Events are "twitching"

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Started by QuodPossumus 11 posts View original ↗
  1. When I transfer the player from the starting map to this one, the non-player events start twitching. I've embedded a video to show what I mean.

    [embedded media]
    (Graphics are from the Time Fantasy packs.)

    All events have the "stepping" options unticked in their event pages. Any idea what could be causing this?

    EDIT: The event page.
    hoAAkWX.png
  2. It would help if you show the event page from one of the events doing this, assuming they are all set up the same way.
  3. mlogan said:
    It would help if you show the event page from one of the events doing this, assuming they are all set up the same way.

    Here it is. I'll edit the main post to include it as well.

    upload_2018-10-24_20-33-35.png
  4. Try getting rid of the Exit Event Processing, and adding a command to turn on Self Switch A. Create a second page, not set to autorun, that has a condition of self switch A.
  5. Thank you! That worked and they've stopped twitching, though now they're frozen mid-step. I've tried the self-switch page with both "Exit Event Processing" and without it, but it has the same result.

    upload_2018-10-24_20-55-4.png
  6. Did you select from the middle column for the graphic for each sprite? It will show whichever frame you select, so if you selected one of the stepping frames that is what will show.
  7. They start off as graphic-less events that I then use "Change Image" under "Set Movement Route" to set their appearance, which only allows you to select a grouping of sprites. Should I just attach a graphic to the event to begin with?

    upload_2018-10-24_21-27-8.png
  8. Yeah, I would. If you need them invisible at first, just set page 1 to no graphic, and then create a page 2 with the middle column graphic. If they need to appear at the same time, use one switch as the condition for page 2 for all of them, and then turn on that one switch in your control event.
  9. Autorun events run as soon as the map loads. If your first commands in the autorun is to give the events sprites, I wouldn't bother - just put the sprites on the events.

    Autorun events loop by default. Exit Event Processing just makes them start again from the top, which could be what's causing the twitching effect. To turn them off, you need to either Erase Event (if you're never going to come back to this map), or turn on a self switch and create a second page conditioned by the self switch, with no other changes to triggers or anything (if you're going to come back to this map).
  10. mlogan said:
    Yeah, I would. If you need them invisible at first, just set page 1 to no graphic, and then create a page 2 with the middle column graphic. If they need to appear at the same time, use one switch as the condition for page 2 for all of them, and then turn on that one switch in your control event.

    Ooh, I never thought to do that. Thank you so much for the help!

    Shaz said:
    Autorun events run as soon as the map loads. If your first commands in the autorun is to give the events sprites, I wouldn't bother - just put the sprites on the events.

    Autorun events loop by default. Exit Event Processing just makes them start again from the top, which could be what's causing the twitching effect. To turn them off, you need to either Erase Event (if you're never going to come back to this map), or turn on a self switch and create a second page conditioned by the self switch, with no other changes to triggers or anything (if you're going to come back to this map).

    I'll definitely keep that in mind moving forward. Thank you for the help!
  11. Just to complete the picture, parallel process events also run as soon as the map is loaded, and repeat, just like autorun events. So Exit Event Processing just makes them both start again from the top. The difference between the two is that autorun events will take control away from the player while they're running, while parallel process events allow the player to do stuff at the same time.