@@SaraSpalding i was following the tutorial and got this error: ___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object oPlayer: sprite_get_number argument 1 invalid reference to (sprite) at gml_Script_FourDirectionAnimate_gml_Object_oPlayer_Create_0 (line 6) - var _animLength = sprite_get_number(sprite_index) / 4; ############################################################################################ gml_Script_FourDirectionAnimate_gml_Object_oPlayer_Create_0 (line 6) gml_Object_oPlayer_Step_0 (line 17) - FourDirectionAnimate();
@@SaraSpalding hey i think this video is outdated since none of the code works. I downloaded the demo auswelle but still nothing. I don’t use an older version
Ever since I purchased GameMaker years ago, I've been waiting, wishing, and hoping for a tutorial like this. So much so that I just kinda sat on the license and got grandfathered in to YoYo Games' new systems without ever making a full game outside of some half-baked platformers. Thank you! THANK YOU! I think a turn-based RPG is still a bit too advanced for me but I'm still going to do my best to learn this because my entire reason for even getting into this practice was to eventually make a turn-based RPG. My rambling has gotten cyclical but still.. THANKS
This channel is how I started with GMS (and code in general) and now I can casually watch this and understand how it all works before it's shown. Always come back to hear Shaun talk about the new updates.
just as a heads up the editing is likely to get worse throughout the series due to the beefiness of the topic lol, I just thought it was very important for the first few to be as a good as possible since they always get viewed the most.
Shaun.....you're my hero! One of my design goals is a pokemom-esque turn-based battler this is gold as a foundation for that concept! I'm ashamed to say I'm still muddling through the arpg tutorial, I'm learning coding, and pixel art all at once so its been very slow, but also very rewarding to make my own art assets at each step of your tutorial. I can't thank you enough, you're the RUclipsr who originally motivated me to actually learn coding and programming so I can one day turn the many worlds swirling around in my head into games
Just wanted to say Thank You Shaun. Learning to make a game has always been a dream and I've been combing through all your tutorials! (from the past 4 years) and just wanted to say I appreciate everything!
Happy to support you to learn more about this. Last few years ive struggled to learn it. Overworld and Battle system was fine. But advancing forward though different cities and story dialog stopped me from finishing it. :) I got a little lost after that. I know your an advanced teacher, so happy to stick with the series if it means learning more about how to make an RPG. Love the classic turn based versions.
This is awesome! I bought the source code as soon as it was on itch--thank you so much for explaining the code in depth! I'm looking forwards to following along :D
Loving this tutorial series so far. Lets me know I'm on the right track with how I've coded things so far this past year. Looking forward to seeing more!!!
Of course this came out after I moved onto learning more of the non-code basics of making a game after donating part of my sanity to making turn-based combat in an outdated version of Gamemaker.
I love these guides Shaun! Will you ever go over how to go about making random encounters trigger the battle? I’ve tried my hand at it but it’s clear I’m not up to the challenge.
Hi, I'm currently making a mini videogame and used this video to make a turn based battle but got stuck at creating instances of oBattleUnit for the enemies and party members. I did everything right but when the player collides with the enemy, a text shows up saying the line "enemy_unit[_i] = instance_create_depth(etc etc)" needs to be a struct. How can I fix this? Can I make a struct for this? sorry im completly new to coding so I don't really know what to do
how did he get this to work? when i try, the error message i get is "The type 'Undefined' appears where the type 'Array' is expected" for the instances of "enemies" in the code for oBattle. im pretty sure i copied him word for word, am i doing something wrong?
@@nhmoon turns out for me it was i put "image_create_depth" instead of "instance_create_depth" and it doesn't work with the first one. sorry if this isnt the same mistake you made
Here's a question that might get answered later. How would I go about creating 2 meeting backgrounds for a battle. A different background for each half of the screen.
I am creating a GUI heavy game that doesn't rely on objects. All menus and visuals are contained in one controller object, using scripts and sprites. There is nothing in the Room except a background and controller objects that don't need sprites. Is there a tutorial on turnbased combat that doesn't use Room objects or instances? I suppose I could write code to create an instance of buttons on a menu, but I'd rather have the GUI draw the menu, buttons, and characters, and use scripts.
That's not how most people use GameMaker, so that's not how any tutorials about RPGs are going to be formatted. If you still need tutorials to teach you how to do things from the ground up, I would just use the tools that GMS gives you.
