Geoff Moore

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I was testing my game today when I came across a pretty major issue. If an event uses a sequence of move routes (broken up with messages in this case) and the player saves during the sequence then upon restoring the saved game the event returns to it's original position, before executing the next move route starting from the original position, rather than wherever they should have been. The issue could obviously be a complete game breaker if there was a passability issue.

While searching for a solution, I found this script: Remember Event Position by shaz. The problem is it seems I'd have to make a script call at every step of every move route in my game, and that would just be ridiculous.

Surely there's a simple workaround for this? Thanks for reading.
 

lkoh

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I think this is only an issue during the creation phase of the project. Every time you save the project, all events go back to their original places in the map. If you don't save the project, the event should stay in the same position as when you quit the game.

Try quitting in the middle of the move route and then playtesting again, without touching the project.
 

seita

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Usually in these situations you would have a built-in workaround. Are they saving because you want them to save? If that's the case then fade the screen out before the save call. After the save call have it so the event changes to the next page, preferrably a parallel process page that sets the events in the correct position you want them to be in. If the event continues to play a cutscene and you don't want the player moving around, do another page turn to an autorun.
 

Geoff Moore

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I think this is only an issue during the creation phase of the project. Every time you save the project, all events go back to their original places in the map. If you don't save the project, the event should stay in the same position as when you quit the game.

Try quitting in the middle of the move route and then playtesting again, without touching the project.
You're right, thank goodness for that. So looks like a player would never encounter this issue. Thank you!!

@seita: Thanks for the tip, but looks like this is a non-issue after all. ;)

@Tsukihime: Reading through the comments on the script page it looks like that's the case, and the script isn't really designed to constantly update positions. I could be wrong.
 

Shaz

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The script is designed so you can do a move route on an event, and at the END of the move route, you can save its position.


It is not designed to an event where you have several move routes that are broken up where the position could be saved at each "step" (ie - at the end of each move route) and the game saved before the entire movement is complete.


If you save then restore a game, the event should be where it was when you saved, so you should not need that script for any but the very last move route.


I'm unsure how you're managing to allow the player to save in the middle of this sequence. Is it meant to be autorun?
 

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hmmm. an art of mine was removed from reddit, for a reason not even listed.
Going to try my luck with Rust programming language. C++ is just way too gosh darn frustrating.

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