RPG Maker MV Approach Issues?

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Hi, I'm still trying to figure out RPG Maker MV commands and I'm having some trouble with having an event follow me after a cutscene. Basically, the girl gets out of her hospital bed, walks up to the IV, a sound is played indicating she attached it to herself, and then it's supposed to follow her around, but it doesn't. It's two tiles tall, too, but I figured that if I had a switch on that activated the move command, both would move at the same time.
Here are my event pages:
upload_2018-7-19_13-47-41.png
upload_2018-7-19_13-48-30.pngupload_2018-7-19_13-49-1.png
 

kaine

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that move event is set to player and not to the "girl" event
Edit:
o_O My bad
Is the girl the protagonist?
In this case you need 3 move event (in case the protagonist moves independently)
The first contains instructions for the protagonist
The second contains instructions for the 0005 event
the third contains instructions for the 0006 event
 
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Jules98

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First of all, I would recommend combining the two sprites into one, so you only have one sprite to worry about.

Second, I don't think that autonomous movement is suitable for this, due to it's erratic and random nature. The IV would move all over the place even if the player were to stand still.
 
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First of all, I would recommend combining the two sprites into one, so you only have one sprite to worry about.

Second, I don't think that autonomous movement is suitable for this, due to it's erratic and random nature. The IV would move all over the place even if the player were to stand still.
Okay, first off: how do I combine the sprite? I just took the two sprites off my B tileset. Should I instead make a whole other sprite sheet?

Secondly: Should I use the Custom command for following the player with a repeat?
 

caethyril

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Incoming wall of text! :kaoback:

First: change the trigger on the IV event(s). Autorun will cause the event to repeat its contents (nothing, in this case) indefinitely and suspend player movement while active. In this particular case I'd recommend Player Touch, you'll see why later. =)
Okay, first off: how do I combine the sprite? I just took the two sprites off my B tileset. Should I instead make a whole other sprite sheet?
Are you familiar with graphics editing? I'd suggest making a new double-height single-character spritesheet (384 x 144 px). You can copy+paste the upper and lower tiles into that sheet. Save it as !$filename.png, where:
  • ! indicates the sheet should be treated as an "object character" (no 6 px y-offset, no bush effect);
  • $ indicates the sheet comprises a single character with four facing directions (rows) and three animation frames (columns);
  • filename can be replaced with whatever you want, but since MV uses network standards for file access I'd recommend avoiding special characters (e.g. accents & punctuation) and replacing spaces with -hyphens-.
If you don't need it animated, you can leave the other 11 frames blank and just make sure your in-game has Direction Fix on, and Stepping & Walking off (checkboxes found in bottom-left of event-editing window). You can omit the ! as well if you prefer it that way, it's mostly a matter of taste.
Secondly: Should I use the Custom command for following the player with a repeat?
I'd recommend that, yes. Try putting a single Move Toward Player command in a custom route. Make sure the Repeat and Skip options for the route are both checked. You've got the correct move speed and frequency, unless the player is allowed to dash (Shift by default)...if you haven't already, you can disable dashing with a map setting: right-click the map (in the list under the tile palette) and choose Edit, then check the option marked Disable Dashing. :kaopride:

There is one problem, though: the IV event will block your movement! The Same as Characters priority is important for the move route to function correctly, but we don't want it to get in the way of the player. One solution is to give the event a Player Touch trigger and the following commands:
Code:
◆Set Movement Route:Player
:                  :◇Through ON
:                  :◇1 Step Forward
:                  :◇Through OFF
◆Set Movement Route:This Event (Wait)
:                  :◇Move toward Player
So, now when the player walks into it, they'll switch places with one another! ^_^
 
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Incoming wall of text! :kaoback:

First: change the trigger on the IV event(s). Autorun will cause the event to repeat its contents (nothing, in this case) indefinitely and suspend player movement while active. In this particular case I'd recommend Player Touch, you'll see why later. =)

Are you familiar with graphics editing? I'd suggest making a new double-height single-character spritesheet (384 x 144 px). You can copy+paste the upper and lower tiles into that sheet. Save it as !$filename.png, where:
  • ! indicates the sheet should be treated as an "object character" (no 6 px y-offset, no bush effect);
  • $ indicates the sheet comprises a single character with four facing directions (rows) and three animation frames (columns);
  • filename can be replaced with whatever you want, but since MV uses network standards for file access I'd recommend avoiding special characters (e.g. accents & punctuation) and replacing spaces with -hyphens-.
If you don't need it animated, you can leave the other 11 frames blank and just make sure your in-game has Direction Fix on, and Stepping & Walking off (checkboxes found in bottom-left of event-editing window). You can omit the ! as well if you prefer it that way, it's mostly a matter of taste.

I'd recommend that, yes. Try putting a single Move Toward Player command in a custom route. Make sure the Repeat and Skip options for the route are both checked. You've got the correct move speed and frequency, unless the player is allowed to dash (Shift by default)...if you haven't already, you can disable dashing with a map setting: right-click the map (in the list under the tile palette) and choose Edit, then check the option marked Disable Dashing. :kaopride:

There is one problem, though: the IV event will block your movement! The Same as Characters priority is important for the move route to function correctly, but we don't want it to get in the way of the player. One solution is to give the event a Player Touch trigger and the following commands:
Code:
◆Set Movement Route:Player
:                  :◇Through ON
:                  :◇1 Step Forward
:                  :◇Through OFF
◆Set Movement Route:This Event (Wait)
:                  :◇Move toward Player
So, now when the player walks into it, they'll switch places with one another! ^_^
Thank you so much!
 

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