Won't teleport?

Joined
Feb 3, 2014
Messages
9
Reaction score
0
First Language
Filipino
Primarily Uses
Hi!

I'm very new to RPG Maker and I'm still getting the hang of using switches and events, so the problem might lie in the poor use of event switches, but I can't seem to teleport my character after a movement route? 

I even tried placing the teleport command in a separate event page to see if that would help, but it's not budging. 
I also switched off an autorun event to see if that's the culprit.

So far, it only fades out into black, background music playing, and it keeps going like that. The menu can now be accessible during the black screen though.

Here's a screenshot of the event:



Can someone help? 
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
You've got everything right, just insert an fade in, after the teleport.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,355
Reaction score
7,668
First Language
German
Primarily Uses
RMMV
Please give the full screenshots of all event pages, and don't copy them together into a single picture.


Cutting off the page numbers has erased the most important info in cases such like these: the page priority, because if an event doesn't work then either the conditions or the triggers are wrong, or a different page has priority (which is based on page numbers) over the event page you intend to execute.


Also, we need to be able to read the code in your event, copying several screenshots together forces the forum software to reduce the display solution, making the code unreadable.
 
Joined
Feb 3, 2014
Messages
9
Reaction score
0
First Language
Filipino
Primarily Uses
You've got everything right, just insert an fade in, after the teleport.
I thought that was the problem and was ready to berate myself for overlooking that, but when I tried it, it didn't work as well. Then I remembered even before the fade out, the character stayed stuck in the map...

Please give the full screenshots of all event pages, and don't copy them together into a single picture.

Cutting off the page numbers has erased the most important info in cases such like these: the page priority, because if an event doesn't work then either the conditions or the triggers are wrong, or a different page has priority (which is based on page numbers) over the event page you intend to execute.

Also, we need to be able to read the code in your event, copying several screenshots together forces the forum software to reduce the display solution, making the code unreadable.
Ah, sorry! Here are the screenshots:

























Sorry for the big wall of pictures
 
Last edited by a moderator:

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
Well does the event work until that point? If so insert the teleprt into page 5 after the fade out. Delete page six and get rid of the switch. That might work.
 
Joined
Feb 3, 2014
Messages
9
Reaction score
0
First Language
Filipino
Primarily Uses
Well does the event work until that point? If so insert the teleprt into page 5 after the fade out. Delete page six and get rid of the switch. That might work.
It was originally like that, and it still didn't work. That's why I tried placing it on a sixth page if that would somehow separate the command from something that might be preventing it to work on the other page.
 

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
The teloportatation sequence that I use, usually runs like

Fadeout

Transport

Works on a Autorun

New event on the place of transfer

parallel process

Fadein Screen
Self Switch A

New page

A is on.

What you have going on seems very complicated. Consider getting rid of the Switch oooaooo. I don't think its necessary, unless if you have another event working in correspondence of this event.
 
Joined
Feb 3, 2014
Messages
9
Reaction score
0
First Language
Filipino
Primarily Uses
The teloportatation sequence that I use, usually runs like

Fadeout

Transport

Works on a Autorun

New event on the place of transfer

parallel process

Fadein Screen

Self Switch A

New page

A is on.

What you have going on seems very complicated. Consider getting rid of the Switch oooaooo. I don't think its necessary, unless if you have another event working in correspondence of this event.
I do, unfortunately. It corresponds with another action from a different event, so I can't alter anything from that. 

It's become really cluttered and I can hardly track which switches goes to which and why, so I don't dare move anything in case one might kill a switch that could stop the whole scene. It's become rather frustrating, haha..
 
Joined
Feb 3, 2014
Messages
9
Reaction score
0
First Language
Filipino
Primarily Uses
Ahh, it's okay! I've solved it - turns out I only needed to change Page 6 to Autorun. 
Thanks CorneredCosmos for helping out!
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,355
Reaction score
7,668
First Language
German
Primarily Uses
RMMV
Your event is extremely convoluted - you should never use parallel process events in that way.


Because basically every page of that event is processed at the same time and continuoulsly looping, creating a lot of lag in your game.


Any cutscene should always be controlled with a single autorun controlling event (that should have no sprite at all) and that event should control all other events by direct command, NOT by switches (unless you need to change an events sprite AND settings).


If you try to continue making your game in that way, you'll get problems one after another as soon as the game gets larger.
 
Joined
Feb 3, 2014
Messages
9
Reaction score
0
First Language
Filipino
Primarily Uses
Your event is extremely convoluted - you should never use parallel process events in that way.

Because basically every page of that event is processed at the same time and continuoulsly looping, creating a lot of lag in your game.

Any cutscene should always be controlled with a single autorun controlling event (that should have no sprite at all) and that event should control all other events by direct command, NOT by switches (unless you need to change an events sprite AND settings).

If you try to continue making your game in that way, you'll get problems one after another as soon as the game gets larger.
I see. That explains the already growing lag in the game... 

I'll keep that in mind when I do my next cutscene, thanks! I was starting to get concerned about the amount of switches I'm using too.
 
Last edited by a moderator:

That Bread

Veteran
Veteran
Joined
Jan 4, 2014
Messages
1,623
Reaction score
469
Primarily Uses
Not a problem, glad I was of help and everything works now.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Posts

Latest Profile Posts

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
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,981
Members
137,563
Latest member
cexojow
Top