Autorun event stopped processing after few changes

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Elliott404

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After few plots changed, I've cancelled a prologue cutscene to make it as another cutscene in the middle of the game, but, the part B of the prologue that was connected to it (by transferring a transparent player to the part B of the prologue) stopped working when I did. Before, it used to work just fine, but now, the player stopped moving that even the fade out screen part can't be processed.
I thought it was an impassibility issue but it wasn't. I have 2 parts of events running, a parallel for the parallax maps, and the autorun for the cutscene.
67c39e6066fc99f598a64c710235afff.png
f6df1c30800f6ab886881e209f70fe4c.png
Oh yea, I removed the transparency part to check for impassibility issue ^^"
 

Kuro DCupu

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Mmmm, I've heard a lot of issues bout that binding picture to map plugin. Most of it causes lag to the point of not responding.

So these two events active on the same map?
If it's true, then this is just a guess:
Remove that parallel process event. Paste all of its content inside the autorun event after the transfer. If it's stuck after the fadeout, then the problem might be the plugin itself.

Also advice: don't make light of a parallel process trigger. Better, try to avoid using them when you can. They should only be used when you know what you are doing.
 
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Elliott404

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Did that, result still the same.
I've never had any problem with the plugin, so why now? .___.
 

Kuro DCupu

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Maybe something from the last event that sent you there?
What changes did you make when it's used to works?
 

Elliott404

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I just moved the sprite to the map with the prologue B cutscene to start there.
 

Andar

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are there other autoruns on the map?
If multiple autoruns are there, only one can run at any time, and the order in which they are run is basically random.
 

J-G

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How many events are running?
 

MightyEgg

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Just like andar said you can only run 1 autorun at time in one map.
And you can put some waits like 100 frames when goes fade in and fade out.
It can be lag, that will help reduce the lag problems.
Something like this https://prnt.sc/t121j0
 

Elliott404

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No. Only one autorun event, and the parallel one. I don't know if it counts but there is a stepping event for animating tile.
 

fluffymonster

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If possible, could we see the map with the given event? It could give us a better idea as to why it's acting up. Did you try moving the events to a new map (for testing) and if you did, was it still freezing? It's likely an autorun event was left behind. You can't even leave the first map, right?
 

Elliott404

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No. I didn't change anything in the map except moving the actor. It used to work just fine till I moved the actor as the start point .__.
This is how map with the events look like:
9faf156acedb39d931cd05ccfd13f58d.png
1st event on the top left is the parallel
2nd one is the autorun
The yellow magic circle is the stepping event.
 

Andar

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computers don't change without cause, so you have to have one possible change forgotten and we have to help you to find it.

please check all common events, is there any common event set to autorun or parallel that might now be active?
what plugins do you have installed? For example some plugins have options to freeze a game when certain switches are turned, and they might be configured wrong.
 

Elliott404

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All of the Common events are tied to switches, and some don't have any trigger since they're incomplete. As for plugins, I did installed some recently for alternatives:
 
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Elliott404

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I got fed up and opened the console so I can check for errors but, it points out this, I don't know if it had to do with the event or it's just a random one:
 
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MightyEgg

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That plugin its showing a error, I dont know if it´s the fault of your problem try to turn off the plugin and see.
This Is why I dont like to use plugins...
 

Elliott404

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Tried that too, nothing changed. I think the problem is that specific line written?
I'm not expert in coding but, it does point out at this error alone.
I'm not doing another new project and redo stuff all over again :kaocry:
 

Andar

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Tried that too, nothing changed.
If you turn off a specific plugin, then that plugin can no longer create an error message. That is a fact.
So if you claim that nothing changed (including still giving the same error message) then there are only two possibilities:

1) you didn't turn off the plugin correctly (or turned off a different plugin than the one that gave the error in the console)
2) you partially re-enabled the plugin by loading an old save where that plugin was still active.

please make that test again, and this time correctly:
disable the plugin that gave the console error message in the plugin manager.
In the title screen of the next playtest, select "new game" and don't load an old save.

What happens now? if you got another error, please pose a screenshot of the console again (and switch to console only, the other parts are useless for this bughunting)
 

Shaz

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Just looking at your autorun event, if the player doesn't transfer and the screen doesn't fade out, it means the move route could not be completed. Did the player start moving? Is there an event in the way of where they are meant to move? Any event will block player movement, if it's set to Same as Characters and not Through, even if there's no sprite on it.
 

Elliott404

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I've talked to the scripter I know about this problem since I've figured I'll trouble you longer than needed for this problem so, I apologize.
@Andar
I never load any save file, I usually delete it after a few save tests, that's the strange part. I'll see what my scripter friend would say about it.

@Shaz
Nope. I turned the transparency off for that, and the actor never move at all. I ticked the skip if cannot move, and the fade out, transfer, and fade-in parts worked just fine.
Also, I usually set events to below characters.
 

Shaz

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You can send me your project if you like, and I'll take a look at it.
 
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