I can't figure out why my two events don't perfectly work

mikey1393drago

Dragon Fanatic
Veteran
Joined
Aug 31, 2016
Messages
69
Reaction score
6
First Language
English
Primarily Uses
RMVXA
Hey. I've been stuck on this problem for a while now and need some advice on how it works. I have two events on the same map, that I'm trying to work in as a single in-game cutscene so to speak. Any ideas? It is an injured woman who is trapped under lumber, then she is taken to the bed by the player who then must speak to her again. The problem is, the graphic to the second event is still present in the first event on that map during gameplay. If I try to have the second event not be shown in the first, then I cannot speak to the woman. Is it a switch; conditional branch or something else that will have it work to how I want?


Two events for one cutscene.png


As you see above, one event is set to not start with a graphic, though it still doesn't work.


Two events for one cutscene2.png


Two events for one cutscene3.png


Two events for one cutscene4.png


Two events for one cutscene5.png


Two events for one cutscene6.png


The graphic I circled in purple, is the one I always change to see if the scene works in-game, but as I said above all these pics, when there is no graphic there I cannot speak to the woman. I know I've done something wrong, I just can't think of it right now.
 
Last edited by a moderator:

Vox Novus

Knight of Whispers
Veteran
Joined
Mar 18, 2013
Messages
3,293
Reaction score
2,473
First Language
English
Primarily Uses
N/A
You have no switch set on tab 2 for the women resting. So its reading from tab 1.


Instead of using a self switch in the first event with the injured women use a switch to turn that event off and the resting woman event on. 


Make sure on the second event to have The conditions checkbox when Switch (switch you use in the first event) is On checked on the second tab.


Actually if you do that the first tab on the second event is entirely not needed.
 
Last edited by a moderator:

consolcwby

(2015: afk...) 2018: BAK! :P
Veteran
Joined
Aug 25, 2016
Messages
204
Reaction score
334
First Language
English
Primarily Uses
RMMV
The first thing I would do is take out any walking animations which are not needed.


The second thing I would do with the first event is to make the second page autorun. As it is now, the trigger is set to action button.


The third thing I would do is the second events first page - I'd delete it. I'd make the second page have her appear in the bed, and basically, we do things so different... Uhm, look - try and use each page efficiently. If an event is supposed to run when the woman is in the bed, I'd have the page run when that switch is on. Just remember - self switches are great, but are only locally accessed iirc. I'd be using global switches to make it run. This way I can make sure the events cascade correctly, and can check the switches in the console if they do not. I'm afraid I'm so new at this too, that I may be giving bad advice. Back up your project before you take it! :D I hope I've given you something useful. Good luck!
 

mikey1393drago

Dragon Fanatic
Veteran
Joined
Aug 31, 2016
Messages
69
Reaction score
6
First Language
English
Primarily Uses
RMVXA
@consolcwby Thanks. I thought I never needed the first page in event two.


@Vox Novus Thanks for the help. I'll use your advice to see if it actually works for me too.


Also. The first event repeats when I re-enter the map, so I'll find out how to turn it off at some point.
 
Last edited by a moderator:

Vox Novus

Knight of Whispers
Veteran
Joined
Mar 18, 2013
Messages
3,293
Reaction score
2,473
First Language
English
Primarily Uses
N/A
@mikey193drago


No problem. The first event? Strange as far as I can tell the first event shouldn't be repeating at all because you turned to a new event tab.
 
Last edited by a moderator:

mikey1393drago

Dragon Fanatic
Veteran
Joined
Aug 31, 2016
Messages
69
Reaction score
6
First Language
English
Primarily Uses
RMVXA
@Vox Novus Yeah, it is so annoying. Your advice works wonders, if I have the second event turn off the first one at the end. I just can't figure out why the first event wants to repeat, but only goes to a faded out screen where it then stops the game. But at least the two events now work for one in-game cutscene, so thanks for that. The other thing that is weird, is a problem we can't solve when it comes to a walking animation moving across one space after the event is over. My question for that point was already solved, bar the movement problem but I've worked around that.


Goodness, it's not the event it's the transfer event to that particular map. As the first event on this map is off, that is why the screen stays blank.


I've sorted that now, just have one last thing. It probably can't be fixed, but the transfer of the first event to the second event has a graphical glitch. The glitch is this; I'm using damage2 graphic, and the split second of the injured man above the injured woman I am using appears and is replaced by the correct graphic. It's quite hilarious, but messes things up.
 
Last edited by a moderator:

Vox Novus

Knight of Whispers
Veteran
Joined
Mar 18, 2013
Messages
3,293
Reaction score
2,473
First Language
English
Primarily Uses
N/A
@mikey193drago


Glad you figured that out. You should have ended up with something like this for your event pages (I cut out the actual text and what not to save time).

 
Last edited by a moderator:

mikey1393drago

Dragon Fanatic
Veteran
Joined
Aug 31, 2016
Messages
69
Reaction score
6
First Language
English
Primarily Uses
RMVXA
@Vox Novus Yes, I have now thanks to the help you gave, but did the glitch happen to you?
 

Vox Novus

Knight of Whispers
Veteran
Joined
Mar 18, 2013
Messages
3,293
Reaction score
2,473
First Language
English
Primarily Uses
N/A
@mikey193drago Hmm, should have seen this sooner, sorry a bit tired today. You don't need the Set event location at all in the first event its not necessary. You can add the fade-in event at the end of the first events first tab to be at the start of the second page (you'll need to use auto-run now on that Event). Will edit my previous pics.
 
Last edited by a moderator:

mikey1393drago

Dragon Fanatic
Veteran
Joined
Aug 31, 2016
Messages
69
Reaction score
6
First Language
English
Primarily Uses
RMVXA
@Vox Novus I'm afraid the change you made when I try it, freezes my game on the blank screen, though the glitch stops. With it fading in to the second event, I then cannot speak with the woman.
 

mikey1393drago

Dragon Fanatic
Veteran
Joined
Aug 31, 2016
Messages
69
Reaction score
6
First Language
English
Primarily Uses
RMVXA
@Vox Novus Alright.


Two events for one cutscene.png


Two events for one cutscene2.png


Two events for one cutscene3.png


Two events for one cutscene4.png


I've gone back to using the set location, but it still has problems. I'm trying to correct it back to where it was now.
 
Last edited by a moderator:

Vox Novus

Knight of Whispers
Veteran
Joined
Mar 18, 2013
Messages
3,293
Reaction score
2,473
First Language
English
Primarily Uses
N/A
-You should be able to remove the set event location  on event 1 tab 1 entirely.


-The fade in should be removed from event 1 tab 1 and put on the second event tab 1 at the very top. The event tab for event 2 tab 1 should have trigger now set to auto-run.


I updated my pics I previously posted check them again, it should work fine if you set it exactly like that.
 
Last edited by a moderator:

mikey1393drago

Dragon Fanatic
Veteran
Joined
Aug 31, 2016
Messages
69
Reaction score
6
First Language
English
Primarily Uses
RMVXA
@Vox Novus Awesome. Thanks for all your help. The glitch has gone, and the full event plays how I want. I must remember, self switches are pointless when you can control events with switches.


I believe we can now close this topic.
 
Last edited by a moderator:

Vox Novus

Knight of Whispers
Veteran
Joined
Mar 18, 2013
Messages
3,293
Reaction score
2,473
First Language
English
Primarily Uses
N/A
@mikey193drago Glad everything works, sorry I hadn't noticed the set event location earlier normally I wouldn't have overseen that.


Self switches aren't useless if you are using them to turn off an event that has no effect on other events, they would then be the preferred method.


If you haven't seen it yet Andar's Tutorials cover a lot of things.


http://forums.rpgmakerweb.com/index.php?/topic/14727-a-starting-point-for-new-users-v12/


To close a topic out, you either select one response as the Best answer to signify the issue is solved or report your original post to have a mod close it. 
 

mikey1393drago

Dragon Fanatic
Veteran
Joined
Aug 31, 2016
Messages
69
Reaction score
6
First Language
English
Primarily Uses
RMVXA
@Vox Novus Yep. Your very first reply I've selected as the best answer. So, I think we now wait for an admin to close it for us.
 

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

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,853
Messages
1,016,986
Members
137,561
Latest member
visploo100
Top