Character won't move, unknown reason.

Status
Not open for further replies.

PanDMonium

Villager
Member
Joined
Jun 29, 2013
Messages
7
Reaction score
0
First Language
English
Primarily Uses
N/A
I am trying to do something simple. The player has an NPC come into the room, has a conversation, then the NPC leaves. I used to be able to walk around the floor without any trouble. Now I can't. I've tried everything and I get the player character to move. 



So, that's the event. My character turns when the NPC comes in, after she leaves, he can't move. He was able to before. 

I originally just wanted him to turn when she came in, so I used a parallel event. That worked fine, but after she left, he kept turning to the left by default. I couldn't figure out how to get him to stop. I tried closing events, and so on. 

So then I decided to run the player instructions in the NPC event, and he turns as well in this one. But when it's over, he can't move. What did I change?

Before anyone asks, yes there is a star at the top of tiles on B. Please help. 

 

Zack

Perverted King of Demons
Veteran
Joined
Aug 17, 2012
Messages
296
Reaction score
56
First Language
English
Primarily Uses
Erase event works much better than exit event processing, because it terminates said event and it's not permanent, meaning if you walk away then enter again, the event will come back. Exit event processing just leaves the event ready to run instead of terminating it. If that doesn't work, try changing the passage settings or something.
 

sock

Veteran
Veteran
Joined
Aug 9, 2013
Messages
53
Reaction score
4
First Language
English
Primarily Uses
N/A
De-select 'auto run' as the trigger. And turn it to Event touch. I don't know why yet, but for some reason I haven't figured out what Auto run actually does >_>

Try perhaps creating your own custom autonomous movement. Make sure, you also select stepping animation, and I think also walking animation otherwise the NPC will not animate :|
 

PanDMonium

Villager
Member
Joined
Jun 29, 2013
Messages
7
Reaction score
0
First Language
English
Primarily Uses
N/A
Erase event works much better than exit event processing, because it terminates said event and it's not permanent, meaning if you walk away then enter again, the event will come back. Exit event processing just leaves the event ready to run instead of terminating it. If that doesn't work, try changing the passage settings or something.
Okay, I put in erase event instead on tab 3, and the character still won't move. He was moving before, but not now. What could I have changed that would have made it this way? I'm looking for information on changing passage settings. How do I check it?

If I set all the triggers to event-touch, I can move my character again. But the cut scene doesn't start at the beginning as I intended. I don't understand why this is so difficult. 
 

NoahJMina

RPG survivalist
Veteran
Joined
Aug 2, 2013
Messages
151
Reaction score
14
First Language
English
Primarily Uses
change "autorun" to either parallel process or event touch

if u want ur cutscene to work
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
the problem is that both autorun and parallel processes automatically loop, and as long as any autorun is active the player cannot move.

On your third event page, delete the exit event processing and turn the trigger to "player touch".

After that everything will work.

Edit:

Just to make it clear: the third page (which will end the cutscene) needs to be on player touch, the first two need to remain on autorun.
 
Last edited by a moderator:

PanDMonium

Villager
Member
Joined
Jun 29, 2013
Messages
7
Reaction score
0
First Language
English
Primarily Uses
N/A
Okay, Andar, I did what you said, and the guy is still not moving. I've tried removing the part of the event where he turns to face the NPC as well. Is there anything else that I could be wrong? How do I stop any autorun from being active?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
Okay, Andar, I did what you said, and the guy is still not moving. I've tried removing the part of the event where he turns to face the NPC as well. Is there anything else that I could be wrong? How do I stop any autorun from being active?
Autorun cannot be stopped, it can only be switched off by switching to a page that has no autorun.

If the player cannot move, there is one test to determine the reason for the move problem:

Can the player still turn (change facing depending on direction button pressed), yes or no?

If the player can turn but not move, then there is a problem with passability.

If the player cannot turn, then there is an active autorun somewhere.

When seeking problems with events, in most cases the problem is with determing which page of an event is active. Do not believe the active page is the number it's supposed to be, because if there are logical condition problems that's usually not the case. One trick to check this is to temporarily replace the event's sprite with a different sprite for each page - then check which sprite is visible when the logic breaks down, and you'll know which page is really active.

That said - you made several changes to the event after you posted it (according to your answers to the other tips), so please put up screenshots of the current versions of the event pages. Please include (or check) every other event on that map and all common events if there is another event on autorun or parallel process that might cause those problems.
 

PanDMonium

Villager
Member
Joined
Jun 29, 2013
Messages
7
Reaction score
0
First Language
English
Primarily Uses
N/A


Those are the three tabs of the event. I made sure there no other common events, and as far as I know, the only processes occurring are in this event. 
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
Those are the three tabs of the event. I made sure there no other common events, and as far as I know, the only processes occurring are in this event. 
Do you have any scripts installed?

Sometimes scripts are configured by switches and variables, and it happened before that developers forgot to configure those switches, resulting in the script reacting to a switch that was supposed to do something else in an event.

