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The biggest preload issue I have is self-added battle music. Unfortunatly it seems like this preloader doesn't preload battle music? If it does, then where can I set it up? Only thing I can find in the plugin menu is the preload for background and fonts and the ignoring section, but I can't find a section for (battle)audio 

It has been modified. To preload music, you need to run your project during test play once for it to be added to a preload list.


Once this is done, on the next boot, it will preload the audio file

It kinda works... It does preload after I re-enter the battle, tho this is not the case when I restart the test run. Am I doing something wrong on my end?

no it is supposed to do so when you reset the test play not reenter the battle.

Was this a problem with the old version?

I downloaded the preloader at the 17th of this month, I assume that's the most recent one?

Yes but there was an older version but since then the only difference between the two is supposed to be one uses nodeJS to determine the files and this current version uses the load data from initial play.

Now there's two things I need to ask:

1) Is this test play a battle test or did you open the project itself?

2) Are you able to view the waveform of your audio file to see if there is a silent period before the audio starts up?

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Just tested it out again, everything is working as expected! Thank you so much for all the help, will let you know if I run into any more issues, but so far everything works perfectly!

I am getting an error, whenever I open a play test, it gives me this:
"Cannot set property '_preloadReady' of null"

any help is appreciated here!

Hello, please post the console report, accessed during test play by F8 or F12

(+1)

Hi, Here's the full report (I think I did it correctly)


rmmz_managers.js:2036 TypeError: Cannot set property '_preloadReady' of null at Game_Temp.loadPreloadList (Synrec_Preloader.js:503) at Game_Temp.executePreload (Synrec_Preloader.js:644) at Game_Temp.initialize (Synrec_Preloader.js:639) at new Game_Temp (rmmz_objects.js:11) at Function.DataManager.createGameObjects (rmmz_managers.js:242) at Function.DataManager.setupNewGame (rmmz_managers.js:258) at Scene_Boot.startNormalGame (rmmz_scenes.js:343) at Scene_Boot.start (rmmz_scenes.js:335) at Function.SceneManager.updateScene (rmmz_managers.js:2107) at Function.SceneManager.updateMain (rmmz_managers.js:2063)

v1.0.4 - Something missed - RPG Maker MV/MZ: Preloader by Synrec (itch.io)

Thank you, however, I'm now getting this in the console

rmmz_managers.js:2036 SyntaxError: Unexpected identifier

    at Function.SceneManager.drawScenePreloadPIXI (Synrec_Preloader.js:303)

    at Function.SceneManager.updatePreloadScene (Synrec_Preloader.js:278)

    at Function.SceneManager.updatePreload (Synrec_Preloader.js:267)

    at Function.SceneManager.updateMain (Synrec_Preloader.js:249)

    at Function.SceneManager.update (rmmz_managers.js:1942)

    at Function.Graphics._onTick (rmmz_core.js:811)

    at TickerListener.emit (pixi.js:9093)

    at Ticker.update (pixi.js:9548)

    at Ticker._tick (pixi.js:9298)

What RPG Maker version are you using?

What is your gauge color setting?

Also, if it helps I did a test on a entirely new project, and still got the same issue, and the same console log

(+1)

It would help if you could add the layers folder for preload. That's my biggest issue. Using galvs layers for parallax mapping. 

Thanks for the suggestion

I tried to use the plugin for preloading couple of images to enemies, since otherwise they take too long to appear, and I couldn't get it working with this setup. It's just doesn't affect anything. The only way I managed to get it work properly was through allowing it to preload ALL images, which I can only imagine getting messy as the amount of content increases. So question is, is there is something I do wrong here, that it's doesn't preload certain images I choosed?

An image being delayed in loading can be due to a delay in loading multiple graphics. Please try loading all graphics on scene

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Hello! I am trying to upload a webversion of my project but got an error message which I figured out had something to do with the preloader. 

reference error: require is not defined

Is there any way to fix this? 

Hello, thanks for reporting. Will check this out!

Thanks! I cant code for shit but apparently this is a common problem when trying to run a javascriptbased project in a browser. 

Ok, checked this out. Will have to make a version of this plugin that does not rely on Node JS specific syntax. Unfortunately that would mean manually creating preload lists on your own rather than the plugin generating it.

(+1)

Thank you! Looking forward to the update.

Is there a plan to update the custom image display preload bar for this plugin? Thanks.

I'll look into that. I realize that the default bitmap draw is really heavy on system resources

Can you preload assets on certain areas?

You can select files to force load from specific folders but otherwise, you can false preload something by doing the script call for Imagemanager bitmap load in which it would store the loaded bitmap for later.

what's script call/plugins command for force load in MV version?

You can force load an image by using default Image manager function call

Is there any way to disable the menu at game start? or at least have it automatically go to the game when the preload is completed?

The plugin isn't designed for that function, sorry!

(+1)

No worries, thank you :)

(4 edits)

@synrec There's a bug that causes BGM/BGS/ME/SE objects to be destroyed when stopped (i.e. calling any _*buffer.stop*() function internally destroys the objects). See below for the bug fix
https://gist.github.com/snaphat/cae929ed11345bac23c906129f47f27b

Thank you for the report! Will check it out

No prob,
https://gist.github.com/snaphat/f77f3eb6ef9d29403a0ee28a46e5468b

^ one other fix for SEs, the above is needed in combination with change here for those to work. It's just moves one line of code down 3 lines