Hi. my names gg. I made games a lot when i was younger, stopped for a while and started again recently with RPGMVXA. Ive run into a serious glitch or issue that I dont know how to resolve.
When I play/run my game I find that after the title screen my character is stuck on whatever square they start on and cant move. I can turn in different directions but I cannot move. Its not frozen because the music works fine and I can turn around but I cant actually progress through the game world. Another thing is that the tilesets switch back and forth during gameplay. a street thats made of gravel turns into a street made of bricks and then back again over and over, the two tiles that are switching back and forth may change depending on what tilesets are in the file but but its always the same glitch.
At first I thought this was happening because of jumping into deep water too fast, except that I never touched the script editor. Nevertheless I accepted im a noob and decided to progress slowly and carefully, one thing at a time, still not touching the script editor or messing with complicated stuff. Nevertheless, the glitch still appeared.
If anyone knows how I could correct this, please let me know. I appreciate your support.
thanks
--Gg
annoying glitch/newbie question
● ARCHIVED · READ-ONLY
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Oh, and by the way, I already checked the "tilesets" tab and the database and made sure that the Xs and Os are in the right place, so it isnt that.
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Check out if you got an Autorun event.
A looping autorun, or a non ended autorun, stops the user from giving input until it ends.
On the other hand, a Parallel Proccess event is what it tells. User can control things while things happen. :p
Change the event to parallel proccess.
Hope this helped you.
In order to get familiar fast, with the whole engine, try a game I made for people like you.
It might save you a lot of time.;)
Edit:
MY bad, didn't notices you can move the hero.
It's probably what Scinaya says.
CLICK ME! -
The changing tiles sound like you might have your floor tiles in a slot reserved for water tiles... They have inbuilt animation and go through the animation. In the A1 sheet if, I recall correct, you should have only water autotiles... The A1-A5 should overall have only autotiles. If this is the case, it also explains, why you cannot move in the tile, since by default water tiles are impassable.
If this is the case, just make sure, you don't put your floor or ground tiles on A1. -
If you can turn but not move, then the problem is with the passability - and if you already checked the X and O, then most likely you forgot to set B1 to star: The first tile of the B sheet needs to be transparent and set to star, or the passability of the entire tileset is broken.
Your second problem is as already said most likely a wrong tilesheet in A1.
Ace has six different formats for tilesheets - five different formats in A1, A2, A3, A4 and A5, and one format for B to E tilesheets.
If you check the naming of all official tilesheets, you'll see an A# in the name of most of them - that indicates for which tileslot the sheet is intended, and you have to place it into that slot or some part of it will not work right.
A1 is for animated tilesheets - they don't need to be water, but each group of three autotiles (see help file for more definitions) is combined into a single animated autotile.
The other A#-slots also each have their special functions
You can follow the link in my signature to get a fast overview and links to more detailed tutorials. -
Thank you so much, I really appreciate it. I probably could have solved this by actually spending time reading stuff on the forum but I felt kind of overwhelmed by the immensity of it so i just posted this question. ill try to be more actively involved here. the last reply in particular was especially helpful...i kind of feel like a dummy that that didnt occur to me.
the thing is is that I have been trying to make my own tilesets for my game but I havent put them in the database properly. I've just been putting them wherever I felt. It didnt occur to me that the tileset categories would have pre-determined settings
kind of having a duh moment. -
Absolutely - tilesets are VERY specific, and if you put the wrong tile in the wrong sheet, or even in the wrong place on the right sheet, they will not work as you expect.
Two things that'll really help you here ... export the RTP tilesets and have a good look at what's where and how they act when you use them in the game; F1 > Resource Specifications > Graphic Resources > Tilesets - it has a very good explanation for each tab and for the different behaviour of different tiles in some of the tabs.