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Move route glitch

I have a move route in an event and it only uses the first action.My move route is...

@>Set Move Route: Player
:                        : $>Change Speed: 5
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Up
:                        : $>Move Up
:                        : $>Move Up
:                        : $>Move Up
:                        : $>Move Up
:                        : $>Move Up
:                        : $>Move Up
:                        : $>Move Up
:                        : $>Turn Left

And also I have some turning wich only does the first turn. For the turning I have Wait 4 Frames in between all of them and Wait For Move Completion's after all. HELP!!
 
Here's what's probably going on: You have a switch that is being turned on right before the move route. This is a problem in RMXP and causes only the first move to execute and the others are ignored. The fix for this is to place a "Wait 1 frame" before the move route (not a wait in the move route itself, but a wait in the first page of events).

Let us know if you still have problems after trying that.
 
If there is an event on the map, on a passable tile, which the player can pass through, other events cannot unless Through is enabled. This may, or may not, be the cause. Just adding additional possible solutions.
 
Also, if this is a cutscene, make sure it is Autostart, and that it is the only Autostart event runnning. When waiting for a move route to finish, use the Wait X Frames command, do NOT use Wait for Movement Completion...it just seems to cause problems.

You'd be surprised how putting Waits before and after certain commands can fix problems. If you are still having problems, use your Print Screen button to take a pic of the event and then save the picture and upload it to something like Photobucket.com so we can see what the problem might be.
 
Regi:
I put Through ON before everything else but it didn't work.

Fire Raven:
I have the player moving not any events.

ImmuneEntity:
I tried putting Wait X frames after it and removing the Wait for Move Completions but it still didn't work.

I'm worried that I might have to put every step in a different move route, but that would take a long time, even if I copied and pasted. Also I'm having the same problem with another move, but in the begining an event moved just fine, if that helps with anything. I also have a glitch like this on most of my other games. But instead of moving 1 space they keep moving but don't stop at all.

EDIT::

Here's the event pic...
http://img363.imageshack.us/img363/8152/eventou0.th.png[/img]
 
How many wait frames did you put after the last move route? If that event's on Autorun or Parallel Processing, the player will only move a few tiles before the entire thing loops and his movement is canceled and changed to "Turn Left".
 
I had this problem with XP for some reason.  I tried everything, but it just wouldn't work for some reason.  I ended up switching to VX (I like eventing in VX better, anyway).  I'd suggest that you try adding text after the move route to check if it's a problem with just the move route or the event processing.  I'm not really sure how to fix it, but good luck!
 
If you really want to. But there definitely is a fix for whatever your problem is in XP. If you would like, you could post a demo of your problem so we can take a look at it. I'm sure it is something simple.
 
Try to insert a wait event according to the speed and number of movements. If it's speed 5 I think You'll have to wait 3 frames for each movement. Since you have 14 movements, so add a "Wait: 46 Frame(s)" after the Set Move Route event. The Turn Direction doesn't count as a movement.

I don't know if I was any help, but just have a go at it...

EDIT:
I think you'll have to add more wait by frames... Depends on your setting I guess...
 
Replace the "waits" with "wait for move's completion" (I think it's that) and then try it, that way the move commands HAVE to take place before the text.
So delete those waits (Not the ones in the move command) and put it wait for move's completion.
 
Once again, we don't recommend using 'wait for movement completion', RMXP itself even says not to use it in parallel processing/autorun. It doesn't work very well at all...using an actual "wait" command is what is best. I have made dozens of cutscenes, and using move routes with standard "waits" works just fine.
 

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