If that is not the case, can you upload your project somewhere and give us the link to check it for you - the event as done in the screenshots might have a few strange setting (like setting the event to below player), but nothing there should stop the player from moving.

And please give us the answer to the check described in my previous post whether the player can still turn or not.
 

NoahJMina

RPG survivalist
Veteran
Joined
Aug 2, 2013
Messages
151
Reaction score
14
First Language
English
Primarily Uses
parallel process use it.
 

PanDMonium

Villager
Member
Joined
Jun 29, 2013
Messages
7
Reaction score
0
First Language
English
Primarily Uses
N/A
Andar, I'm sorry. No, the player cannot turn. I do have one script installed to modify fonts. I will upload it somewhere when I can, as I am about to sleep. Thank you all for your help so far. 
 

sock

Veteran
Veteran
Joined
Aug 9, 2013
Messages
53
Reaction score
4
First Language
English
Primarily Uses
N/A
Also, you might be interested to know... You have spelt 'Clouds' wrong in the sentence "Poverty had been hanging over the realm those days like swollen *clouds* of rain" in the first event page.

You're welcome.

Also... Sorry for the tip on "select stepping animation... >_>  " That way, I bet your NPC would of stepped in the one spot whilst standing still :unsure:
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
NoahJMina, your suggestion is incorrect. Parallel process is exactly the same as autorun in that they'll both just keep looping.


This is actually a poorly made cutscene. You do not need to use all those event tabs - the whole thing can be done in a single page. Read this for some hints.


Exit Event Processing has NO effect on autorun and parallel process events. They just keep looping.


Erase Event will get rid of it, but only until you come back to the map again.


Folks, if you are a beginner yourself, please make ABSOLUTELY sure of your advice before you give it.


OP, I think you have another event running somewhere that is set to autorun. Or your Set Move Route at the bottom of the second page actually moves the event into something that it can't move through, and as you're telling it to wait until completion and it never actually completes, it's just waiting and waiting.
 

Dark_Metamorphosis

What a horrible night to have a curse.
Veteran
Joined
Nov 23, 2012
Messages
2,192
Reaction score
382
First Language
Swedish
Primarily Uses
I would go with the move-route as well. If the move route can't finish, the game will freeze. (By looking at the start position of your actor It's directly to right of the table). You then have a move-route stating 'this event' (the character to move to the left), which would mean he would walk straight into the table. Maybe you have forgot to change 'this event' into whatever event that you want to move left. Or.. the floor tile that you are using is set to an X :p (Probably not).

Edit: Nevermind about that, figured out that you are using the NPC as the Event. Might still be that the move-route is set wrong and the NPC cant walk out the door and therefor freezes the game. Try put her move route to 'through', or make sure that the move route is not affecting a tile that can't be walked on. I would just use a 'transparent ON' when she steps on the last tile to sort of illustrate that she walks out of the room.

Also, you don't need to use the NPC as the event. With the set- move route you can control any event on the map. You also don't have to use all those event pages, since you can turn the switches on inside a single autorun event and just input the event pages for the switches on the NPC event. (To make her appear and dissapear and what not).
 
Last edited by a moderator:

PanDMonium

Villager
Member
Joined
Jun 29, 2013
Messages
7
Reaction score
0
First Language
English
Primarily Uses
N/A
Oh, thank you. I didn't realize that I can set "Transparency ON" for events as well as player in the little option box. So I rewrote my event so that as the game begins, the autorun sets the NPC "Transparency ON." Problem is that right after you start the game, you can still see her there for 2 seconds before she disappears. Then, after the players monologue, I set the event Transparency OFF. The NPC appears, walks over, shares conversation, then turns and walks out. After, the player can move again. What I intended.

But,

Is there any way to keep the event transparent from in the very first few seconds? Kind of gross, the way the NPC blinks in for a moment. This is why I originally created a blank tab for the beginning of the event. And that worked, except it somehow put the game into process it couldn't complete, so the player couldn't move after. I understand that events are more than just NPCs, I just relied on tutorials I found on the web that advised me in this way.  :headshake:
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Sounds like you set it as a move route in an autorun event. Autorun events start just AFTER the map loads, so any graphic changes you make at the beginning of the autorun event, the player will be able to see happening.


If you want your player invisible right at the start, go to the database, System tab, and check the button that says Transparent ON.


If you're talking about an actual event, then I would just remove the graphic completely, and add a Change Graphic in a Move Route on the event as part of your cutscene.
 

PanDMonium

Villager
Member
Joined
Jun 29, 2013
Messages
7
Reaction score
0
First Language
English
Primarily Uses
N/A
Ah, that did it. Used the change graphic command. Now we're cooking with fire!   :rock-left:   :rock-right: Thanks so much, everyone.

Resolved. 
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

Forum statistics

Threads
105,868
Messages
1,017,072
Members
137,578
Latest member
JamesLightning
Top