I want my battle bg to scroll across the screen, and/or play an animation. I would prefer both, but having just one of these happen would mean the world. Thanks in advance.
How would I go about calling random encounters? I'm trying to do a stepCounter, and the code is compiling fine, but it's not actually DOING anything to start an encounter? I have two rooms currently, in the creation code for both, i have the variable safeRoom set to either true or false. if it's false, then I can get random encounters, if false, i cannot. I have the following code in my oBattle create event, as I'm not sure where to actually put this. Should I just write an entire script for random encounters? I'm not sure how to handle this, and many of the tutorials are not helpful for this issue. if(safeRoom == false && keyboard_check(vk_left) etc) //for all directions I tried to get it to recognize the following, but I'm not sure if it either doesn't work because it doesn't work, or because the code itself isn't triggering in the first place: if(safeRoom== false && (oPlayer.x == oPlayer.x+1 || oPlayer.y == oPlayer.y+1)) so it would be stepCount=0; encounterSteps= 1; //for initial battles for testing if(above code) { stepCount+=1; if(stepCount>=encounterSteps) { stepCount=0; encounterSteps=irandom_range(5,20); battleState=BattleStateBegin; //i tried this, but it did nothing } } i also tried placing the following code within the if(stepCount>=encounterSteps) and nothing happens NewEncounter( choose( [global.enemies.slimeG,global.enemies.slimeG,global.enemies.bat], [global.enemies.slimeG,global.enemies.slimeG], [global.enemies.slimeG,global.enemies.bat,global.enemies.bat,global.enemies.bat,global.enemies.bat], [global.enemies.slimeG,global.enemies.bat] ), sBgField ); instance_destroy(); I am at a loss as to why it isn't triggering at all. is it because I'm calling this within oBattle and code in oBattle does not trigger until battle starts? should I put it in the player's create code? if so, how would i call to start encounters within a different object? And I can't put it in the player's step code, because it views safeRoom as a non existent variable even though I have it declared and set to false in my initialization script, after the randomize(); line
I've been working on a small project recently and I am coming across an issue with mine even though I followed all the steps here. When I boot up the game to test the battle with my sprites, both the player and the enemy slide to the right off screen. I am wondering if it is something related to my movement system in the overworld or something else entirely.
For anyone getting the line one error for when you make the collision, play close attention to how the structs are set up for the enemies. At first, I assumed that they were identical to the main characters. However, I went back and saw that they were not the same. Once I fixed it, the error dropped away!
I think the problem is this tutorial uses methods, scripts, and functions made in the newer versions that arent available for the old versions. You could still follow this tutorial in older versions, but you would need to heavily modify what's going on here to fit with your toolkit. I did this once but the other way, following a Heartbeast tutorial for GMS 1.4 in 2.1. Very tedious debugging, but it taught me a lot.
When the fight starts, a black screen appears. has anyone encountered anything similar? I guess I'm missing something when porting the step-by-step system to arpg project..
__Same here when I run for HTML, as for Windows, I get this error. Have you figured out the culprit yet?_________________________________________ ############################################################################################ ERROR in action number 1 of Step Eventobj_player_main for object obj_enemy1: global variable name 'enemies' index (100039) not set before reading it. at gml_Object_obj_enemy1_Collision_obj_player_main (line 1) - NewEncounter([global.enemies.obj_enemy2], spr_battleGround); ############################################################################################ gml_Object_obj_enemy1_Collision_obj_player_main (line 1)
@@biasedlyunbiased its been a while but your problem is that you havent made a struct that defines the enemy, basically that big ass text the guy showed at the beginning of the video the black screen part i am trying to fix
great tutorial so far but at 6:19 for some reason when I touch my enemy (its object file is called Beez) it shows this error message ___________________________________________ ############################################################################################ ERROR in action number 1 of Step EventObject2 for object Beez: global variable name 'enemies' index (100003) not set before reading it. at gml_Object_Beez_Collision_Object2 (line 1) - NewEncounter([global.enemies.Beez, global.enemies.Beez], spr_Battle_Backround); ############################################################################################ gml_Object_Beez_Collision_Object2 (line 1)
What I find funny is that most people who go to the "professionals" aka doctors and scientists and etc, people are so dumb to believe everything they say. Not everyone has brainwash immunity I guess.
