renpy\ast.py", line 806, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "F:\Temp\PSCD-1.1.0-all\renpy\python.py", line 1577, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/script.rpy", line 160, in <module>
  File "new_card_framework/Board.py", line 225, in end_turn
  File "new_card_framework/Card.py", line 240, in died
  File "new_card_framework/Card.py", line 255, in remove_me
  File "new_card_framework/Board.py", line 311, in remove_card
ValueError: list.remove(x): x not in list

Windows-8-6.2.9200
Ren'Py 6.99.10.1227
 1.1.0
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Franka
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by Franka »

Death Mark lasts forever, not until end of turn.
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jack1974
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by jack1974 »

Thanks will check those issues!
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jack1974
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by jack1974 »

For the Time Bomb, it's better to change it I think, since it's too messy. For death mark, actually ALL the abilities that were boosting health didn't work even before (the health boost remained unchanged!! :lol:)
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jack1974
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Re: PSCD 1.1.0 - new romances/cards and quick match mode

Post by jack1974 »

OK I think the health boost issues should be fixed. For the Time Bomb instead I think it's too bugged, I had that crash too and I can't figure it out why happens :(
edit: maybe now works, had to tell the ability to check the target card is alive (otherwise would try to kill / remove twice a card that was already killed!)
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