As it turns out it has nothing to do with how autorun works at all. I was going through plugin settings when I saw this:
Both of the settings were set to true which caused the problem I was having before.
I knew something was off because having an event set to auto run didn't halt movement...
Alright so after much consideration and whatnot, also because of how confusing the event set up in the screenshots are. I have determined that a better way to conquer this problem is to use a conditional branch to check if the player is inside a certain region number when the touch event occurs...
Apologies, I saw your message before but I was in a rush and only had time to respond to Turan.
The common event you mentioned. That is the main thing checking the player direction right?
So I only need to change it from player to "this event" and it will work like I want it?
I thought I was clear in explaining what I wanted, obviously I was wrong, so I will attempt to explain what is going on using a somewhat similar scenario to what is going on in the game.
So imagine you are walking around a town and in it there a knight who walks in circles along...
Can you please make an example event and screenshot it?
I get the idea from text but I need an image of it, something visual for me to get the full understanding of how to set something like that up.
Also I get confused easily. :yswt:
Not necessarily, the event could step backwards, which it is not currently programmed to do, and touch the player which would still trigger it.
I actually just now created a test event where a cat walks backwards into the player to prove it.
The event moves back and forth between two certain...
The only condition I need is that the player must be in front of whichever way the event is facing when the player touches the event or vice versa for it to trigger. The direction the player is facing is irrelevant.
I am 100% sure of this.
I can not say anymore than that.
This is sprite smoothing, the default behavior of MZ.
You can use the Visustella CoreEngine plugin to disable it.
Just download the sample project, grab the CoreEngine plugin from it and look for the Pixel Image Rendering setting in the Quality of life settings. Set it to Pixelate...
That won't work I'm afraid.
Because the event moves and could touch the player first instead of the player touching it, so it needs to be set up so the player has to be in front of whichever way the event is facing at the time for it to work. The player can be facing any direction. The only...
I woke up a touch early and was going to draw by the fireplace until it’s a more appropriate noise-making time, but I left my stylus AND my glasses (WHAT?!) upstairs and it’s just too cold to get out of the blanket now.
Made some simple samples with the Time Reversal Mechanic. It would be interesting to make a bigger puzzle where you could dynamically choose which elements are affected by the time reverse. But if there's much more than move routes and waits, it's starts to get too annoying for my brain Like even that exploding bomb was such a bother.