Main Crash 'NoneType' object has no attribute 'update_tile'
Traceback (most recent call last):
File "main.py", line 117, in <module>
File "main.py", line 45, in main
File "main.py", line 63, in run
File "Code\StateMachine.py", line 201, in update
update_output = self.state[-1].update(gameStateObj, metaDataObj)
File "Code\Transitions.py", line 291, in update
self.continue_suspend(gameStateObj, metaDataObj)
File "Code\Transitions.py", line 298, in continue_suspend
SaveLoad.loadGame(gameStateObj, metaDataObj, suspend)
File "Code\SaveLoad.py", line 700, in loadGame
gameStateObj.load(to_save)
File "Code\GameStateObj.py", line 150, in load
self.map.replay_commands(map_info['command_list'], self.game_constants['level'])
File "Code\TileObject.py", line 354, in replay_commands
self.mass_replace_tile(line)
File "Code\TileObject.py", line 523, in mass_replace_tile
width, height = self.area_replace(coord, image_fp, grid_manager)
File "Code\TileObject.py", line 95, in area_replace
self.update_grid_manager(coord, width, height, grid_manager)
File "Code\TileObject.py", line 102, in update_grid_manager
grid_manager.update_tile(self.tiles[(x, y)])
AttributeError: 'NoneType' object has no attribute 'update_tile'
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Damn. Another bug :(
Quick! Copy this error log and send it to rainlash!
Or send the file "Saves/debug.log.1" to rainlash!
Thank you!
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The game cursor glitched by going down automatically. This happened before and I fix it by suspending the game, moving the cursor in the menu, and then continuing. Doing so caused the game to crash.
With the game seemingly randomly crashing at other points (such as at around turn 19 or 20 on chapter 9 when some reinforcements were spawning and when using the master axe as mentioned above) I've noticed continuing sometimes just crashes in general, and now I'm literally unable to start the chapter. can't figure out why so for now I thought I'd post this...
EDIT: Restarted the chapter and just finished it since I had a feeling I was close to the ending. Turns out I was right lol.
Though you didn't ask for them and are free to ignore them, I felt like writing my thoughts out and figure someone might be curious for a little more insight on what to expect from the game, so here are some of my thoughts on its different elements:
Gameplay:
(Potential gameplay spoiler warning for those who haven't beaten the game yet)
I thought it was mostly good, my main issue is that reinforcements are not hinted at, both in terms of location and time spawning, and it's really annoying to just have them pop up on you without warning. The changes to certain core elements of the "Fire Emblem" experience, such as not being able to shoot magic and bows through walls, the reworking of bows to make them really feel like competent sniping tools/great for the player phase, skills that are predictable and not luck-based, etc., were great IMO, and I quite enjoyed the challenge of the game (besides the reinforcements... that felt like artificial difficulty). Overall it was pretty fun to play or I probably wouldn't have finished it, so yeah. The chapters sure were long though T_T
Story: It served its purpose decently enough and I didn't particularly like or dislike it... though some grammatical mistakes kind of irked me because I have a lame, over-attentive personality, lol.
But I can't really fault the story overall, not like I paid money for some epic adventure written by a team of professional writers, haha.
Music: Wasn't really my preference of music, it felt mostly slow and atmospheric, but it was alright and did its job IMO. The awkward looping and lack of battle themes were a little meh, but I'm guessing the latter is because animations were added after the initial version. Also, the battle preps theme was super lame lol.
Graphics: Just like the story/music, I felt like the custom sprites and such served their purpose and that was about all I expected from a fangame, so yeah. Not particularly good but nothing terrible either, IMO. Was neat seeing a certain new bow animation.
Miscellaneous: The engine sometimes crashed/bugged on me as mentioned and I found that when pressing the "select" button ("Z" on my setup) and then immediately moving, it would sometimes move the cursor first and then "select" the new tile it moved to (i.e. either select the unit on it or open up the menu), which was a little annoying (I wanted it to select the unit and immediately start moving it within its movement range), but I think I just trained myself to press on my keyboard slower and mostly got over it, lol.
FWIW, changing the options didn't seem to help it, seems like a weird input buffer issue, but I dunno.
That aside, it's pretty good for a fan-game made by one person so I don't really feel like nitpicking any of the other small polish things since it'd feel kind of ungrateful and none of it really hurts the experience that much.
Overall: Gotta just give props overall, there was clearly a ton of effort put into it and I'm glad I chanced upon this and played it, was my first FE fangame in a while and it genuinely felt really fun and rewarding at times to learn and make use of the various changes to the FE formula. And I just sort of see it for what it is, a fan game made by one person that honestly feels somewhat like an "example work" of what the engine can do, and I think in that sense it succeeds and so that's why despite some frustrating moments and some things I wish were a little more polished, I enjoyed it overall and think it could be fun for some hardcore FE fans that wanna scratch that itch for a challenging/unique FE experience and have reasonable expectations for a one-man fan-project.
Anyway, thanks for making this and sharing it with us, and best of luck with your future endeavors. =)