Charas-Project
Game Creation => Requests => Topic started by: daoman89 on September 19, 2012, 12:52:32 AM
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I'm making this event and as I'm making it, I'm testing it blah blah blah
But for some reason, it's ignoring the Move Event where the Hero moves completely and just starts over because there's nothing else currently in the event. I don't understand why it's doing this cause it hasn't ever happened before and I can't figure out what the hell the problem is.
Can someone pitch some ideas of what could possibly be wrong?
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Nevermind, I figured it out.
It went directly back to the beginning of the Event because there wasn't anything that could pause the event such as a message or "wait". So because Move Events just happen, it thought it did it instantly because there wasn't anything after it like a message or wait if that makes sense.
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Okey dokey :)
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Lol at first i thought... There can't be a limit on Move Events, that'd be retarded. So I just kept changing things and experimenting til I eventually put "wait" 9 seconds and BAM! Problem solved lol
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Did you try the proceed with movement command...? Its the one right below it. Not sure how well it works since I haven't used it in a while.
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I always found rpg maker to be pretty flawed with the movement command. Mostly because if you have a bunch of movements that are supposed to happen during text blerbs, a person pressing shift through all conversation can really mess up the game.
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I remember back in the day (about 2003 I guess) I used to use move events and they used to stop at random points for no reason at all... Jumping was even worse. You'd have to make your rpg in parts because it would go wrong the longer it was. I think that might have been a memory problem...
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Meiscool- Yeah I noticed that too. I wonder if you can disable the shift key somehow otherwise just don't tell anybody lol.
Moosedude- U probably messed up during the long Move Event. Whenever that happens to me, it's always my error and sometimes it takes me a few minutes to figure out what I did wrong. The longer you make it, the greater chance you screwed it up or miscounted.
Forgotten Legend- I don't know what that command is used for either. I'm assuming it's used after you halt movement tho. It didn't work because it reads the Move Event and then goes right to the next part of the event. And because I didn't have another part, it looped back to the beginning because it was an "autostart". If it was action or touch event, it probably would've finished the move event and then ended.
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*EDIT: Warning lots of information here*
So, I just tried it, and as long as the event doesn't have anything blocking its way:
<>Move Event: Hero, Move Right, Move Down
<>Proceed with Movement
Worked. I made the event auto-start, parallel process, and action key.
Something I did notice is that without the Proceed with movement command, the event completely ignored anything after the first move command. So, if you have multiple move events you need to do it like this:
<>Move Event: Hero, Move Right
<>Proceed with Movement
<>Move Event: Hero, Move Down
<>Proceed with Movement
Otherwise he'll keep moving in one direction. So, I did remember proceed with movement correctly. :)
EDIT:
Also note that if you want to have anything happen while they are walking you are going to need to put the proceed with movement command AFTER whatever else you want to happen. Also, you can only have one movement command so you would need to do this:
<>Move Event: Hero, Move Right, Move Down
<>Message: Testing Text
<>Proceed with Movement
Hope this helps.
EDIT 2!
Meiscool- Yeah I noticed that too. I wonder if you can disable the shift key somehow otherwise just don't tell anybody lol.
You can. Kinda. You can create pauses in the message and then use the auto end message codes.
"\|"
Waits one second for the following text after this code
"\^"
Closes message windows with out a key being pressed
"\s[x]"
Changes text speed x can equal 1-20 (1-fastest 20-slowest)
So use them like so...
<>Move Event: Hero, Move Right, Move Down
<>Message: \s[20]Testing text \| \| \| \| \| \| \^
<>Message: \s[20]Testing text 2 \| \| \| \| \| \| \^
<>Proceed with Movement
And both messages will close by themselves and can't be closed out by pressing shift
In case you want them, here are all the message shortcuts...
[spoiler]RPG MAKER MESSAGE SHORTCUTS
"\|"
Waits one second for the following text after this code
"\."
Waits 1/4 of a second before next part of the message is displayed
"\c[x]
Changed the color of the text that matches x,x (a number rangeing from 0-19)
"\s[x]"
Changes text speed x can equal 1-20
"\^"
Closes message windows with out a key being pressed
"\>""/""\<"
Displays the message between \> and /< instantly
"\v[x]"
Displays the value of the variable x,x being any number value
(good for gameplay timers)
"\\"
shows a "\" (WOW AWSOME I KNOW!)
"\_"
Shows half a space
"\$"
Shows how much money is being carried
"\n[x]"
The name of the hero in the database with ID x will show, x being anything (#) ("\n0" will show the 1st hero)
"\!"
the rest of this message wont show until key is pressed
Here are some codes to throw in your messages thatll make pictures.... (just use the $A (or whatever) no need to worry about the : >phrase here< stuff thats just saying what it is
$A: Sword
$B: Shield
$C: Star of Solomon(David)
$D: Sun
$E: Moon
$F: Mercury
$G: Venus
$H: Earth
$I: Mars
$J: Jupiter
$K: Saturn
$L: Uranus
$M: Neptune
$N: Pluto
$O: Aries
$P: Taurus
$Q: Gemini
$R: Cancer
$S: Leo
$T: Virgo
$U: Libya
$V: Scorpio
$W: Sagittarius
$X: Capricorn
$Y: Aquarius
$Z: Pisces
$a: face (smile)
$b: Face (normal)
$c: face (frown)
$d: sweat 1
$e: sweat 2
$f: spade clear
$g: heart clear
$h: diamond clear
$i: club clear
$j: spade filled
$k: heart filled
$l: diamond filled
$m: club filled
$n: skull
$o: cross
$p: sun
$q: moon
$r: Dot (small yen)
$s: Up
$t: Right
$u: Down
$v: Left
$w: Up-Right
$x: Down-Right
$y: Down-Left
$z: Up-Left
[/spoiler]
Just hit select on the code thing and ctrl+c since the spoiler doesn't seem to like the code in a spoiler thing...
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wow you put in a great effort to inform. Good job! :D
Anyways, I managed to finish the entire scene that was having the problem with to begin with. Might as well post it haha. It took a few hours to finish it over a period of 2 days.
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Here it is. It's not perfect and is a lil skippy with the animations because of the recording. It isn't as long as Part 01 because of the drastically fewer amount of conversations.
http://youtu.be/U1QtsaVSR9E (http://youtu.be/U1QtsaVSR9E)
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Haha, I had a bit of spare time that wasn't enough to really do anything else so It wasn't a big deal, plus it was beneficial to a few people in this topic.
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video will play now... my bad
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Interesting. Good use of the move events!
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I honestly never used or understood proceed with and halt all movement commands.
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Thanks, I have fun making those. I'll look at the mapping and whatnot and create a lil cutscene from it.