Some weird errors...

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Oo_TWISTER_oO

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Hello! I just registered at this place and I need to ask something.

I have like a little animation, envelope and text at the start, such as another map.

For some reason, when I go to the transfer, I go to the second map as it should be, but if I go back I have the "You found an envelope" thingy that I made at start and then everything "tries" to go forward and it just sucks :D

I don't use common events cause I had sooooo many problems with it.

Help please!

It's a horror game and in the envelope a scary pic comes out, but here are the screenshots of my events/event pages, on the floor and on the envelope

The ones on the floor(they are completely fine, it only starts from the other one, I tried putting them in the other event, but didn't work.)

Floor event page 1:



Floor event page 2:



Envelope event page 1, 2, 3, 3(scrolled down)



PS: BugFix is something I came up with trying to fix the error, didn't work though.

Edit: If you can, give me the answer to the error, not laugh from this :D I'll change it later.
 
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EternalShadow

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Don't use parallel process on all of these events. Put it into one page if you want everything to play normally - parallel process allows the event to play at the same time as others. Autorun pauses everything to make only the autorun event run. Action button starts the event, setting off an autorun-like sequence, and event touch does the same as action button.


P.S: Naming events properly (i.e: 'haunted house door opens') may help :)
 

Oo_TWISTER_oO

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Don't use parallel process on all of these events. Put it into one page if you want everything to play normally - parallel process allows the event to play at the same time as others. Autorun pauses everything to make only the autorun event run. Action button starts the event, setting off an autorun-like sequence, and event touch does the same as action button.

P.S: Naming events properly (i.e: 'haunted house door opens') may help :)
Tried changing them, doesn't seem to work..

And I used a software that when I click ] I take a screenshot :) So I just kinda ruined the names :p

What I need is that when those events happen, they cannot happen again..
 
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Shaz

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Erase Event only erases it temporarily - next time you go back to that map, it'll be there again.


You don't need to turn on a self switch to go to a new page, and have the new page conditioned by it set to parallel process. Just put all the commands in a single page.


When you want to get rid of the event, turn on a self switch, then add a new page at the end conditioned by that self switch, with no graphic, and leave the trigger as Action Button. Don't add any commands to that page.
 

Oo_TWISTER_oO

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Erase Event only erases it temporarily - next time you go back to that map, it'll be there again.

You don't need to turn on a self switch to go to a new page, and have the new page conditioned by it set to parallel process. Just put all the commands in a single page.

When you want to get rid of the event, turn on a self switch, then add a new page at the end conditioned by that self switch, with no graphic, and leave the trigger as Action Button. Don't add any commands to that page.
Can you please tell me where? I'm new here...
 

Andar

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Can you please tell me where? I'm new here...
At every line or place where you used the "erase event", you place a "control self switch" with a new switch and remove the "erase event". Then make a new page where you place that self-switch as a condition, and don't change anything else on those new pages.
And try to get rid of all parrallel processes - they only cause problems for you, nothing you made in those event pages requires a parallel process.


And page 2 of event 2 is useless and can be deleted, because nowhere you set the self-switch B, so that page will never be active.


After those changes, make new screenshots and we can try to find the remaining errors.
 

Oo_TWISTER_oO

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At every line or place where you used the "erase event", you place a "control self switch" with a new switch and remove the "erase event". Then make a new page where you place that self-switch as a condition, and don't change anything else on those new pages.

And try to get rid of all parrallel processes - they only cause problems for you, nothing you made in those event pages requires a parallel process.

And page 2 of event 2 is useless and can be deleted, because nowhere you set the self-switch B, so that page will never be active.

After those changes, make new screenshots and we can try to find the remaining errors.
Ok, when I "go to sleep" Screen fades out, fades in, adds the text and then I can't move.. Also at the start, it should be night, but I start with day for like 10 frames and then fades out and fades in as night..

I don't want to spam so just go to this link for the screenshots: http://imgur.com/vqOgbUa,1Fh7efI,uI2ebl2,l8gnr2C,pNhlBoN,0m1sClT,Nnn5qd9
 

Andar

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Ok, when I "go to sleep" Screen fades out, fades in, adds the text and then I can't move..
Give the third page of event 2 a sprite - something other than the envelope from the first page, perhaps a door sprite or so.
If that door appears, then your movement block has nothing to do with event 2 - if it doesn't appear, then something is wrong on page 2 of that event, most probably the move route (blocked by something so that the player cannot complete it)


If it isn't event 2 that blocks your movement, you need to check if the map is movable without events or if there is another event (most probably an autorun) that stops the player from moving.
 

Oo_TWISTER_oO

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That sprite appears, move route is fine because I tried making it that after the sleep it moves to the middle of the map. When you need to take the envelope, you can move,  if you touch the door it says "I should check that envelope first" as I made it, when sleep it just turns to day, but you can't move. I tried deleting that transfer event, still doesn't work. I tried changing the autoruns, the screen didn't start as day for those 10 frames, it started as night as it should be.. Something is wrong here :/
 

Andar

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check every event on that map if it has an autorun, change the pictures of the pages that are there to disable the autoruns if those other event really have all autorun pages disabled.


There are only two reasons why the player might be unable to move: either a blocked map or an active autorun.


Can the player turn? which means if you try to move in different directions, does the player sprite change facing?


if yes, then the map blocks the movement, check passabilities and blocking events.


if no, then one of the map events is an active autorun, and you need to find out which one.
 

Oo_TWISTER_oO

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check every event on that map if it has an autorun, change the pictures of the pages that are there to disable the autoruns if those other event really have all autorun pages disabled.

There are only two reasons why the player might be unable to move: either a blocked map or an active autorun.

Can the player turn? which means if you try to move in different directions, does the player sprite change facing?

if yes, then the map blocks the movement, check passabilities and blocking events.

if no, then one of the map events is an active autorun, and you need to find out which one.
Player can't turn.. I tried disabling all the autoruns , still can't move at that place? What the hell? Can I send you the project or something? It's just too weird..

Edit: I can move, but not when screen fades out and fades in
 
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Andar

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Player can't turn.. I tried disabling all the autoruns , still can't move at that place?
No, you didn't disable all autoruns.
If the player can't turn, then at that moment there is an active autorun (or an active move route blocked on the player) - that is a fact.


If this doesn't change when you disable all autoruns known to you, then that means that there is an autorun that you have forgotten - most probably turned on by a switch that you have used for something else after having that autorun forgotten.


So the next step is to find that forgotten autorun by looking at all pages of all events - even if you believe that event to be a simple decoration, because you have forgotten what and where you intended to use the autorun.


Go through the map line by line, open every event on every tile until you have found it.
 
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Oo_TWISTER_oO

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No, you didn't disable all autoruns.

If the player can't turn, then at that moment there is an active autorun (or an active move route blocked on the player) - that is a fact.

If this doesn't change when you disable all autoruns known to you, then that means that there is an autorun that you have forgotten - most probably turned on by a switch that you have used for something else after having that autorun forgotten.

So the next step is to find that forgotten autorun by looking at all pages of all events - even if you believe that event to be a simple decoration, because you have forgotten what and where you intended to use the autorun.

Go through the map line by line, open every event on every tile until you have found it.
Omg.. I used common events at the start, but failed with them so I cleared them, however, forgot to set the trigger to none.. It all works now.. God i'm stupid o_o
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.


You don't need to quote the last post every time you reply ;)
 
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