Fadein not working after map transition

HeroicJay

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This seems like a bug, and I'm utterly stumped. I've tried adding "Wait" events, and all it does is make the process go more slowly.

I call the following common event for map transitions (this one is specifically for LEFT map transitions, but other directions aren't any better.) It's just a called event, not Parallel Process or Autorun:

Fadeout BGM: 1 second

Fadeout Screen

[Mess with variables and switches relevant to the transition]

Transition Map: [Variable] [Variable] [Variable] (right side of the map to the left), No transition

Set Move Route: Player

> Move Left

Fadein Screen

The "Fadein" never triggers. I have no other events or scripts modifying the screen's fade level. The game is not frozen; I can still access the menu and trigger events (if I can find them; after all, the screen is black), and I appear to be on the correct map and probably the correct location (again, black screen). Setting the transfer event to an actual transition type just, like Wait commands, makes the process slower; the fadein still does not trigger.

I'm actually calling this from within a Parallel Process event (Common, not tied to map), but again, the event in question is not Parallel Process.

EDIT: I still say it's a bug, but after switching the event to Autostart and just having the Parallel Process flip the switch to trigger it, it works now. Search me why. Go ahead and close the topic.
 
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Hailren

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I rarely use the fade screen option I usually use the tint screen option it has more control and fades in a lot more smoothly than fade screen will. Anyways I'm glad you worked it out just Fyi Autorun makes it so no event actions can be taken till the actions in the Autorun event are done. And Parallel Process lets events move while the event on parallel process runs its tasks. 
 
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Andar

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why did you use the set move route on the player? Just have him transfer one coordinate to the left.

If that move route is set to wait and the path is blocked, then this move will block all later commands, So I think the real cause isn't fade-in not working, the real cause is probably that the fade-in command is never called because the previous command "set move route" already blocks everything.

Remove both fade-out and fade-in, and test if the player does this invisible move or if that is the block.
 

HeroicJay

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Hailren: I know the difference between Parallel Process and Autorun, thanks. Just because this account has a single-digit post count doesn't mean I'm completely unfamiliar with RPG Maker (though VX Ace is new to me). But I hadn't considered the Tint option in this case. I doubt it would fix this bug (not that it even matters any more), but I'll check out how it looks. EDIT: You're right, this is a lot better, especially since I can control the speed.

Andar: For purposes of animation. I like how it looks. And I know I'll have to be careful the path is never blocked; that's my problem. And no, the move isn't it; I had tried that. I'm guessing that it goes something like: if the event was on the map and 100% parallel process, the map transition would would erase the parallel process event, thus stopping it from running. How that works with a called event from a Common parallel process I have no clue.

FURTHER EDIT: I realize now why you call it an "invisible" movement - you apparently either forgot or thought I didn't know that you can turn off "wait" in a movement command. No, the player makes the step while the fadein takes place; it's perfectly visible, and now that the event works, I can verify this. (Well, it was technically invisible when the screen wasn't fading in, but that was the problem... besides, if the player had been blocked, then that bit about the game not being frozen would have been untrue.)
 
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Celianna

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RPG Maker doesn't work correctly when you have event commands after a transfer player command (I'm guessing that's what you meant with "Transition Map: [Variable] [Variable] [Variable] (right side of the map to the left), No transition"?), though this is mostly for map events, and not common events. It is because technically you're now in a different map, so any commands after it cease to work.

I didn't realize it'd be the same thing in a common event. To work around it, is to have it simply turn on a switch and transfer the player to the map. On that map, have another event set to autorun (with its condition set to the switch you used in the common event), and add in the rest of the event commands there.
 

Andar

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FURTHER EDIT: I realize now why you call it an "invisible" movement - you apparently either forgot or thought I didn't know that you can turn off "wait" in a movement command.
That is the reason why we usually ask for screenshots instead of a text list of the commands - in a screenshot it's visible whether or not the options are active, and there are people who made the mistake I mentioned.But I think Cel hit the true cause of the bug - transfering to a new map resets and reloads a lot, you better have the "entry" part after the transfer in a different event called from the target map.
 

HeroicJay

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Pasting redundant events in every single map was something I was specifically trying to avoid, but since I've already solved the problem by switching to a Common Autorun event for the transition, which is apparently better at persisting, it's moot by this point.
 

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