Event used to work, but after a few days, it stops working?

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Started by Ctrl_Alt_Defeat 3 posts View original ↗
  1. Hey guys!

    I have an issue I'd like to finally put to rest. This is happening on RMXP!

    Before I explain here's an example of my problem:

    Right now I have a simple parallel process at the start of my game that has a few dialog and simple movement (turn up, turn down, ext.) The map has one event besides the ones used as NPCs that are present for the makeshift intro for my game. I've tested this and reworked it numerous times before and everything worked fine. The event ran just the way I set it to do and the character+npcs moved without problems. The event worked 100% without flaws.

    Today when I started testing it just to see if everything is alright, the dialog works just fine but the set move route will not execute and even so, after the event finishes, I can't move my character. I've checked for mistakes using my invisible walls and double check if I accidentally had an event in the way of the player's and NPC's movement but everything should work.

    I uploaded the picture of my current game attached to this post.

    This is not the first time this has happened. Years ago I had a game that had an amazing intro but the same thing happened where the characters would talk just fine but the move routes did not execute. That time how ever when I loaded up that game, an event was erased and I'm 100% sure I didn't erase that event myself.

    So for many years this has plagued my RPG making for a long time and I'd like to put this crazyness to an end. Does anyone know the problem?

    Is this a bug that's apart of RPG maker usually?

    blarg.png
  2. Years ago I had a game that had an amazing intro but the same thing happened where the characters would talk just fine but the move routes did not execute.
    If the move route cannot be executed (i.e. the event gets 'stuck'), then the game will freeze. This is why you tick the box 'skip if cannot complete' when you enter in a move route. Events cannot pass through other events unless Through is ON, so check for that.
  3. You should change that event from parallel process to autorun. This stops the player being able to move while you're waiting for other events to move - it basically takes control away from your player while the event is running, and is used for cutscenes, regardless of the length.


    I'm thinking Cel is right in this case - if none of your characters will move, there's a move route that's being blocked and you have a Wait for Completion. However, I would expect that would not allow your event to finish. Another reason could be if you've done something with the passability settings on that map. The top left tile in the tileset is the "erase" tile. Sometimes it's easy to just pick ANY tile that has no graphic and use it to erase things, or even to draw multiple tiles at once as a rectangular selection, when some of the outer tiles have no graphic (because it's easier than drawing it bit by bit). These tiles with no graphic still have passability settings and will override the settings on tiles on lower layers, giving you what appear to be very unusual results when you play the game (can't walk on tiles that you should be able to walk on, or can walk on tiles that you shouldn't be able to walk on, for no apparent reason).


    Another reason for not being able to move when all cutscene events are finished is if you have an autorun event somewhere that hasn't been turned off - even if it has no event commands. Make sure you don't have any of those. Along the same lines, whether you change this event to autorun or leave it as parallel process, you need to turn on a self switch at the end and add a second page conditioned by that self switch, with no other changes. Otherwise when you come back to this map, the event is going to run again.