For some reason the oBattleUnitPC and Enemy did not work even if parented. Well the Enemy one worked with -1 xscale, but the PC one remained invisible?! Seems to be a GameMaker bug, because after restarting GameMaker, it worked... Sigh. So if anyone else has this problem, just turn it off and on again, I guess? Also saw that sadly this tutorial is kinda dead, been almost a year since the last episode..
6:22 i get ERROR in action number 1 of Draw Event for object oBattle: Variable oBattle.battleBackground(100051, -2147483648) not set before reading it. at gml_Object_oBattle_Draw_0 (line 1) - draw_sprite(battleBackground,0,x,y); ############################################################################################ gml_Object_oBattle_Draw_0 (line 1) any idea why? im completely lost
############################################################################################ ERROR in action number 1 of Create Event for object obj_Battle: Variable .enemyUnites(100038, 0) not set before reading it. at gml_Object_obj_Battle_Create_0 (line 9) - array_push(units,enemyUnites[i]); ############################################################################################ gml_Object_obj_Battle_Create_0 (line 9) gml_Script_NewEncounter (line 6) gml_Object_oSlime_Collision_oPlayer (line 1) - NewEncounter([global.enemies.slimeG, global.enemies.slimeG], sBgField); has anyone found this issue or fixed it?
I keep on getting this error: -------------- ################################ ERROR in action number 1 of Step Eventobj_fox (my character) for object obj_slime: I32 argument is array at gml_Object_obj_slime_Collision_obj_fox (line 1) - NewEncounter([global.enemies.slime, global.enemies.slime], spr_battlebackground); ################################ gml_Object_obj_slime_Collision_obj_fox (line 1) also I wrote this on my phone so it might not be totally accurate
Annnnd I am bugged.... global variable name 'enemies' index (100004) not set before reading it. at gml_Object_obj_npc_Collision_obj_player (line 1) - NewEncounter([global.enemies.slimeG, global.enemies.slimeG], sBgField);
I have found a solution, if youre following seans ARPG tutorial, you have an instance that loads first in the first room called oGame. This needs to call the GameData script to load it before all others. Simply open oGame's create event (or whatever your first instance, first rooms, create event is) and call the function GameData();
I have not touched GameMaker in AGES but a tutorial on making a turn based battle system has motivated me to reopen it again! Thanks!!!
It's gonna take a while to get through so you'll have to bear with me!
@@SaraSpalding learned a lot of stuff just from this one. looking forward to the rest
@@SaraSpalding i was following the tutorial and got this error:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object oPlayer:
sprite_get_number argument 1 invalid reference to (sprite)
at gml_Script_FourDirectionAnimate_gml_Object_oPlayer_Create_0 (line 6) - var _animLength = sprite_get_number(sprite_index) / 4;
############################################################################################
gml_Script_FourDirectionAnimate_gml_Object_oPlayer_Create_0 (line 6)
gml_Object_oPlayer_Step_0 (line 17) - FourDirectionAnimate();
@@SaraSpalding hey i think this video is outdated since none of the code works. I downloaded the demo auswelle but still nothing. I don’t use an older version
@@d5d736 You will probably have to manually update the code to how it is today, or you could go back to an older version.
YEEEESSSS I'VE BEEN WAITING SO LONG FOR THIS! Keep up the amazing work!
Woah, got big plans, Seek?
@@BE-fw1lr ssshhhhhh
@@Seeks_stuff Hah, whatever it is I'm looking forward to it.
THE DELTARUNE FNF MOD GUY
very nice of you to make so many things available for free
Congratulations and thanks for the tutorial
Ever since I purchased GameMaker years ago, I've been waiting, wishing, and hoping for a tutorial like this. So much so that I just kinda sat on the license and got grandfathered in to YoYo Games' new systems without ever making a full game outside of some half-baked platformers. Thank you! THANK YOU! I think a turn-based RPG is still a bit too advanced for me but I'm still going to do my best to learn this because my entire reason for even getting into this practice was to eventually make a turn-based RPG. My rambling has gotten cyclical but still.. THANKS
The moment we've all been waiting for! Super pumped for this set of videos :D
This channel is how I started with GMS (and code in general) and now I can casually watch this and understand how it all works before it's shown. Always come back to hear Shaun talk about the new updates.
I have finished my JRPG (soon on Steam) , but I love your videos and I'll keep checking this series anyway for new ideas.
