Show Picture doesn't Work after loading save files.

metronome

Veteran
Veteran
Joined
Aug 21, 2014
Messages
338
Reaction score
144
First Language
English (Sure!)
Primarily Uses
Simply speaking:


When the player's character dies, instead of sending the player to that gameover scene, I


transfer him into a cutscene right before the character really dies and then load the


previous save file using this command: DataManager.load_game(0)


But then, after reloading the game, every "show picture" event command just


doesn't work(it shows no picture at all) unless the player restarts the game


and reloads the save file manually....


I don't understand what's happening there.


Thanks for at least reading this
 
Last edited by a moderator:

Rikifive

Bringer of Happiness
Veteran
Joined
Jun 21, 2015
Messages
1,441
Reaction score
680
First Language
Polish
Primarily Uses
Other
Try this, though I'm not sure. =P

Put everything in script call.

Code:
if DataManager.load_game(0) # check if there is save file 1 present  DataManager.load_game(0) # load save file 1  Sound.play_load # If you want load sound  $game_system.on_after_load  SceneManager.goto(Scene_Map)else # play sound and close window  Sound.play_buzzer # ERROR soundend
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,355
Reaction score
7,668
First Language
German
Primarily Uses
RMMV
How do you transfer the player on death? if you do that with a script, please link to that script.


If you do that by eventing, please show a screenshot of the event pages.


Additionally, please show a screenshot of the cutscene event.
 

metronome

Veteran
Veteran
Joined
Aug 21, 2014
Messages
338
Reaction score
144
First Language
English (Sure!)
Primarily Uses
How do you transfer the player on death? if you do that with a script, please link to that script.

If you do that by eventing, please show a screenshot of the event pages.

Additionally, please show a screenshot of the cutscene event.
I transfer the player before the player's character really die (when the character's HP goes below 5),

the player is automatically transferred into an empty map with one autorun event.

The event basically tells you that you died and then it does script call:

DataManager.load_game(0)

The game loads fine.

Just that there is no more picture shown....unless the player close the game, and then reopen the game, and then

load the save file(0).

I am using this script btw:

http://www.rpgmakervxace.net/topic/27428-auto-load-skip-title-single-save-system-v1/

Try this, though I'm not sure. =P

Put everything in script call.

if DataManager.load_game(0) # check if there is save file 1 present DataManager.load_game(0) # load save file 1 Sound.play_load # If you want load sound $game_system.on_after_load SceneManager.goto(Scene_Map)else # play sound and close window Sound.play_buzzer # ERROR soundend
W-w-whoa......

Basically, I am using one save file system (script link above), so I don't need to

check if there is save file present or not.....

what I want to know is this part:

$game_system.on_after_load

SceneManager.goto(Scene_Map)

what does this do?

"on after load"?
 
Last edited by a moderator:

Rikifive

Bringer of Happiness
Veteran
Joined
Jun 21, 2015
Messages
1,441
Reaction score
680
First Language
Polish
Primarily Uses
Other
To be honest it's kinda hard to explain, but it ... kinda setups game when loading, like in normal manual load. (Let's say refreshing then)

It's taken from 'load' method from basic scripts.

So without these thingies, just use:

DataManager.load_game(0) # load save file 1$game_system.on_after_loadSceneManager.goto(Scene_Map)and it should work - though I'm not 100% sure.
 
Last edited by a moderator:

metronome

Veteran
Veteran
Joined
Aug 21, 2014
Messages
338
Reaction score
144
First Language
English (Sure!)
Primarily Uses
To be honest it's kinda hard to explain, but it ... kinda setups game when loading, like in normal manual load,.

It's taken from 'load' method from basic scripts.

So without these thingies, just use:

DataManager.load_game(0) # load save file 1$game_system.on_after_loadSceneManager.goto(Scene_Map)and it should work - thought I'm not 100% sure.
That's the golden answer! :D .

In fact, I found this when I am searching this forum for "$game_system.on_after_load" :

http://forums.rpgmakerweb.com/index.php?/topic/33527-problem-with-pictures/

Guess those 2 lines are needed to refresh the game map....~~

Thanks a lot guys!!
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,355
Reaction score
7,668
First Language
German
Primarily Uses
RMMV
I transfer the player before the player's character really die (when the character's HP goes below 5),


the player is automatically transferred into an empty map with one autorun event.


The event basically tells you that you died and then it does script call:


DataManager.load_game(0)
If you stay with eventing and the default engine, the pictures will always work.


If they don't, then you added a script that broke the engine, but hasn't anything to do with that death event or the load command.


We need more information from you - there is a reason why I asked for screenshots and links, because in typed description people usually forget most of the important things...
 

Rikifive

Bringer of Happiness
Veteran
Joined
Jun 21, 2015
Messages
1,441
Reaction score
680
First Language
Polish
Primarily Uses
Other
Yes, that's what I meant more or less.

btw - If you're loading using script call it may crash when there'll be no save present, so that's why I've put that checking for that file.

There's no matter how many save slots do you use, it will simply crash when that slot will be empty. ~that's on the side note.
 
Last edited by a moderator:

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
105,849
Messages
1,016,977
Members
137,563
Latest member
cexojow
Top