How to use the parallel process?

Trust

Veteran
Veteran
Joined
Jun 22, 2020
Messages
31
Reaction score
25
First Language
English Italian
Primarily Uses
RMVXA
Hi all, I tried to make an event using a parallel process, the event is a simple intro after starting a new game, with dark screen and some dialogue, but I don't know why, for a split second I see the character and the map before the intro starts.

Can someone tell me what did I do wrong?
 

Daemoshiin

Villager
Member
Joined
Aug 2, 2017
Messages
21
Reaction score
4
First Language
English
Primarily Uses
N/A
You're using it correctly, though you might want to set it to Autorun instead of Parallel process.
Parallel happens alongside everything else, whereas Autorun happens while everything else freezes.
Ideally you want Autorun for cutscenes, and Parallel for random ambient stuff or checking switches/variables.

As it's at the start of the game, you'll want to go into the Database's "System" tab and tick the box that says "Transparent ON" - That way your characters will be invisible at the start of the game, and all you need to do to bring htem back is put a move route in the event that sets Transparent back to OFF.
 

Trust

Veteran
Veteran
Joined
Jun 22, 2020
Messages
31
Reaction score
25
First Language
English Italian
Primarily Uses
RMVXA
You're using it correctly, though you might want to set it to Autorun instead of Parallel process.
Parallel happens alongside everything else, whereas Autorun happens while everything else freezes.
Ideally you want Autorun for cutscenes, and Parallel for random ambient stuff or checking switches/variables.

As it's at the start of the game, you'll want to go into the Database's "System" tab and tick the box that says "Transparent ON" - That way your characters will be invisible at the start of the game, and all you need to do to bring htem back is put a move route in the event that sets Transparent back to OFF.
Well the thing is that it does ake my character get transparent, but the thing is, it still shows the map, transperancy just made my character invisible.

Do I have to make a black or invisible map and then make the character gets transported to the actual first map, or is there an actual way to have the completely black text only intro?
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,252
First Language
Spanish
Primarily Uses
RMVXA
don't use a parallel event.
send the player to an empty map (not your first map), put an autorun event running the sequence, make the character invisible, play the sequence, fade out, transfer the player without fade, make it visible, and then fade in.

you need to add a middle step in between the transfer and the fading in, which can't be done without coding the thing through the interpreter.
fading in and out manually is the quickest work around

additionally, you can start with a player character without a sprite, and then change it through the change player image command.
it's the same effect, except you don't make the player *invisible* at the beginning, you just show it *empty*
 

Trust

Veteran
Veteran
Joined
Jun 22, 2020
Messages
31
Reaction score
25
First Language
English Italian
Primarily Uses
RMVXA
don't use a parallel event.
send the player to an empty map (not your first map), put an autorun event running the sequence, make the character invisible, play the sequence, fade out, transfer the player without fade, make it visible, and then fade in.

you need to add a middle step in between the transfer and the fading in, which can't be done without coding the thing through the interpreter.
fading in and out manually is the quickest work around

additionally, you can start with a player character without a sprite, and then change it through the change player image command.
it's the same effect, except you don't make the player *invisible* at the beginning, you just show it *empty*
Ok it worked, thank you very much everyone, there is still a delay from the character appearing in the screen after the map already appeared, but for now I'm ok with this result :)
 

Bex

Veteran
Veteran
Joined
Aug 2, 2013
Messages
1,492
Reaction score
408
First Language
German
Primarily Uses
RMMV
Parallel and Autorun are nearly the same, but autorun is used for cutscenes and the player cant move in that time, but the map will be visible for a split second before it starts to run. Also when an Autorun is active other parallel event wait or started later (cant fully recall).

So i would guess use Parallel instead of Autorun in this Case.
Because Autorun is most likely fault that you see the Map for a split second.
 

gstv87

Veteran
Veteran
Joined
Oct 20, 2015
Messages
2,248
Reaction score
1,252
First Language
Spanish
Primarily Uses
RMVXA
that's because the fading happens before the command sent to the player.
fade out first, manually, transfer without fade, change the player aspect (invisibility or image), and then fade in.

if that's what you're already doing, there might be some lag when loading the sprite.
not much you can do about it through editor commands.
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
2,661
Reaction score
563
First Language
English
Primarily Uses
RMVXA
Well actually in the editor you can select to have the player transparent. Then the sprite is not shown until you turn it off by the event command.
 

Trust

Veteran
Veteran
Joined
Jun 22, 2020
Messages
31
Reaction score
25
First Language
English Italian
Primarily Uses
RMVXA
Parallel and Autorun are nearly the same, but autorun is used for cutscenes and the player cant move in that time, but the map will be visible for a split second before it starts to run. Also when an Autorun is active other parallel event wait or started later (cant fully recall).

So i would guess use Parallel instead of Autorun in this Case.
Because Autorun is most likely fault that you see the Map for a split second.
Well I tried to use both parallel and autorun to see what works better, and autorun does work better indeed,
and now I fixed the delay.

Thank you everyone :)
 

Mhin Ra

Veteran
Veteran
Joined
Aug 17, 2015
Messages
65
Reaction score
19
First Language
English
Primarily Uses
RMVXA
I think I had a similar problem, where on initial game start, it was hard to control how the game started displaying. What I ended up doing was using a parallel event (although I think autorun is fine too; but if you do use auto-run, make sure no other auto-run events are executing before it) that puts a picture that's just a 544x416 black box over the entire screen as it's very first line. If you ensure that event is running as the very first thing on the map, then it'll happen before the map is rendered. Then, while that picture is up, you can fade out the screen, erase the picture, set up your scene behind the black screen image and then fade in at your leisure. Or you can just do a move picture on the black box to fade in the screen however slowly you want (like for the initial fade in of the game, you might want it to take 120 frames instead of the default 60).

The net effect of that is that I got to control exactly how the game started displaying, rather than being forced to show the map immediately. Perhaps the technique will be useful for you as well :)
 

Trust

Veteran
Veteran
Joined
Jun 22, 2020
Messages
31
Reaction score
25
First Language
English Italian
Primarily Uses
RMVXA
I think I had a similar problem, where on initial game start, it was hard to control how the game started displaying. What I ended up doing was using a parallel event (although I think autorun is fine too; but if you do use auto-run, make sure no other auto-run events are executing before it) that puts a picture that's just a 544x416 black box over the entire screen as it's very first line. If you ensure that event is running as the very first thing on the map, then it'll happen before the map is rendered. Then, while that picture is up, you can fade out the screen, erase the picture, set up your scene behind the black screen image and then fade in at your leisure. Or you can just do a move picture on the black box to fade in the screen however slowly you want (like for the initial fade in of the game, you might want it to take 120 frames instead of the default 60).

The net effect of that is that I got to control exactly how the game started displaying, rather than being forced to show the map immediately. Perhaps the technique will be useful for you as well :)
I see, well thank you very much :)
 

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

Latest Threads

Latest Posts

Latest Profile Posts

I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
Ami
i can't wait to drink some ice after struggling with my illness in 9 days. 9 days is really bad for me,i can't focus with my shop and even can't do something with my project
How many hours have you got in mz so far?

A bit of a "sparkle" update to the lower portion of the world map. :LZSexcite:
attack on titan final season is airing tomorrow, I'm excited and scared at the same time!

Forum statistics

Threads
105,883
Messages
1,017,232
Members
137,607
Latest member
Maddo
Top