- Joined
- Mar 29, 2017
- Messages
- 26
- Reaction score
- 4
- First Language
- English
- Primarily Uses
- RMMV
What is the cause of the MV Save Bug?
Well, I have found no evidence to suggest it's actually a bug, more so... a protection string of data that blocks you from saving so the global and config files do not overwrite themselves. (This will destroy your saving feature, and the only way to get those files back is to start a new project and copy, paste them back into the save folder of your current project).
This is because when you use event pages they are reading the data as a string of codes. That string carries over and over until it meets its end. When you try to animate an object with these strings (In the event command box) it is looking for an end. But with a parallel process there is no specific end, especially with an animation.
So how do you fix this?
It's really simple and your going to smack your head on this one. lol, I've had many looks of grief after I've explained their doing it wrong, as parallels were not meant to be used as an animation process, and honestly nobody knows why, cause it would really help out. They are designed more so for looping the strings of codes without an end unless you tell it to do so. Like BGM and Fadeout BGM, ect. (Animations run off repeating yes, and that's why people go to the parallel option but they are still a separate string of code) It will try and register that this is happening ALWAYS but with no specific end. Parallel triggers are meant to end upon leaving the map. So it cannot save that data once its passed, leaving it going will initiate a mysterious protection string around the global and config save files.
Example?
Alright, I will go through step by step how to do this properly. It's super easy. Seriously, your going to smack yourself.
Ok so lets say you are trying to animate a bunch of birds to fly around, First things first, do not set them as a parallel event. Now pick your bird image. (I find picking the ones with the wings extended upwards works the best and flows quite nicely)
Now click the stepping box. You must click the stepping box! or your animate will not loop its graphics.
Secondly, make sure that the event trigger is set to action button.
Now, Use the autonomous movement box. Do not try and animate anything within the event commands with set movement route. This will do exactly what I described above and you will not be able to save.
Change Fixed to Custom. If you're using a route choose your route, frequency and speed of the animation and MAKE SURE YOU CLICK THE STEPPING BOX. For birds, I find a speed of x2faster with a frequency of higher works very nicely, anything lower it will look like they are in a doctor who episode 0.0.
For things such as campfires or torches ect. They all work the exact same way. You do not need common events, those fixes seriously make me shake my head.
If you are still having problems. Then try replacing the Global.rpgsave & Config.rpgsave files with brand new ones from a new project. As you might of completely destroyed them by forcing it to comply with a parallel process...(Sometimes this will result in the program crashing the save files and it will delete them to protect the config and global file from being corrupted.)
I really hope this helps people, as I have seen hundreds, and I mean hundreds of people ask about this "bug".
-Raven Burns
Well, I have found no evidence to suggest it's actually a bug, more so... a protection string of data that blocks you from saving so the global and config files do not overwrite themselves. (This will destroy your saving feature, and the only way to get those files back is to start a new project and copy, paste them back into the save folder of your current project).
This is because when you use event pages they are reading the data as a string of codes. That string carries over and over until it meets its end. When you try to animate an object with these strings (In the event command box) it is looking for an end. But with a parallel process there is no specific end, especially with an animation.
So how do you fix this?
It's really simple and your going to smack your head on this one. lol, I've had many looks of grief after I've explained their doing it wrong, as parallels were not meant to be used as an animation process, and honestly nobody knows why, cause it would really help out. They are designed more so for looping the strings of codes without an end unless you tell it to do so. Like BGM and Fadeout BGM, ect. (Animations run off repeating yes, and that's why people go to the parallel option but they are still a separate string of code) It will try and register that this is happening ALWAYS but with no specific end. Parallel triggers are meant to end upon leaving the map. So it cannot save that data once its passed, leaving it going will initiate a mysterious protection string around the global and config save files.
Example?
Alright, I will go through step by step how to do this properly. It's super easy. Seriously, your going to smack yourself.
Ok so lets say you are trying to animate a bunch of birds to fly around, First things first, do not set them as a parallel event. Now pick your bird image. (I find picking the ones with the wings extended upwards works the best and flows quite nicely)
Now click the stepping box. You must click the stepping box! or your animate will not loop its graphics.
Secondly, make sure that the event trigger is set to action button.
Now, Use the autonomous movement box. Do not try and animate anything within the event commands with set movement route. This will do exactly what I described above and you will not be able to save.
Change Fixed to Custom. If you're using a route choose your route, frequency and speed of the animation and MAKE SURE YOU CLICK THE STEPPING BOX. For birds, I find a speed of x2faster with a frequency of higher works very nicely, anything lower it will look like they are in a doctor who episode 0.0.
For things such as campfires or torches ect. They all work the exact same way. You do not need common events, those fixes seriously make me shake my head.
If you are still having problems. Then try replacing the Global.rpgsave & Config.rpgsave files with brand new ones from a new project. As you might of completely destroyed them by forcing it to comply with a parallel process...(Sometimes this will result in the program crashing the save files and it will delete them to protect the config and global file from being corrupted.)
I really hope this helps people, as I have seen hundreds, and I mean hundreds of people ask about this "bug".
-Raven Burns
Last edited:


