I’m pausing development for a week or two, because I’m moving to a new country, but I’ll get back to working on this soon don’t you worry.
I’ve decided to make the storyline more interesting, although this means I have to redo the whole game intro
Take your time! Glad to hear development continues. Still very much looking forward to it
Yeah the game will definitely be completed eventually, I’m just super busy so progress is slow. But I’ve resolved some major issues and begun work on the early game, even if that’ll be paused while I redo the intro
I’ll be honest with y’all, not much has advanced. I have the story written out, but I’ve hit some weird bug that glitches one of the events and I can’t seem to figure it out. I tried taking a break and focusing on the art, but it turns out I’m terrible at making decent-looking pixel sprites so that’s not going well either.
Damn, that sounds literally like me lol
Have you tried asking for help in the discord server? Outside of that, I hope you’ll manage to finish the game
As in the Weight Gaming discord? No, I haven’t tried that. I tried the RPGM boards but they had no idea.
What’s the bug you’re running into?
I explained it with screenshots here but basically the player character will move along a route set in a previous map by an event that isn’t even active anymore, instead of being able to move freely.
My first thought is that there’s something on the map in question that’s turning ‘MagicStone’ back on. Since the image you posted is from January on the thread, if you’ve made any changes to it, can you post it here, too, for an update?
If it is as Parnash suggested, then you could add a print to the code before and after the event to see if it is somehow being switched back on again
@>Print: "Switch 0014: " + [0014:MagicStone] + "\n"
I think it would look like above, but I’ve never made any RPGmaker games.
Another suggestion would be to throw all relevant codes into a a Chat bot an ask it to check if it can find the reason. If you explain them the problem they are often pretty good at identifying the reason. That has been my go to for fixing bugs for a while.
They are also pretty good for offering general advice on how to structure codes etc.
Nope, nothing on the destination map affects any variables except a test I did to turn MagicStone off
I’ve “fixed” it by just working around the whole event sequence and rerouting it. Still no idea why that happened but at least the game can continue lol
As mentioned in the above thread, a parallel process probably isn’t necessary and probably will cause more headaches than it’ll solve. By switching to an autorun process and placing the proper switch in the ‘Conditions’ block on the left part of the window (rather than as the trigger for a giant conditional branch that doesn’t actually branch), you’ll get an event that triggers automatically when A) the player is on the map with the event and B) that flag is active. This is true even if that switch isn’t active when the player enters the map, so I don’t really see the need for a parallel process to continuously check for the right flags in either of those events.
For good measure, flip that switch back off during the event that uses it instead of in another one that doesn’t rely on it - it won’t kill an event already in progress, and the second event shown doesn’t care if it’s already off since it’s using a different switch. It’ll also stop the event from running continuously, since you can’t rely on another event running before the event looking for this flag runs again; for an automatic event that’s switching to a new map, it really shouldn’t make a difference, but with how miserable MV/MZ’s parallel processing is there’s a possibility that another round of the parallel event got queued before the map changed and ran later, although that doesn’t really seem likely whoops, this is VX Ace - I don’t really have much experience with how it processes parallel events but it can’t really be much better.
EDIT: started typing before seeing you’d already solved it, and I’m glad you have, but as a general rule at least try to avoid parallel events if you can get the same results from an autorun event.
Thanks, I’ll keep that in mind in the future. I did notice that if I had it on autorun, the character couldn’t move in the free control periods in that map tho
This might’ve had to do with your start condition - by leaving the Condition block blank, the event would continuously run itself even if the ‘branch conditional’ portion of the event wasn’t met, preventing other activity like player movement. By moving that to the conditions block on the left side of the event maker, the event then only fires when that condition is met (e.g, switch 14 is on), and by the end of the event you should have turned off the switch and/or switched maps, preventing it from running again.
For example, this will softlock the game, even with Switch 001 off, because the event runs continuously:
This will only run as long as the switch is turned on; unless something else turns it back on, it should only run once, allowing player movement or other events to properly occur:
(These screenshots are from MZ but I assume the event processing sequence is pretty close to identical for VX Ace anyways)
I see, that makes sense. Yeah, the system is basically the same. Thank you for explaining!