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THIS POST HAS BEEN SOLVED, AND I JUST REALIZED HOW MUCH TIME I WASTED WRITING ALL OF THIS. Please don't laugh at me ;-;
OKAAAYY~~ I'll go in-depth with the situation so that all you pro RPG maker users can help me to the best of your skill! This is probably something really easy since most of the time I'm just blind anddon't have any arms. I just wanted to point out that you're dealing with a guy that has a bad habit of rushing through things. 
Something important too, is that everything worked fine before! Once I started to make the events for when the player chooses to stick together with the event character (add him to the party), because I want the player to examine things from a different perspective it that person is in the party. I used a switch for this too. If the player decides to stay apart, the character will move from place to place with events, so he will not really be following you. Having him come along opens up different choices and dialogs, like the player can get gold by breaking a box with him, something he wouldn't do alone.
ALSO NOTE: Ifyou're too lazy to read eeeeeverything I didn't explain everything correctly, PM me and I'll send you the project.
I've had RPG maker vx ace for quite some time now, but I never really got into it, until now. I'm at my grandfathers ranch, and since I don't have any internet connection here for most of the time, I thought that since I like creating things, it's about damn time I got to making something with it. I didn't intend this to be a large-scale project. I just wanted it to be something random and funny to show my friends, but I got attached to it very quickly and started developing a story and blah blah blah, you get the idea. Now I'm the kind of guy that does anything if it works. Like hell, even if there's a much more simpler way to do it, if I don't know about it before-hand, I'm just going to use the... well, the messy way I guess. And I think that's come to haunt me now. Another thing to note is that I tried to delete the event character so that it would look like he joined the player. I was too stupid and didn't realize I could use the follows command along with the "through" option, but I think it still stays nice because if you look at the party, he's there. So that made up a problem where the event character wouldn't disappear, so ehh... I guess that's where it started somehow. I haven't found any problems in any of the scripts that I suspect to be the main problem.
Problem: My problem is that the player wakes up in a dungeon. There's an autorun script at the start because I wanted the screen to go black immediatly when the game is started. Of course, it didn't turn out quite as I expected but I'm still fairly happy with it, since it works. The autorun contains bits and pieces of slow dialog, and a BGS effect, as well as screen tinting, but I doubt those are in the way.
After the player has waken up, he moves slowly. The first tile you move on to is a tile that makes a dialog box appear, and he says that his body feels heavy. After that, a switch activates. I think it was the 9th switch, and there are probably 13 switches in total on the map. Why did I make a switch in that position? I came up with the idea of moving slowly only after I finished half of the map, so it did come really late...
Once the switch is activated, the other 3 events go away (They are the same events in case the player moves in another direction), hence the "Slugg-ish" switch is turned on
The player can examine 3 objects, but they're just simple dialog messages with one of them giving the player a potion.
When the player advances up, there's a event that he will step on. I have a suspicion this event is the cause of the problem. The event does the following: 4 dialog boxes appear. The player moves up to a character event (More about this later) and shows a bit more dialog and animation bubbles. Now the player is given 3 choices. The first one is to "slap him", the second to "Poke him" and the third one to "Leave him alone".
Choice "Slapping him: This causes the event character to move and show more dialog. This also activates the switch "slapped" for a future scene, but this switch has yet to be used, and probably will be used much later. It also activates the switch "WokeUp", that will be used as a trigger for the next event pages to activate. After the event character has reacted, he will go up and move to another position.
This is where my first problem is. (from gameplay perspective)
The event character does move to his spot, but he's supposed to say a different bit of dialog. Instead, he doesn't say anything. Now, I KNOW this can't be the common priority problem where the event is under or above the character, because before the event character moves, he has the sprite where he's in a still walking motion (I used it to make it look like he was lying on the floor. Lol, I'll change it later though xD). When the event character moves to another position and switches to the other event page because of the switch, he gets his normal standing sprite.
That's the first problem
Choice "Poke him": This is just a basic label jump that only shows a bit of dialog. Shouldn't be anything interfering there.
Chouce "Leave him alone": This makes the character to show dialog, move a tile down and activate the switch "LetHimSleep". If the player tries to talk to the event character, a dialog box should appear of him sleeping. But like I said, it suddenly doesn't work now. It worked before perfectly.
If the player chose to leave him alone, this will happen...
If the player proceeds back down and then moves around for a while till the hits a certain tile (Example: If you go get the potion), the event character will wake up and walk to your position. He will do a lot of dialog and some effects, and then walk off to the same position where he would walk if you chose to slap him. This will switch on the "WokeUp" switch, just like if you would slap him, but after the switch has been set, the event still won't change. In short, if you choose to slap him, you will progress faster. Letting him sleep is just for cosmetics. I like having options in my game, and having it effect the gameplay (If you don't slap him, it will be noted further on in the game, but I haven't got there yet xD)
In short, the event pages won't work even if the right switches have been turned on, and the event page only works with the switch.
Important: I've tested out by deleting page 8 of the event character. This makes everything work as planned, but then the character won't show up when the "noticehim" event is triggered (where he tries waking him up).
WHEEEW That was a lot of text!! Now I just gotta take a screenshot of the event pages and put them on here.
P.S.: I hope that Sozh guy with the blue squirrel picture posts on this. Every page I've been on has had him there. Well, most of them. In case you're wondering, yes, I've been browsing this forum ever since I started using RPG maker xD You guys are awesome.
