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[Resolved] Character sticking in Move Route

Howdy all, name's Wraithcutter. Played around with RPG Maker 2003 a while ago, have had some free time lately so decided to give XP a go.

Anywho, run into a little mind bender for me. Not posting the code cause It's pretty darn straight forward.

Have a character that spawns and is supposed to run from left side of the screen to about the middle, 10 steps. She only will take one step then stops,
and the text that comes next pops up.

I do have Wait For Move's Completion right after the move, and characters before and after this section work just fine.

I even tried throwing an extra waitX frames in, and giving that character a backup moveroute... autorun or parrallel, result is the same.

Thinking I'm being a numbskull here or something, but any help would be appreciated! Thanks!  :crazy:
 

khmp

Sponsor

With parallel processes you are better off using Wait instead. Wait Until Move Completion doesn't work well with parallel process. So toss the wait until move complete and just have Wait. Try a 120 frames and just keep playing with that number.

Good luck with it Wraithcutter! :thumb:
 
I was trying the parrallel process as a backup plan, my usual order is just to have a switch spawn an autorun character, and the main event moves em. Has worked great except this one darn character, lol. Used the same method for an intro that's about 4 minutes long...

Anywho, I'll upload the code here in a minute, gotta get it hosted somewhere real quick.
 
It's an Autorun event.

What's getting me is that I have one character walking around and talking perfectly fine, before the commoner.
And right after she runs away to the bottom of the screen just fine, then the bandits spawn the same way, but they move perfectly fine too.
 

khmp

Sponsor

Replace that Wait For Move Completion to Wait(75~ Frames). Further down you have a turn with a wait for completion. Turns are instantaneous. No need for a wait there. As for why it would repeat it is an autorun process so as soon as it runs through the list of commands it'll repeat. So make sure you are changing pages to prevent it from running more than once. You can use a self switch to do this.

Good luck with it Wraithcutter! :thumb:
 
Tried that and no luck. It's like she stubs her toe one step into her move, lol.

I looked around on the forums and found a few other people who had the same problem, but none of the solutions are working. Tried uping the frequency, I've tried moving her incase there was something blocking the path, tried putting Through On. She's my only problem so far, lol.

Anywho, it's more cosmetic that anything, though I would like her close to the player when she's asking for help. That and I'd like to know what to do incase I run into this again.

I have no problems with looping, got the switches going decently.

Thanks again Khmp! Maybe we'll squash this bug yet.
 

Haki

Member

Try this. Create two pages in the event that's supposed to move. On the second page, set move route in the way it should go. The other page will have the event standing in place. Now in the autorun event, instead of the "set move route", activate the switch which triggers the first page of the event that moves. After 120 frames, activate the second switch which triggers the event page where the event is standing in place. Hope you understood this, I'm croatian and i'm not very good at english.
 
Woohoo! Got it working, with a mix of everything.

Ended up making the commoner a parrallel process, and did as you suggested Haki. For some reason she just wouldn't work as an autorun process.

Still don't understand why she would stop though, had that set of movements set up exactly like all the rest, and they work fine. Anyone have else run into thise?

Gonna consider this solved though, thanks to you both!
 
Hey Wraith, would you be all right with uploading a demo of this? I know you've fixed it but this may be a big bug-up-the-ass if it comes back to haunt you. I'm sure there's a logical explanation to all of this, because such as simple event shouldn't have such a big workaround to it.
 
Yep, here you go. Will warn ya, some language in there, please excuse that.

http://www.mediafire.com/?2mnqjw1cmye  There it is. What you're looking for is the commoner girl in the last scene. Sorry you'll have to go through the whole intro, but should only take a couple minutes. Otherwise, the event is on Dirge's Camp, upper left hand corner. Of course this is a first draft, blah blah blah, lol.

And, yeah I totally agree, would like to know what's causing it. Thank you for wanting to take a look at it!
 
got it. RMXP is weird sometimes. It was the order in which rmxp was running the event commands. When you turn on the 002 switch to make the commoner appear, it was processing the move command at the exact same time. Since it did this, there was some type of conflict where the move route wouldn't complete. I just added in a "Wait 1 frame(s)" between the Switch 002 ON and the move route.

The reason it worked with the pirates is because you had some events between the Switch 003 turning ON and the pirates walking towards you.

Also, you don't need to have the characters on autorun. It'll work just fine with "Action Button" for the trigger.
Finally, you can avoid switches altogether. In this case, just make the pirates and the commoner at 0 opacity from the beginning. Once they start moving, the first item in "Set Move Route" should be "Opacity: 255".

That should fix it just fine and save you two switches.
 

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