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[Problem Fixed] Event Problems

OK, here's the problem.  I have an autorun event in a character's house that makes them "break" from the party and go over to a desk before the second character went over 60 frames later and the two characters have a conversation.  I did this by setting the location of the event to the space to the left of the character and changing its graphic to the second character's.  It worked fine for a while, but now it doesn't function like it should.

1. The graphic won't change for the event.  The balloon won't appear over its head, either.
What I tried: I created another event and ran the same thing through, but it still wouldn't change graphics or use the balloons.

2. The character set was edited, so I tried something else.
What I tried: First, I checked that it wasn't a script problem.  I created a quick event on another map which changed graphics and that event worked fine.  I also used the edited character set, so that isn't the problem, either.

My conclusion: For some reason, that one map isn't letting me change graphics or use balloons.  Why?  I have no idea.  That's why I came here.

~Guardian1239
 
I don't understand what you're trying to do. Does one character appear next to the hero (creating this 'breaking from the party effect') and run over to some place, and, 60 frames after, the event the hero was talking to runs over to that spot and conversation ensues?
 
OK, I'll try to clarify.  There are two members in the party, Obsidia and Metora.  The player enters Metora's house, so I have an event appear next to Obsidia (the party leader) with Metora's graphic and walk over to a table.  60 frames later, Obsidia follows.  When they both get to the table, a conversation starts between them.

~Guardian1239
 
You want the event as soon as they walk into the house? I don't know how to do that, but this might help you:

Make an event a step above where the character enters, and make it a "Player Touch" Event. Then as its only command, make the Self Switch for A on. Then, on the second page, make the condition "If Self Switch A is ON", and the graphic of Metora. Have the Move Route for Metora lead to the table, then Wait 60 Frames, and then set a Move Route for the player so they end up next to Metora.

After the player reaches Metora, you can have the conversation on that same event.

Can someone turn that into an event page? I think I have what he needs, just not the talent of organizing it.
 
Guardian1239":1tqhmfk0 said:
OK, I'll try to clarify.  There are two members in the party, Obsidia and Metora.  The player enters Metora's house, so I have an event appear next to Obsidia (the party leader) with Metora's graphic and walk over to a table.  60 frames later, Obsidia follows.  When they both get to the table, a conversation starts between them.

~Guardian1239

Use an auto-run event; it will start as soon as the player enters the map.
Create a blank, empty event anywhere in the map. Name it Metora for convenience. Inside the auto-run, set the locaton of the event to the player's coordinates, and create a move route command with "Change graphic: Metora's graphic, Through:ON, (move wherever you want Metora to move)", be sure to check 'Wait for move completion'.

Put a 60 frame wait after, have the player move next to Metora (check wait for completion again), and start the conversation.
 
OK, I'll explain further.  I have it on autorun so the event starts as soon as they enter the house.  However, instead of the graphic changing and walking to the table, nothing happens until the character walks over and stares at a blank seat where a conversation happens.  Everything works in the conversation except the balloons.  It's very strange that this is occurring on this one particular map.

~Guardian1239
 
OK, I'm gonna provide the event pages to clear up some confusion.

Event Page 1

Options: Walking Animation On
Trigger: Autorun

@>Set Event Location: This event, (012, 005), Left
@>Set Move Route: Player (Wait)
:                        : $>Turn Left
@>Set Move Route: This event
:                        : $>Graphic: 'Evil', 4
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Down
:                        : $>Turn Left
@>Wait: 60 frame(s)
Set Move Route: Player (Skip, Wait)
:                        : $>Change Speed: 3
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Move Left
:                        : $>Turn Down
:                        : $>Change Speed: 4
Conversation ensues . . .
@>Control Self Switch: A = ON

Event Page 2

Conditions: Self Swtich A is ON
Trigger: Action Button

@>


However, nothing happens that would affect the event.  None of the graphic changing, nor any of the balloons in the conversation.  I really don't think it's something I did wrong because I'm very skilled with this stuff.  I think there's something wrong with the system.

~Guardian1239
 
Are you using a script to stop event lag? If you are, try removing it from your project temporarily and see if it fixes the problem.

I had the same problem and it seemed to be caused by that particular script.
 
Ah, yes!  That fixed it, although my game's a bit laggy now.  Thanks for the help!  I'll have to inform the maker of the script of this problem.  Thanks, everyone, for your input!

~Guardian1239
 
I do believe Anaryu has a command to fix that in his script's instructions. I can't remember what command it was, but you add it to the event name and the script ignores it. Look at the script's intructions for further information.
 

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