This is a very well edited video, I am excited for what you're going to be teaching us!
just as a heads up the editing is likely to get worse throughout the series due to the beefiness of the topic lol, I just thought it was very important for the first few to be as a good as possible since they always get viewed the most.
@@SaraSpalding that is very understandable actually. nevertheless, still excited!
I no longer use GMS mainly, however, I was waiting for such a tutorial, thank you for keeping the community alive!
Shaun.....you're my hero!
One of my design goals is a pokemom-esque turn-based battler this is gold as a foundation for that concept!
I'm ashamed to say I'm still muddling through the arpg tutorial, I'm learning coding, and pixel art all at once so its been very slow, but also very rewarding to make my own art assets at each step of your tutorial.
I can't thank you enough, you're the RUclipsr who originally motivated me to actually learn coding and programming so I can one day turn the many worlds swirling around in my head into games
Just wanted to say Thank You Shaun. Learning to make a game has always been a dream and I've been combing through all your tutorials! (from the past 4 years) and just wanted to say I appreciate everything!
Been anticipating this series since it was announced! Can't wait to see what all is in store!
Thanks for all the years of videos Sara, much appreciated. You've helped me get closer to achieving my dreams.
this is exactly what i needed! i'm so excited for this new series, it's already off to a great start :D
I just started my dive into Game Maker wanting to make a turn based RPG! looking forward to more videos on this! Thank you :D
Happy to support you to learn more about this. Last few years ive struggled to learn it. Overworld and Battle system was fine. But advancing forward though different cities and story dialog stopped me from finishing it. :) I got a little lost after that. I know your an advanced teacher, so happy to stick with the series if it means learning more about how to make an RPG. Love the classic turn based versions.
That's going to be REALLY HELPFUL. Love you man
This is awesome! I bought the source code as soon as it was on itch--thank you so much for explaining the code in depth! I'm looking forwards to following along :D
Loving this tutorial series so far. Lets me know I'm on the right track with how I've coded things so far this past year. Looking forward to seeing more!!!
Very excited for this series!
Following the series
Yay the tutorial is here!
thank you so much shaun!!! :D i needed this desperately
Been looking forward to this!
Thank you, Shaun. This tutorial will make my game better♥
seeing you ae using more and more structs, that is really aesome Shaun, Keep up the good work,
I am starting on GameMaker and his tutorials are insane
Of course this came out after I moved onto learning more of the non-code basics of making a game after donating part of my sanity to making turn-based combat in an outdated version of Gamemaker.
hope this eventually includes action rpg elements like timing attacks as those were some of my favorite rpgs growing up :)
Ive been using unity a bunch lately for a computer science project for college, and i gotta say
i really miss gamemaker lol
I love these guides Shaun!
Will you ever go over how to go about making random encounters trigger the battle? I’ve tried my hand at it but it’s clear I’m not up to the challenge.
Hi, I'm currently making a mini videogame and used this video to make a turn based battle but got stuck at creating instances of oBattleUnit for the enemies and party members. I did everything right but when the player collides with the enemy, a text shows up saying the line "enemy_unit[_i] = instance_create_depth(etc etc)" needs to be a struct. How can I fix this? Can I make a struct for this? sorry im completly new to coding so I don't really know what to do
Man. This was going great for me until 8:44, but my characters don't show up and I have zero idea as to why.
Woh ! This is exactly what we have been looking for :D do you have an idea when the other parts might come out ? are they maybe Patreon exclusive ?
how did he get this to work? when i try, the error message i get is "The type 'Undefined' appears where the type 'Array' is expected" for the instances of "enemies" in the code for oBattle. im pretty sure i copied him word for word, am i doing something wrong?
@@nhmoon turns out for me it was i put "image_create_depth" instead of "instance_create_depth" and it doesn't work with the first one. sorry if this isnt the same mistake you made
Funnily enough, I'm struggling rn with the same issue you were, except i am already using instance_create_depth rip
I'm having the same problem
Here's a question that might get answered later. How would I go about creating 2 meeting backgrounds for a battle. A different background for each half of the screen.
I am creating a GUI heavy game that doesn't rely on objects. All menus and visuals are contained in one controller object, using scripts and sprites. There is nothing in the Room except a background and controller objects that don't need sprites.
