The infamous RPG Maker parallel save bug & how to fix it

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Raven Burns

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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
 
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Rebellare

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For that example yeah, it's not that hard to bypass. But there is another little bastard that makes it a lot harder and it's balloon icons.
Here's an example. I made a guard that was sleeping on the job which means I selected the parallel option and put the show balloon icon: This event, Zzz (Wait) which did exactly what I wanted it to and I was satisfied until I tried saving on the map but couldn't and then found out
why that is. So if there is a fix for that too I would be grateful :) Sorry if the solution for that is easy too, I'm pretty much still new at RMMV.
 

Hudell

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Has the fix for this not been included in one of the engine updates yet? I thought for sure it had.
Anyway, I remember writing a script that fixed it in one of the first threads about the issue. It was called OrangeCircularJSON, but I don't know if the same script still works.
 

Raven Burns

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For that example yeah, it's not that hard to bypass. But there is another little lovable that makes it a lot harder and it's balloon icons.
Here's an example. I made a guard that was sleeping on the job which means I selected the parallel option and put the show balloon icon: This event, Zzz (Wait) which did exactly what I wanted it to and I was satisfied until I tried saving on the map but couldn't and then found out
why that is. So if there is a fix for that too I would be grateful :) Sorry if the solution for that is easy too, I'm pretty much still new at RMMV.
It usually only happens when you have the wait command selected. But, with balloons, you kind of have to select it or the balloon will be stuck as an empty picture. I am sorry, but the only way I know how to get passed this is with Yanfly's IconBalloons Plugin.
But perhaps with some messing around, you could get the icon balloon to animate with this. You could just go without animation and have the sleep stay, I personally think it would look fine and also maybe not so default with your own icons, which you can make using Yanfly's Icon Generator which is a fantastic tool. I have tried to fix it the best I could with the animation but it seems that only this route works. I even tried script calling the balloon on a player touch and it still wouldn't let me save, so odd.


But give these a try.

LINK TO Icon Balloons PLUGIN
https://www.dropbox.com/s/56w21cagf209qlo/YEP_IconBalloons.js?dl=0

LINK TO Icon Generator
http://yanfly.moe/2016/04/01/yanfly-icon-generator-rpg-maker-mv/


Has the fix for this not been included in one of the engine updates yet? I thought for sure it had.
Anyway, I remember writing a script that fixed it in one of the first threads about the issue. It was called OrangeCircularJSON, but I don't know if the same script still works.
I have not tried that plugin out for the new versions and you would think it would have been fixed within the engine itself but I am not exactly sure on why it shuts it down even if you tell it to take a different road like script calling it on a player touch didn't even work. I believe it has to do with repeating itself as an animation, if the wait command is off with it, it will save but once it starts to animate, it says no way! Even if you transfer to another map. So it's stuck on some sort of loading call, which disables the save.
 

Blair Pendragon

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I dont think I understand the glitch/bug.
Which parallel events will cause this issue and which wont?
Only combat animations made to loop?
 

Raven Burns

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I dont think I understand the glitch/bug.
Which parallel events will cause this issue and which wont?
Only combat animations made to loop?
A parallel event that will forbid you to be able to save is caused by looping the animation by having it set to being a parallel event. (Show Animation, Show Balloon Icon, ect) You need to use the autonomous movement box and have the event you're animating set to action button and click the stepping box. But with more complex events and ones that will not cycle their graphics with stepping, such as the balloon stated above, it may be a bit harder to work around.
 

waynee95

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@Hudell
Yes, the JsonEx class was updated to handle circular references.
 

Blair Pendragon

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@Raven Burns, I'm unable to recreate this bug.
i created an event. (some NPC guy) made him paralell, and i made a label, show animation hit, jump to lab, and it allowed me to save. i closed out, and loaded up the game, np.
i dont think im actually understanding.

EDIT: tried it w/o the label, same thing.
 

Raven Burns

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@Raven Burns, I'm unable to recreate this bug.
i created an event. (some NPC guy) made him paralell, and i made a label, show animation hit, jump to lab, and it allowed me to save. i closed out, and loaded up the game, np.
i dont think im actually understanding.

EDIT: tried it w/o the label, same thing.
It is when you are trying to animate an event as parallel continously. If you branch it with self-switch and end it, it's fine. But with things like animating birds, animals, monsters, ect, you need to use the movement box and click stepping while leaving the event blank except for character image.

As how to recreate the problem, to which this problem is probably the biggest since you cannot use the movement box.

Make an event, make it parallel, make it stepping, show balloon icon (wait), play test.

It'll do the same thing.
 

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