Images show up on one event and not the other?

Actual_Isami

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So my game's dialogue depends mostly on portraits to convey emotion, and they work on the very first event (keep in mind these images are placeholders):

EndMyLife.JPG EndMyLife2.JPG EndMyLife3.JPG

But when I copy-paste (modified or not) the content onto a new event on a different map, the images either don't show up at all or the image(s) on the right show up after a while and the left doesn't show up at all. Am I missing something? Is there a mechanic I'm using wrong? I'm getting really frustrated and am tempted to just give up completely.
 

Shaz

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Please show us screenshots of the event that is NOT working, not the one that IS.
 

Andar

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if an exact copy of an event doesn't work on a different map, then it's something on that other map that prevents the event from working, and not something in the event itself.

best canditate is probably another autorun or a parallel process event on that other map.
Please test: what happens if you copy this event to a new, completely empty map?

It could be the other way around, that there is something on the original map that makes this event work and that is missing on the other maps...
 

Actual_Isami

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if an exact copy of an event doesn't work on a different map, then it's something on that other map that prevents the event from working, and not something in the event itself.

best canditate is probably another autorun or a parallel process event on that other map.
Please test: what happens if you copy this event to a new, completely empty map?

It could be the other way around, that there is something on the original map that makes this event work and that is missing on the other maps...
Okay so I changed a few things to autorun instead of parallel process and it helped some of it, but not the events that I'm having trouble with. Funny thing is that it'll work with other events in the same map.
 

Andar

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Okay so I changed a few things to autorun instead of parallel process and it helped some of it, but not the events that I'm having trouble with. Funny thing is that it'll work with other events in the same map.
no, thats not funny - that is usually the case if you make the mistake of using too many autoruns and parallel processes.
I suggest you follow the link "bughunting" in my signature to learn why excessive use of parallels and autoruns causes timing problems, then start redesigning them.

If you had said that the map you copied that to already had other parallel processes, I would have pointed that out directly.
 

Actual_Isami

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no, thats not funny - that is usually the case if you make the mistake of using too many autoruns and parallel processes.
I suggest you follow the link "bughunting" in my signature to learn why excessive use of parallels and autoruns causes timing problems, then start redesigning them.

If you had said that the map you copied that to already had other parallel processes, I would have pointed that out directly.
Huh. Good to know. What do you recommend for a storyline that depends heavily on things happening as soon as you enter a room?
 

Shaz

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If you need to disable player access while it's happening (a cutscene, no matter how brief), use autorun. If you don't need to disable player access (walking around, opening menus, etc), use parallel process. If it only needs to happen once (as in a cutscene), turn on a self switch at the end and add a new page conditioned by the self switch.

If there are several things you need to happen, either put them all into the same autorun event, or have one autorun event for the main stuff, and parallel process events for the others. You don't need multiple autorun events for a single cutscene - distributing sequential processing across numerous events will add opportunities for errors to creep in, as you've seen. You can have a single cutscene that controls the movement of other events, just by selecting the other event in the drop down list of the Set Move Route command.
 

Actual_Isami

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If you need to disable player access while it's happening (a cutscene, no matter how brief), use autorun. If you don't need to disable player access (walking around, opening menus, etc), use parallel process. If it only needs to happen once (as in a cutscene), turn on a self switch at the end and add a new page conditioned by the self switch.

If there are several things you need to happen, either put them all into the same autorun event, or have one autorun event for the main stuff, and parallel process events for the others. You don't need multiple autorun events for a single cutscene - distributing sequential processing across numerous events will add opportunities for errors to creep in, as you've seen. You can have a single cutscene that controls the movement of other events, just by selecting the other event in the drop down list of the Set Move Route command.
Alright so I've gotten rid of all the unnecessary parallel processes and autoruns and it has helped, but the event I posted before alongside one or two others still aren't working properly:

EndMe3.JPG
----
EndMe3.JPG EndMe4.JPG EndMe5.JPG EndMe6.JPG

Outside of the only room that works 100%, I only have a max 1 autorun in each map.

(Edit: Some events do work properly in the same map so I'm out of ideas.)
 

Andar

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please include descriptions of both what the event is supposed to do in your opinion and what it really does.
"does not work properly" is a bit too vague to go looking for the details of the problem.
 

Shaz

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@Actual_Isami what other scripts do you have? I notice you are using very low numbered variables and switches. Scripts often default to using these as well. So if you have a script that's enabled outside of that first map, it could be mucking around with your events through the variables & switches you're using for the events, if it uses the same ones.

Yami's overlay script is one that commonly causes problems because people don't configure it correctly when they add it.
 

Actual_Isami

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@Actual_Isami what other scripts do you have? I notice you are using very low numbered variables and switches. Scripts often default to using these as well. So if you have a script that's enabled outside of that first map, it could be mucking around with your events through the variables & switches you're using for the events, if it uses the same ones.

Yami's overlay script is one that commonly causes problems because people don't configure it correctly when they add it.
The scripts I'm using are this one, this one, and this one (I can't find the actual download link for some reason.
 

Actual_Isami

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please include descriptions of both what the event is supposed to do in your opinion and what it really does.
"does not work properly" is a bit too vague to go looking for the details of the problem.
Either the images never show up, only show up the second time you press the action button (if there is one), or only some of them show up after some dialogue passes.
 

Shaz

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Well one of them is specifically for doing stuff with pictures, so I'm going to say that's an obvious suspect right there. Disable that and see if it makes any difference. I don't see that anything in your event is using that script, so you should be able to play without it.

You also linked to plugins, which are for MV, and not Ace scripts. Not much point looking at any of them because the programming language is completely different, and the MV version and Ace version might do different things.
 

Actual_Isami

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Well one of them is specifically for doing stuff with pictures, so I'm going to say that's an obvious suspect right there. Disable that and see if it makes any difference. I don't see that anything in your event is using that script, so you should be able to play without it.

You also linked to plugins, which are for MV, and not Ace scripts. Not much point looking at any of them because the programming language is completely different, and the MV version and Ace version might do different things.
Okay, good news is disabling that script fixed the problem. Bad news is I kind of need the effects it gives the game. Welp, better keep searching, huh?
 

Shaz

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Yes. Next step is to look closely at the configuration of that script - does it use specific switches, variables, picture ids? Have you used the same switches, variables, picture ids for something else?

The very first thing you should do when you add a new script to your game is to see what switches and variables it uses. Look to see if you are already using those. If you are, find some that you're not using, and reconfigure the script to use those instead. Then create a dummy event and use the Control Switches and Control Variables commands, select those switches/variables, and give them names to make it clear that they're being used by the script. After you've saved it and can see the names, just delete the dummy event. The goal is to allocate names to the switches/variables so you don't accidentally use them for something else, which is exactly what I think you've done here.
 

Actual_Isami

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Yes. Next step is to look closely at the configuration of that script - does it use specific switches, variables, picture ids? Have you used the same switches, variables, picture ids for something else?

The very first thing you should do when you add a new script to your game is to see what switches and variables it uses. Look to see if you are already using those. If you are, find some that you're not using, and reconfigure the script to use those instead. Then create a dummy event and use the Control Switches and Control Variables commands, select those switches/variables, and give them names to make it clear that they're being used by the script. After you've saved it and can see the names, just delete the dummy event. The goal is to allocate names to the switches/variables so you don't accidentally use them for something else, which is exactly what I think you've done here.
Makes sense. Thanks a bunch.
 

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