Is there a tutorial on turnbased combat that doesn't use Room objects or instances? I suppose I could write code to create an instance of buttons on a menu, but I'd rather have the GUI draw the menu, buttons, and characters, and use scripts.
b-but why
That's not how most people use GameMaker, so that's not how any tutorials about RPGs are going to be formatted.
If you still need tutorials to teach you how to do things from the ground up, I would just use the tools that GMS gives you.
GUI drawing in one object is crazy tedious. Good luck.
I'm having a bit of trouble with my encounter screen, when i enter the encounter, all of my sprites shrink a lot. Any ideas on how to fix this?
Quick question. is it possible to have a different sprite for the party members when they engage in battle (i.e. battle ready pose or different idle?)
it says ERROR in action number one of create event for object .but i have all my objects named ineed help.
I want my battle bg to scroll across the screen, and/or play an animation.
I would prefer both, but having just one of these happen would mean the world.
Thanks in advance.
How would I go about calling random encounters? I'm trying to do a stepCounter, and the code is compiling fine, but it's not actually DOING anything to start an encounter?
I have two rooms currently, in the creation code for both, i have the variable safeRoom set to either true or false. if it's false, then I can get random encounters, if false, i cannot.
I have the following code in my oBattle create event, as I'm not sure where to actually put this. Should I just write an entire script for random encounters? I'm not sure how to handle this, and many of the tutorials are not helpful for this issue.
if(safeRoom == false && keyboard_check(vk_left) etc) //for all directions I tried to get it to recognize the following, but I'm not sure if it either doesn't work because it doesn't work, or because the code itself isn't triggering in the first place: if(safeRoom== false && (oPlayer.x == oPlayer.x+1 || oPlayer.y == oPlayer.y+1))
so it would be
stepCount=0;
encounterSteps= 1; //for initial battles for testing
if(above code)
{
stepCount+=1;
if(stepCount>=encounterSteps)
{ stepCount=0;
encounterSteps=irandom_range(5,20);
battleState=BattleStateBegin; //i tried this, but it did nothing
}
}
i also tried placing the following code within the if(stepCount>=encounterSteps) and nothing happens
NewEncounter(
choose(
[global.enemies.slimeG,global.enemies.slimeG,global.enemies.bat],
[global.enemies.slimeG,global.enemies.slimeG],
[global.enemies.slimeG,global.enemies.bat,global.enemies.bat,global.enemies.bat,global.enemies.bat],
[global.enemies.slimeG,global.enemies.bat]
),
sBgField
);
instance_destroy();
I am at a loss as to why it isn't triggering at all. is it because I'm calling this within oBattle and code in oBattle does not trigger until battle starts?
should I put it in the player's create code? if so, how would i call to start encounters within a different object? And I can't put it in the player's step code, because it views safeRoom as a non existent variable even though I have it declared and set to false in my initialization script, after the randomize(); line
I've been working on a small project recently and I am coming across an issue with mine even though I followed all the steps here. When I boot up the game to test the battle with my sprites, both the player and the enemy slide to the right off screen. I am wondering if it is something related to my movement system in the overworld or something else entirely.
Say you wanted to make a monster collector RPG, what changes would you make to the scripts?
What version
For anyone getting the line one error for when you make the collision, play close attention to how the structs are set up for the enemies. At first, I assumed that they were identical to the main characters. However, I went back and saw that they were not the same. Once I fixed it, the error dropped away!
I still get it.
YES
I’ve only waited 9 years of my life 😭😭🙏🏽🙏🏽❤️ bless Shaun
ily ty
can older versions of GMS work with this tutorial or it's proved that I'm not getting anywhere with a older release?
I think the problem is this tutorial uses methods, scripts, and functions made in the newer versions that arent available for the old versions. You could still follow this tutorial in older versions, but you would need to heavily modify what's going on here to fit with your toolkit. I did this once but the other way, following a Heartbeast tutorial for GMS 1.4 in 2.1. Very tedious debugging, but it taught me a lot.
is there a way to add that you can make your attack higher by changing weapon
When the fight starts, a black screen appears. has anyone encountered anything similar? I guess I'm missing something when porting the step-by-step system to arpg project..
