Autorun VS. Parallel Process

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Started by Rickitickitavo 8 posts View original ↗
  1. I'm using RPG Maker VX Ace and I've encountered a frustrating problem.  I have 6 ghost "events" placed on a tower.  I want them to remain transparent until activated by a seperate event, (one that will dictate their movement paths and make them visible, to make it look like they are coming out of the tower, among other things.)  I was able to achieve this using parallel processes, but it was causing considerable lag.  I tried to do the exact same event using Auto-run but the ghosts would not go transparent.  And when I did get them transparent, I couldnt get them to come back.  I tried to set them back the way I had them using parallel processes and I couldnt remember how I did it and was getting really frustrated.

    I'd appreciate any advice on the matter.  I've read tons of tutorials about creating events, but none that address this problem.

    Thanks,

    Ricki
  2. You don't need any event command to make them transperent, just leave the graphic blank. Then you can start a new page and set the graphic and condition of their visibility. Assign the switch you turn on in your seperate event as the condition of this new page of the main event.

    You can also achieve this by using "change graphic" sub command under "autonomous movement" settings (custom) or "set move route" event command.
  3. Also, can you post screenshots of the controlling event?
  4. Parallel process and autorun are both for automatic or timed activations, but you say that the effect should be triggered by a separate event.


    Whenever something is triggered by an event, either switches or direct commands to the other event are the best way to proceed, a parallel process would in 99% of those cases an unneccessary and lag-inducing complication.


    Please give more informations and screenshots of your events, then we can determine how to do this without lag.
  5. When you provide screenshots, be sure to include the WHOLE event window, as most of the important information will NOT be in the list of event commands.
  6. Hi Rick.


    (are you a fan of the mongoose??? me too!)


    If you have tried the eventing tutorial in my signature and it did not answer your questions, I'd really appreciate feedback.


    Your question is exactly the kind I am trying to help with.


    PLease see the link in my signature and give it a try if you haven't. It should help. [=


    "Aindra's RPG Maker VX/Ace Switches"
  7. Thank you everyone for the responses.   :)  I came up with a somewhat simple solution on my own, but I think I'm going to just use Vinedrai's solution.  I didnt really know what to take a screenshot of as my events and triggers were all over the place.

    More importantly, I don't think the auto run or parallel processes are what is making my game lag.  I implemented my solution eliminating the parallel processes and it still lags hard...  I think it's just my laptop.  It's old, and it was getting hot.  Idk.  I'm going to change how the event is processed using Vinedrai's solution and see if that lessens the lag, but I don't think it will.

    Anyway, this topic can probably be closed as my problem is mostly solved.   :D   Oh and yes, GrandmaDeb, I looked over your tutorial.  Helpful, but didn't quite apply to the specific problem I'm having.
  8. There could be other parallel processes that you're not aware of unless you go looking for them. Even parallel processes with no event commands (some people think they need to set it to parallel process just to enable the stepping animation or an autonomous move route - you don't) will slow things down.


    This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.