Main Character Won't Move

● ARCHIVED · READ-ONLY
Started by Flame_Driven 14 posts View original ↗
  1. I know there are a billion topics for this.  I tried reading every single one to figure out why my main character can't move before I posted this.

    I have painstakingly changed every single tile on my map to allow movement.  (Every tile has circles)

    And, I only have one Event on this entire map that is an Autorun event.  No Parallel Processes on the map either.
    I have tested my Autorun event numerous times.  I changed the graphic for the third event page to include a silly graphic so I could tell that it reached that event page.  It does.  On that page it is no longer an Autorun event.

    I can't think of anything else that could be interfering with my main character's movement.

    I'm including pictures of my only Autorun event.  As far as I can tell, it's not the problem with my characters movements.

    (What some would consider a mushy thank you - below.  Which can be skipped if desired and is not important to the problem above.)

    As my second post, I want to include a thank you.  This forum has been wonderful for learning pretty much anything I could want to about RPG Maker VX Ace.  I'm so thankful that everybody is so helpful on here, especially all the Moderators.  I can't believe you guys are so willing to help, even on small projects or helping people who've maybe been on here a day.  All around, thanks for being totally awesome!

    Autorun Event 1.jpg

    Autorun Event 2.jpg

    Autorun Event 3 copy.jpg

    Autorun Event 4.jpg
  2. Did you remember to check the TileB on the tileset for that page to make sure the passibility is set to star?

    (on the tile in the upper left corner that is!)

    (lol Here comes Harmill to say the same thing but I beat him, or else he will say something better!)
  3. Have you tried removing the Autorun Event from the map and then seeing if you can move? Like, cut-paste the Autorun Event to a different map as backup, and then see if it has anything to do with your problem.

    This one is unlikely, but the only other thing that is coming to mind is the directional passage settings for the tile your player starts on. It could be that it doesn't allow the player to move off them from any direction, which I don't think any tile has by default.

    Perhaps post a screenshot of your map so we can see what type of tile they spawn on?
  4. Thanks GrandmaDeb.  I've got everything set on the tilesets the way they need to be.

    Harmill, that worked.  When I remove that event, I can move.  But I can't see anything I've done wrong in the event.  I guess, I could just rebuild the event.  But then I won't really learn.  Can either of you see what I've messed up on, or I'm missing?
  5. I look at the event, and I don't see anything that you have set up incorrectly. When you say that you can confirm the event reaches Page 3, then that should mean there are no problems with how Pages 1 and 2 are behaving.

    There could be something I'm overlooking on the event page, but as of now, I can't help much more. If no one sees anything wrong, perhaps send me a demo and I can debug it?
  6. Yeah, I've looked and looked and can't see what's stopping it. But I am the queen of overlooking the small things. And Shaz is great at pointing out what I missed. :D
  7. Well this might sound really dumb, but the event isn't under your (player) control after it ends, right?
     
    Did you set your player to start there? So this is the event you are talking to right?
     
    There isn't another event on the page making your player invisible for the cutscene?
    You said there is only one event so I am just rambling I guess.....

     
    On page 2 can you add :"Skip if cannot move" to the move route command? Just for insurance?
    It is on through, but what the heck
     
    And can you add a wait command after the move route if it isn't in there?
     
    Just wait a sec before changing the self switch? (Add a separate wait command)
     
    Just in case.
  8. in your autorun event, all set move routes are set to wait for completion - if any of those move routes is blocked on the map, the autorun will not continue and therefore not be switched off.


    From all your description that is what happens on the map, you need to check at which part of the move routes the event stops.
  9. If I am understanding correctly, the graphic changes to the last page's graphic.

    So the last page is executing.

    I was just wondering if some leftover execution was hanging around from the movement when the switch is set causing some kind of conflict.

    *******************************************

    Okay I was feeling guilty for not really being on top of my game on this one and then I tried to recreate the event in a game to make up for it and then I noticed.....

    Your screenshots for the first event page show different triggers.

    One is parallel process and one is autorun.

    So be sure which one is right, Okay?

    ****************************************

    and FWIW it worked on my computer without the extra wait.

    Maybe you should upload a demo?
  10. Ok, just got back from work.  Thank you so much everybody for the ideas and checking my work!  Sorry about that GrandmaDeb, I uploaded the wrong picture.  It's always just been on Autorun.  BUT... your wait thing worked!  I have no idea why, and it makes absolutely no sense to me why it would have worked.  But it did! On my second event page I added a separate wait of 1 frame.  and now everything is just dandy.  we can now add that to the "how tos" of fixing an event that's stopping your character's movement.
  11. I am so glad, Flame!

    I had read about old event pages not finishing their processing somewhere, and thought it was a last stab!

    Maybe the great minds around here will come enlighten us as to why.

    Archeia has a somewhat similar situation she discusses in her tips topic, but  we shall see what they say.

    In any event YAH! it works! =]

    (Autorun is a pretty bossy setting so who knows what it did!)
  12. You only need two event pages, not 3.


    Your second page is autorun, and is triggered by turning on a self switch at the end of the first page. Just take the commands on the second page and paste them onto the first page, where the self switch is set, then delete the second page, and make the last page conditioned by self switch A.


    Also, in your move routes, you don't have to tell it to TURN in the direction before you MOVE in the direction. By default, the NPC will turn to face the proper direction unless you've got Direction Fix turned on.


    If there were anything blocking movement, your move route would not finish, and the last page would not become active, and the sprite would not change. The fact that you've said the sprite DOES change indicates that the move routes are all successful. You DO have THROUGH turned on for the event though, so that may be why. Uncheck that box and let it run as it normally would, and see if it gets stuck anywhere. If it doesn't, go and fix your passage settings on the map back up. Setting the WHOLE tileset to be passable is really not a good way to try and fix something like this, because you've then got to set it all back again, and it doesn't really help you find the problem.


    When you reach the point in your game when you can't move, if you hit the arrow keys, are you at least turning to face the direction you're trying to go? If you're NOT, it's a sure indication that there's an autorun event happening somewhere.


    Are you SURE there are no other events on that map anywhere that are set to autorun? Even if they don't have any event commands? What about common events? Even ones without any commands.


    Do you have any additional scripts or have you made any modifications to the custom scripts?


    (Edit: oh, sorry - didn't see that you've already resolved it. There are still a few good points here that you can learn from though :) )
  13. Thanks Shaz!

    I seem to write event pages so I can keep them shorter.  Helps my brain find places in it easier.

    I didn't know it would turn automatically.  I assumed that was why that command was there.  Move routes were pretty straight forward and I haven't done too many tutorials on it because of that.  I guess there's more to learn!

    Yeah, it's been working like a charm now.  We can close the thread now :)
  14. Nah, the turn is just if you want them to turn in a direction without moving.


    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.