__Same here when I run for HTML, as for Windows, I get this error. Have you figured out the culprit yet?_________________________________________
############################################################################################
ERROR in
action number 1
of Step Eventobj_player_main
for object obj_enemy1:
global variable name 'enemies' index (100039) not set before reading it.
at gml_Object_obj_enemy1_Collision_obj_player_main (line 1) - NewEncounter([global.enemies.obj_enemy2], spr_battleGround);
############################################################################################
gml_Object_obj_enemy1_Collision_obj_player_main (line 1)
@@biasedlyunbiased its been a while but your problem is that you havent made a struct that defines the enemy, basically that big ass text the guy showed at the beginning of the video the black screen part i am trying to fix
@@SantoByul thanks, i couldnt have done it without you xD
great tutorial so far but at 6:19 for some reason when I touch my enemy (its object file is called Beez) it shows this error message
___________________________________________
############################################################################################
ERROR in
action number 1
of Step EventObject2
for object Beez:
global variable name 'enemies' index (100003) not set before reading it.
at gml_Object_Beez_Collision_Object2 (line 1) - NewEncounter([global.enemies.Beez, global.enemies.Beez], spr_Battle_Backround);
############################################################################################
gml_Object_Beez_Collision_Object2 (line 1)
SAME
same
Should this work If I'm using the current LTS version of GameMaker?
Bro I was just thinking about making a turn based combat game, get out of my head get out of my head get out of my head
Is it plausible to implement this battle system into your ARPG series :0
I would love to watch a vlog from you about you adhd journey ❤
What I find funny is that most people who go to the "professionals" aka doctors and scientists and etc, people are so dumb to believe everything they say. Not everyone has brainwash immunity I guess.
well it just so happens i was developing a turn based rpg 😏
For some reason the oBattleUnitPC and Enemy did not work even if parented. Well the Enemy one worked with -1 xscale, but the PC one remained invisible?! Seems to be a GameMaker bug, because after restarting GameMaker, it worked... Sigh. So if anyone else has this problem, just turn it off and on again, I guess? Also saw that sadly this tutorial is kinda dead, been almost a year since the last episode..
6:41 personal timestamp
How did you get that far? I can’t get the depth working
6:22 i get ERROR in
action number 1
of Draw Event
for object oBattle:
Variable oBattle.battleBackground(100051, -2147483648) not set before reading it.
at gml_Object_oBattle_Draw_0 (line 1) - draw_sprite(battleBackground,0,x,y);
############################################################################################
gml_Object_oBattle_Draw_0 (line 1)
any idea why? im completely lost
try adding o_battle object to r_init room?
@@MultiBagieta what you mean
how you solve it?
@@walkerfive6471 and he gone well i was waiting for answer too
@@happyfinn2043 do u have the answer? 😭
############################################################################################
ERROR in
action number 1
of Create Event
for object obj_Battle:
Variable .enemyUnites(100038, 0) not set before reading it.
at gml_Object_obj_Battle_Create_0 (line 9) - array_push(units,enemyUnites[i]);
############################################################################################
gml_Object_obj_Battle_Create_0 (line 9)
gml_Script_NewEncounter (line 6)
gml_Object_oSlime_Collision_oPlayer (line 1) - NewEncounter([global.enemies.slimeG, global.enemies.slimeG], sBgField);
has anyone found this issue or fixed it?
Is sbgfield the name of your battle background sprite?
Shaun do you believe in evolution and did you make this in ChatGPT
I keep on getting this error:
--------------
################################
ERROR in
action number 1
of Step Eventobj_fox (my character)
for object obj_slime:
I32 argument is array
at gml_Object_obj_slime_Collision_obj_fox (line 1) - NewEncounter([global.enemies.slime, global.enemies.slime], spr_battlebackground);
################################
gml_Object_obj_slime_Collision_obj_fox (line 1)
also I wrote this on my phone so it might not be totally accurate
Annnnd I am bugged.... global variable name 'enemies' index (100004) not set before reading it.
at gml_Object_obj_npc_Collision_obj_player (line 1) - NewEncounter([global.enemies.slimeG, global.enemies.slimeG], sBgField);
i try now and have same problem ahahha, did you solve it?
@@giacco2779 same did u solve it?
I’m not having that problem try putting a colon after enemies
My problem is my battle background sprite is stuck in the top left corner
I have found a solution, if youre following seans ARPG tutorial, you have an instance that loads first in the first room called oGame. This needs to call the GameData script to load it before all others. Simply open oGame's create event (or whatever your first instance, first rooms, create event is) and call the function GameData();