So this has just happened recently (this happens on all the transfer events). Whenever I try transfer the player to another map/location he gets stuck. It basically disables the keyboard.. nothing is possible.
The only thing that seemed to fix this weird problem was to make an event on autorun with self switch = A is ON.. but that gives me problem with my BGM. (the bgm for one area will not stop playing)
Player can't move after transfered
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When you transfer the player to a new map, if you want the BGM to stop playing,under Map Properties check off the "Auto-Change BGM" checkbox, but leave the selection blank.
When you do this, it tells RPG Maker to stop any current BGM from playing. You can do the same for BGS (Background Sounds) like water dripping.
If you have any Autorun events on your maps, they will run when the player enters the map When the event completes, it will be run over and over again. I like to Set Self-Switch A to ON then have a second page which requires "Self-Switch A" to be ON. That page just has "End Event Processing"
However, while Autorun events are active, the player cannot do anything. If you are doing something and you want the player to be able to move, use a Parallel Process instead.
Keep in mind that Parallel Process events can cause lag if you have too many. -
So what exactly do I do to keep my bgm to stop playing when new bgm is supposed to play and also allow my players to move in new area?
Because right now I got autorun on my BGM events..
I don't want an extremely laggy game but I will try out the Parallel Process instead of autorun
EDIT: so far the Parallel Process works just fine. Thank you :) -
A little tip:So what exactly do I do to keep my bgm to stop playing when new bgm is supposed to play and also allow my players to move in new area?
Because right now I got autorun on my BGM events..
I don't want an extremely laggy game but I will try out the Parallel Process instead of autorun
EDIT: so far the Parallel Process works just fine. Thank you :)
* If you only change the BGM once upon entry, or based on some other condition (such as "well, a boss fight is coming soon, so change BGM to foreshadow it), have the BGM Changing Parallel Process set its Switch to OFF once you've changed the theme. This stops the Parallel Process from executing, and hence using a bit of CPU. Then just turn on the Switch when you need to change the BGM again. -
Player not moving could be due to several reasons.
You've either got the wrong passage settings in your database - on ALL tilesets, make sure the top left tile on the B tab has its passability set to a star. If this is the problem, even though you can't move, you CAN press the arrow keys and your character will turn in the appropriate direction.
You've got an autorun event running. This could be a map event (though if it happens on every map, you'd have to have a map event on every map set to autorun), or a common event that's set to autorun and its switch is turned on. If nothing else is happening, then it's probably an event (or common event) that has no commands. If it's set to autorun, even if it has no commands, it will disable all input. If THIS is the problem, pressing the arrow keys will NOT make the player turn in the appropriate direction.
If it happens on every map, and the character won't turn, I'd be looking for a common event set to autorun.