Thanks to EVERYONE who actually read this, and especially to anyone who tried to help me! I have another problem too, but I'll try solving it myself for a while before asking for help.










OKAAAYY~~ I'll go in-depth with the situation so that all you pro RPG maker users can help me to the best of your skill! This is probably something really easy since most of the time I'm just blind and
Something important too, is that everything worked fine before! Once I started to make the events for when the player chooses to stick together with the event character (add him to the party), because I want the player to examine things from a different perspective it that person is in the party. I used a switch for this too. If the player decides to stay apart, the character will move from place to place with events, so he will not really be following you. Having him come along opens up different choices and dialogs, like the player can get gold by breaking a box with him, something he wouldn't do alone.
ALSO NOTE: If
I've had RPG maker vx ace for quite some time now, but I never really got into it, until now. I'm at my grandfathers ranch, and since I don't have any internet connection here for most of the time, I thought that since I like creating things, it's about damn time I got to making something with it. I didn't intend this to be a large-scale project. I just wanted it to be something random and funny to show my friends, but I got attached to it very quickly and started developing a story and blah blah blah, you get the idea. Now I'm the kind of guy that does anything if it works. Like hell, even if there's a much more simpler way to do it, if I don't know about it before-hand, I'm just going to use the... well, the messy way I guess. And I think that's come to haunt me now. Another thing to note is that I tried to delete the event character so that it would look like he joined the player. I was too stupid and didn't realize I could use the follows command along with the "through" option, but I think it still stays nice because if you look at the party, he's there. So that made up a problem where the event character wouldn't disappear, so ehh... I guess that's where it started somehow. I haven't found any problems in any of the scripts that I suspect to be the main problem.
Problem: My problem is that the player wakes up in a dungeon. There's an autorun script at the start because I wanted the screen to go black immediatly when the game is started. Of course, it didn't turn out quite as I expected but I'm still fairly happy with it, since it works. The autorun contains bits and pieces of slow dialog, and a BGS effect, as well as screen tinting, but I doubt those are in the way.
After the player has waken up, he moves slowly. The first tile you move on to is a tile that makes a dialog box appear, and he says that his body feels heavy. After that, a switch activates. I think it was the 9th switch, and there are probably 13 switches in total on the map. Why did I make a switch in that position? I came up with the idea of moving slowly only after I finished half of the map, so it did come really late...
Once the switch is activated, the other 3 events go away (They are the same events in case the player moves in another direction), hence the "Slugg-ish" switch is turned on
The player can examine 3 objects, but they're just simple dialog messages with one of them giving the player a potion.
When the player advances up, there's a event that he will step on. I have a suspicion this event is the cause of the problem. The event does the following: 4 dialog boxes appear. The player moves up to a character event (More about this later) and shows a bit more dialog and animation bubbles. Now the player is given 3 choices. The first one is to "slap him", the second to "Poke him" and the third one to "Leave him alone".
Choice "Slapping him: This causes the event character to move and show more dialog. This also activates the switch "slapped" for a future scene, but this switch has yet to be used, and probably will be used much later. It also activates the switch "WokeUp", that will be used as a trigger for the next event pages to activate. After the event character has reacted, he will go up and move to another position.
This is where my first problem is. (from gameplay perspective)
The event character does move to his spot, but he's supposed to say a different bit of dialog. Instead, he doesn't say anything. Now, I KNOW this can't be the common priority problem where the event is under or above the character, because before the event character moves, he has the sprite where he's in a still walking motion (I used it to make it look like he was lying on the floor. Lol, I'll change it later though xD). When the event character moves to another position and switches to the other event page because of the switch, he gets his normal standing sprite.
That's the first problem
Choice "Poke him": This is just a basic label jump that only shows a bit of dialog. Shouldn't be anything interfering there.
Chouce "Leave him alone": This makes the character to show dialog, move a tile down and activate the switch "LetHimSleep". If the player tries to talk to the event character, a dialog box should appear of him sleeping. But like I said, it suddenly doesn't work now. It worked before perfectly.
If the player chose to leave him alone, this will happen...
If the player proceeds back down and then moves around for a while till the hits a certain tile (Example: If you go get the potion), the event character will wake up and walk to your position. He will do a lot of dialog and some effects, and then walk off to the same position where he would walk if you chose to slap him. This will switch on the "WokeUp" switch, just like if you would slap him, but after the switch has been set, the event still won't change. In short, if you choose to slap him, you will progress faster. Letting him sleep is just for cosmetics. I like having options in my game, and having it effect the gameplay (If you don't slap him, it will be noted further on in the game, but I haven't got there yet xD)
In short, the event pages won't work even if the right switches have been turned on, and the event page only works with the switch.
Important: I've tested out by deleting page 8 of the event character. This makes everything work as planned, but then the character won't show up when the "noticehim" event is triggered (where he tries waking him up).
WHEEEW That was a lot of text!! Now I just gotta take a screenshot of the event pages and put them on here.
P.S.: I hope that Sozh guy with the blue squirrel picture posts on this. Every page I've been on has had him there. Well, most of them. In case you're wondering, yes, I've been browsing this forum ever since I started using RPG maker xD You guys are awesome.
Thanks to EVERYONE who actually read this, and especially to anyone who tried to help me! I have another problem too, but I'll try solving it myself for a while before asking for help.










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