unable to walk in map

● ARCHIVED · READ-ONLY
Started by paradoxProductions 15 posts View original ↗
  1. So i made a simple map. a shop for the character to enter. And i have the typical transporting code, and the map that i know of, has no issues that'd stop them from walking. the tiles theyre walking on are able to be walked on, but for some reason when you try to walk they dont move. they dont even turn. I'm not entirely sure what the issue is. i tried deleting and remaking the map incase it was just bugged, but i still cant seem to get it to work. anybody have advice?
  2. Are you sure you’ve set the tilesets correctly?
    This happens when your character stands on top of a tile it’s not supposed to get to.
  3. If they don't even turn, you have an autorun event that's preventing player interaction.

    This could be an event on the map, or a common event. Even one with no commands will remove player control.
  4. Shaz said:
    If they don't even turn, you have an autorun event that's preventing player interaction.

    This could be an event on the map, or a common event. Even one with no commands will remove player control.
    alright that could be it then. how do i change it so the event doesnt run again every time they enter the map (like with erase event) but still let them able to walk?

    EDIT:
    Shaz said:
    If they don't even turn, you have an autorun event that's preventing player interaction.

    This could be an event on the map, or a common event. Even one with no commands will remove player control.
    so i tried completely deleting the event but i still cant seem to walk. but i know the tiles im on are walkable. this is very odd.

    Broozer said:
    Are you sure you’ve set the tilesets correctly?
    This happens when your character stands on top of a tile it’s not supposed to get to.
    positive. i changed the tiles to the basic rpg maker grass tile and still cant walk on it.
  5. If you have an autorun event that you want to run once only, you give it a second page conditioned by a self switch, and at the end of the first page, turn on that self switch.

    If you deleted an event and you still can't walk, then you deleted the wrong event.
  6. Shaz said:
    If you have an autorun event that you want to run once only, you give it a second page conditioned by a self switch, and at the end of the first page, turn on that self switch.

    If you deleted an event and you still can't walk, then you deleted the wrong event.
    theres only one event on the page. so i couldn't of possibly deleted the wrong event. that's exactly what i did though, using self switches to make it go to the blank second page. and i tried it on all the options. it's the only event, so with it deleted i dont know why it wont work.
  7. @paradoxProductions Please don't double post (=posting right after yourself). Instead if you want to add something, use the 'Edit' button. And if you want to quote more than one person, you can use the +Quote/Multiquote button to do so. (Or just @ them, like I did here :) ).
    I've merged your posts this time.

    Edit: Dread's a :ninja:
  8. Could you perhaps present a screen shot of the map, and the tile that is malfunctioning?
  9. slimmmeiske2 said:
    @paradoxProductions Please don't double post (=posting right after yourself). Instead if you want to add something, use the 'Edit' button. And if you want to quote more than one person, you can use the +Quote/Multiquote button to do so. (Or just @ them, like I did here :) ).
    I've merged your posts this time.

    Edit: Dread's a :ninja:
    sorry! i dont use forums very often so im not entirely sure of general things to avoid like this.

    Broozer said:
    Could you perhaps present a screen shot of the map, and the tile that is malfunctioning?

    heres a screenshot of the map. it's very simple for now. and the one little event. as of right now, i have the tiles as grass as i know they're walkable.

    upload_2018-10-22_17-6-44.png

    and here's the event.

    upload_2018-10-22_17-7-28.png

    it's very simple, and i've made games before so im not sure why this isnt working? I've never had this issue before.
  10. What is on page 2 of the event? If you set that to autorun, that is the problem. When you take a screenshot of an event or something in the database, use Alt+PrintScreen - that will capture ONLY that window and not your entire desktop background, which makes it easier for us to see (things aren't too tiny to read).

    The other thing is, did you check your common events? An autorun common event will do the same thing.

    Is that in the middle an NPC event, or the player's starting position?
  11. As Shaz said above here, what is on page 2 of the auto-run event?
    If it hasn't set it to self-switch A, then it will keep auto-running, and prevent you from doing anything.
  12. Shaz said:
    What is on page 2 of the event? If you set that to autorun, that is the problem. When you take a screenshot of an event or something in the database, use Alt+PrintScreen - that will capture ONLY that window and not your entire desktop background, which makes it easier for us to see (things aren't too tiny to read).

    The other thing is, did you check your common events? An autorun common event will do the same thing.

    Is that in the middle an NPC event, or the player's starting position?

    Broozer said:
    As Shaz said above here, what is on page 2 of the auto-run event?
    If it hasn't set it to self-switch A, then it will keep auto-running, and prevent you from doing anything.

    the second page literally just has nothing on it, is set to trigger with self switch A and is set to 'action button'. It seems it was a common event that was set to autorun, so i set it to parallel instead. I'm still having issues with something else though regarding my common events, would it be fine to ask for help here or would i have to ask on a new thread?
  13. paradoxProductions said:
    It seems it was a common event that was set to autorun, so i set it to parallel instead.
    Just an advice: contrary to a lot of posts done by (usually inexperienced) users, switching an autorun to a parallel process is rarely the correct solution, it just changes a full block into a lagging block.

    It depends on what exactly the event does to decide whether it needs to be autorun or parallel process or autorun with erase or autorun with switch off or parallel process with waits or or or....
    There are a lot of possible solutions for each situation - and something that solves one option is a big mistake in another event.
    For example you should usually use waits with parallel processes, but not in the same way as they're used with autoruns.

    If it is a different problem, make a new topic. But use this topic to show the common event that caused this problem so that we can check that the switch to parallel process was a solution and not just changing to another bug.
  14. Andar said:
    Just an advice: contrary to a lot of posts done by (usually inexperienced) users, switching an autorun to a parallel process is rarely the correct solution
    That's exactly right. I'd be curious to know what your common event does. Would you mind posting a screenshot of it? We can tell you if a parallel process common event is the way to go, and also tell you if it's likely to add lag to your game and how to avoid it.

    And yes, different issue -> different thread.