Event Help

soliden

Villager
Member
Joined
Jul 22, 2012
Messages
13
Reaction score
0
First Language
English
Primarily Uses
soliden, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
Must have been a browser error, because I wasn't aware of the double post.
 

Celianna

Tileset artist
Veteran
Joined
Mar 1, 2012
Messages
10,557
Reaction score
5,592
First Language
Dutch
Primarily Uses
RMMV
I only warn people who have made actual posts with different content after their previous post; a real double post. Browser or system hiccups get removed and are not warned :)
 

soliden

Villager
Member
Joined
Jul 22, 2012
Messages
13
Reaction score
0
First Language
English
Primarily Uses
Ugh, I give up.

I made a completely new intro scene with my control event being the only event on the map, with NO switches besides the self-switch A ON to turn the event off, and it's still giving me the same problem.

EDIT: Huh, I tried setting the event to 'Action Button' just to see what would happen, and the character just stands there as if the event is being auto-run, but nothing still happens. It's odd because the event isn't controlled by a switch and there are no active switches or even other events on the map.
 
Last edited by a moderator:

Espon

Lazy Creator
Veteran
Joined
Mar 20, 2012
Messages
1,810
Reaction score
192
First Language
Gibberish
Primarily Uses
RMMV
Normally main causes of events freezing up the player is because Auto-Run wasn't disabled by a switch, or because an event or the player was forced to move against a wall and "Skip if Cannot Move" or "Through" wasn't enabled. Events cannot move through each other unless "Through" is enabled, even if they have different Priorities. Also, you gotta be careful when using movement and "Wait for Completion" isn't checked. If the player rushes through the dialog, it's possible to mess up move routes if another is issued before the first one finished.

If something does not work and you cannot figure it out, instead of remaking everything, try disabling parts one at a time (copy event commands into a new event or a disabled conditional branch). Often times the problem was the dumbest little thing and you end up slapping yourself for not noticing it sooner.

If you cannot figure out try uploading your project and maybe someone else can solve it.
 
Last edited by a moderator:

soliden

Villager
Member
Joined
Jul 22, 2012
Messages
13
Reaction score
0
First Language
English
Primarily Uses
GOT IT. Okay, so I "toggled" initially from autorun > action button > autorun and I was able to move my character again. Seems like a bug in the VX Ace program, since I made sure ten times over that there was no conflicts with other events, etc, etc.

EDIT: Is there a way to change the initial starting position of the player? If not, I know how to work around it, but I was wondering if there was something simpler than having a blank character>black bg, fade, change actor graphic, teleport > fade in line of commands/events.
 
Last edited by a moderator:

Des

timefantasy.net
Veteran
Joined
Mar 2, 2012
Messages
1,371
Reaction score
510
First Language
American
Primarily Uses
N/A
EDIT: Is there a way to change the initial starting position of the player?
Just right-click and "set starting position".
 

soliden

Villager
Member
Joined
Jul 22, 2012
Messages
13
Reaction score
0
First Language
English
Primarily Uses
Just right-click and "set starting position".
I guess I wasn't clear. I meant the rotation of the player's position, so they aren't facing downwards every time.
 

Celianna

Tileset artist
Veteran
Joined
Mar 1, 2012
Messages
10,557
Reaction score
5,592
First Language
Dutch
Primarily Uses
RMMV
No, not really. Not without a script or something. You can start out as transparent, have an autorun turn the player to the desired direction, and set them back to visible again.
 

Kilravok

Veteran
Veteran
Joined
Jul 18, 2012
Messages
73
Reaction score
4
First Language
English
Primarily Uses
RMMV
On a different thread in this forum I have seen that paralel process is executed while the scene is still starting up, before it is faded in. Would it not be possible to put an paralel process event on the map that turns the actor looking up and then deletes itself?
 

Celianna

Tileset artist
Veteran
Joined
Mar 1, 2012
Messages
10,557
Reaction score
5,592
First Language
Dutch
Primarily Uses
RMMV
I think using that method would make you see the player face down for a split second before they turn to another direction. I could be wrong though, as I haven't yet tested it out on Ace.
 

soliden

Villager
Member
Joined
Jul 22, 2012
Messages
13
Reaction score
0
First Language
English
Primarily Uses
No, not really. Not without a script or something. You can start out as transparent, have an autorun turn the player to the desired direction, and set them back to visible again.
That's pretty much what I've been doing for now (blank map + transparent character, etc.). Thanks.
 

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

Latest Threads

Latest Posts

Latest Profile Posts

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
How many parameters is 'too many'??

Forum statistics

Threads
105,865
Messages
1,017,059
Members
137,574
Latest member
nikisknight
Top