[ANSWERED] Two Rooms, One Map

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Started by hikarushirou 13 posts View original ↗
  1. RPG MAKER VX ACE
     
    I keep having the smallest problems and can't seem to find them by Googling/searching. Only like... everything else.. Anyhow, I'd like to try and minimize maps (I don't have a lot now, but in the future, it'll be useful) by making two rooms on one map. I've spaced them out so you don't see the other when moving about

    but the actor can't move! I can't for the life of me figure out why. I haven't changed any layers, levels, heights, what have you. Everything is the same as when the two rooms were two maps. Only combined.

    What should happen is, after a battle, the party will teleport to the second room, and go from there. But I can't even test that since I can't move the actor at all! I'd use events, variables, or whatever to make evrything all on one map, but I think that might be pushing my abilities...
  2. is the event perhaps an auto run auto runs will only allow that event to do anything where parallel process will allow player moving and more events if you want an auto run event for a player move route i suggest that after the battle is started telling the event to change to a self switch that is parallel telport the player to the 2nd map and then make it so the event switches to say self switch B with a blank event page. this should fix the issue hope this helps.
  3. I'm not positive I understand all of what you're saying but perhaps a little more explanation is needed on my end?...
     

    1. Autorun event that shows dialogue then erases itself.
    2. Conditional Branch switch that tells the player they need to interact with (3) first.
    3. Allows (2) to be viewed.
    When all the dialogue is done the battle happens and after you win, the party is teleported to the second map (the darker hexagon), more dialogue, then off to another map. And it's only setup this way because I don't know how to make that hexagon become dark via Move Route since it's a tileset and not an event (can't make it an event because of the crystal). 

     
    Before making this thread I tried to remove the Autorun trigger from (1). Still can't move.


    Tried changing to parallel and that still does nothing. Player can't move. And I actually would have to read up on parallels, no idea how those work, I mostly deal with Autorun, Player Touch and Action Button for triggers.
  4. Are you loading in from a save or starting a new game from within that room?

    Try moving out all of your autorun events, since these will stop you from being able to move.

    For the dialogue, you could use an autorun, but then have a self switch, i assume you're doing this already?

    If so, make sure you're turning on the self switch at the end of the dialogue and then creating a second page in that event which is blank

    but with the condition ticked for self switch is on.
  5. Starting in that room to test it out as is (it's not currently connected to the game since it's not working right).

    Just for the heck of it I deleted all the events, period. Still can't move. What the butt man... If it's one room on one map, I can move. Try to make two rooms, noooooope, system hates me. And I've seen this done! In Eternal Bonds (see sig) they have housing interiours for a village and I tested that map out (on my project so it has all my data to see if it really is something on my end) and it works fine! Person can move about the room and even teleport from one room to the next. But they have no significant autorun or otherwise events that's any different than my setup (other than the room looks different).

    No, I use Autorun > blah blah blah > Erase Event
  6. Don't use erase event, use self switch. Erase only works until you 'teleport'.


    Since you still can't move, check if the 'B' tab in this tileset has its first tile as a star.
  7. Hotfirelegend said:
    Don't use erase event, use self switch. Erase only works until you 'teleport'.

    Since you still can't move, check if the 'B' tab in this tileset has its first tile as a star.
    I would say this post is on the money ;)
  8. Ah, I figured it was best to have it erase. I'll try out more switches now.

    The first tile in the B tab is a blank transparent block. It's all default RTP.
  9. Take a look at passability in your "Database", "Tilesets"

    Make sure your character is able to move on the tiles you're using in your map ;)

    The tile should have a circle over it in your tilesets, not a cross or star.
  10. Everything is almost literally as-is when starting a new project. I have edited hardly anything in the database. Just a couple names, sprites and about two monster parties.
     
    I did a test map and made two mini rooms on one map with literally NOTHING but a transfer player switch. It worked. (ignore the edit/space, it's randomly stuck on my screen...)

     
    Went back to my broken one and deleted EVERYTHING (the other events, like the fire and crystal) but the tilesets and suddenly I can walk. But I don't understand why when those events (the fire and crystal) had no coding. It was just to add more sprites since there's a limit/layering/etc. Sooo... I'm not sure what's happening here... >:/
  11. hikarushirou said:
    Everything is almost literally as-is when starting a new project. I have edited hardly anything in the database. Just a couple names, sprites and about two monster parties.

    I did a test map and made two mini rooms on one map with literally NOTHING but a transfer player switch. It worked. (ignore the edit/space, it's randomly stuck on my screen...)

    fef4a54f39.png

    Went back to my broken one and deleted EVERYTHING (the other events, like the fire and crystal) but the tilesets and suddenly I can walk. But I don't understand why when those events (the fire and crystal) had no coding. It was just to add more sprites since there's a limit/layering/etc. Sooo... I'm not sure what's happening here... >:/
    Sounds like you deleted whatever the problem was.

    Since you were able to walk on the new map you posted (above) and this map used the same ground tiles as per your original map posted, i would say most likely you

    had a "hidden" auto run event somewhere, that didn't have a self switch.

    Now we may never know, but at least its fixed for you.
  12. Even with no coding, an autorun event can pretty much 'try' to run until it is told to stop.


    Evidently, a crystal or something was on Autorun. Were you trying to use it for the 'stepping animation'? If so, that is not neccessary. It can simply be on 'action button'.
  13. @Kwerty: Oh no, I make dupes of everything when testing. XD So I had a backup of the broken one before deleting everything. And I checked, they're all Action Button triggers! The map itself isn't that big, so I couldn't have missed a stray event block hiding somewhere. There's not much.
    @Hotfire: Yup, that seems to be it. One of those autoruns donking things up. Now I know! :D
     

    Thank you kindly~