Sprite stays transparent despite changing actors? [Solved!]

Chelly

Villager
Member
Joined
Jun 15, 2017
Messages
19
Reaction score
0
First Language
english
Primarily Uses
RMVXA
I just joined this forum so apologies if I made any mistakes.:kaocry:

Anyway, My problem is, I was trying to make a blank intro (basically I did a blank map and added an empty sprite sheet) Originally, it was a normal sprite but I heard about the empty sprite sheet and changed it to that.
So during the second event page, I changed the actor graphic to my sprite sheets (the non-blank one) but when I tried to test play it, the event runs okay but there are no sprites shown at all.



If you need any more screenshots let me know!
Also afterward, I wanted to do a blank event like the intro, do I moved it to another page or can I just change the actor graphic again?
 
Last edited:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Go to the database, I think on the system tab, and see the checkbox which says something like Transparent ON make sure it's not checked

Also make sure that your first event page doesn't have the Change Transparency : ON event command
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,358
Reaction score
7,672
First Language
German
Primarily Uses
RMMV
If you want to start the game with the player invisible, I would do it the other way around - set the actors with the sprites you want them to have in the end, and make the party invisible in the database - that is what the post above is talking about, if the party itself has been made invisible by turning transparent ON, no change in the actor graphics will make them visible.
And when you get to the point where you want them to actors to become visible, you use the event command to turn transparency off again.

That said, your event contains other problems as well.
You should never split a single scene over several events or event pages, and the fact that you have the second page conditioned to self-switch A and on autorun indicates that you did.
Why didn't you simply place all those commands on the first page below the control-self-switch command that activates this page?
In the long run that will make your events more stable and prevents timing problems...
 

Chelly

Villager
Member
Joined
Jun 15, 2017
Messages
19
Reaction score
0
First Language
english
Primarily Uses
RMVXA
If you want to start the game with the player invisible, I would do it the other way around - set the actors with the sprites you want them to have in the end, and make the party invisible in the database - that is what the post above is talking about, if the party itself has been made invisible by turning transparent ON, no change in the actor graphics will make them visible.
And when you get to the point where you want them to actors to become visible, you use the event command to turn transparency off again.

That said, your event contains other problems as well.
You should never split a single scene over several events or event pages, and the fact that you have the second page conditioned to self-switch A and on autorun indicates that you did.
Why didn't you simply place all those commands on the first page below the control-self-switch command that activates this page?
In the long run that will make your events more stable and prevents timing problems...
Thank you! That kind off solve it? I made the sprite transparent during the blank intro (through the event page) so the transparent was on but I turn it off when the second event starts. But just before it starts, there's a split second that there's the sprite on the blank screen, so I'm not sure how to fix that.

That was my bad since I'm still fairly new with RPG maker, I was following a tutorial and followed everything they did, I placed the whole event in one page now. Thanks for the tip!
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
2,660
Reaction score
563
First Language
English
Primarily Uses
RMVXA
Put a 'wait' in before you change the graphic. 30 frames should be good.
 

Chelly

Villager
Member
Joined
Jun 15, 2017
Messages
19
Reaction score
0
First Language
english
Primarily Uses
RMVXA
Put a 'wait' in before you change the graphic. 30 frames should be good.
Alright. I'll try it!

edit: I tried your method and put a 30 frame wait but the sprites doesn't appear at all
 
Last edited:

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
2,660
Reaction score
563
First Language
English
Primarily Uses
RMVXA
Sorry, didn't read the process properly. You're transferring maps, so transparent on, change graphic, map change, transparent off.
 

Chelly

Villager
Member
Joined
Jun 15, 2017
Messages
19
Reaction score
0
First Language
english
Primarily Uses
RMVXA
Sorry, didn't read the process properly. You're transferring maps, so transparent on, change graphic, map change, transparent off.
I did as you said but the sprite didn't appear at all?? I'm really sorry about this



I also tried without the 'wait' command and it's still the same
 

Lioki_Popolion

Gao! Gao!
Member
Joined
Jun 20, 2017
Messages
28
Reaction score
10
First Language
French
Primarily Uses
RMVXA
If you use party transparency, fade out the screen before the Transfert Player, and fade in after you've changed back the transparency, so everything will be hidden (also don't use any transition on the Transfer Player options). Autorun and parallel process events only start after the transition into the map.

It should look like this :

Erase Picture: 1
Text: Obtain:Charm
Change items

(What is that self switch for ? Right now it cuts through the process of the event)
(Delete Transparency: ON)
(Delete Wait: 30 frames)

Fade out screen
Transfer Player
Transparency OFF

Fade in screen
Set Move Route
etc
 
Last edited:

Chelly

Villager
Member
Joined
Jun 15, 2017
Messages
19
Reaction score
0
First Language
english
Primarily Uses
RMVXA
If you use party transparency, fade out the screen before the Transfert Player, and fade in after you've changed back the transparency, so everything will be hidden (also don't use any transition on the Transfer Player options). Autorun et parallel process events only start after the transition into the map.

It should look like this :

Erase Picture: 1
Text: Obtain:Charm
Change items

(What is that self switch for ? Right now it cuts through the process of the event)
(Delete Transparency: ON)
(Delete Wait: 30 frames)

Fade out screen
Transfer Player
Transparency OFF

Fade in screen
Set Move Route
etc
The self switch is cause I have two events but I'll delete it since I place all the events on one page!

I did as you said but the sprite is still transparent, is there another way I can do a blank intro with a transparent sprite? (The other method I used was On the transparent through the event page on a normal sprite rather than an empty sprite, but you can see my problem above haha-)
 

Chelly

Villager
Member
Joined
Jun 15, 2017
Messages
19
Reaction score
0
First Language
english
Primarily Uses
RMVXA
Update: Oh hey, I think I managed to do it, I turn on the transparent through system tab and turn the transparent 'OFF' through the event page so it can be seen now! Thanks for all the help everyone!
 

Lioki_Popolion

Gao! Gao!
Member
Joined
Jun 20, 2017
Messages
28
Reaction score
10
First Language
French
Primarily Uses
RMVXA
Done, my bad!

I did as you said but the sprite is still transparent, is there another way I can do a blank intro with a transparent sprite? (The other method I used was On the transparent through the event page on a normal sprite rather than an empty sprite, but you can see my problem above haha-)
Note that if you do it like this, you don't need that Change Actor Graphic at all, maybe that's the issue.

When transparency options weren't a thing I used to put an empty character graphic in the database and then change it back when needed in an event, but with this method you don't need to do this at all.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
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

Forum statistics

Threads
105,857
Messages
1,017,015
Members
137,563
Latest member
MinyakaAeon
Top