[RM2K3] SHOW PICTURE IS ERASED AFTER TELEPORTING TO NEW MAP
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I am trying simply to have a picture overlaid on the map at all times (until a quest condition is met). I use Show Picture to display my picture. Unfortunately, it is erased after teleporting to new map.
Does anyone have a simple solution for this?
I currently will have to set up a parallel process common event that constantly re-shows the picture (because I really don't want to go back and change every single teleport event in the game). But I think this is a bad solution as the picture is 320x240 and already I have a ton of parallel processes in the background.
This is for RM2k3.
Does anyone have a simple solution for this?
I currently will have to set up a parallel process common event that constantly re-shows the picture (because I really don't want to go back and change every single teleport event in the game). But I think this is a bad solution as the picture is 320x240 and already I have a ton of parallel processes in the background.
This is for RM2k3.
I have a Variable called "Picture to Memorize" set to a common event that is called after each battle, after you open the menu and after you use a teleport. You may have to go back that way though...
What a pain, but at least then the conditions are set so that you can do it again easily if you need too.
Unless you want a common event parallel process, but that may cause lag.
What a pain, but at least then the conditions are set so that you can do it again easily if you need too.
Unless you want a common event parallel process, but that may cause lag.
The first thing I can think of is to use it as a frame. The second thing I can think of is to do a manual fade out with the screen tint, do an instantaneous map change and display the pic again, then a manual fade in, all in the same event. This could be done in a common event and then called by the teleport event in question.
Parallel processes are BAD and seldom nescessary, unless you are doing things like minimaps and interactive map events. Do not use them if you can avoid it.
Parallel processes are BAD and seldom nescessary, unless you are doing things like minimaps and interactive map events. Do not use them if you can avoid it.
Hmm. You could try this:
Since a switch should have been set when you got that quest, use that switch. Make an autostart event, with that switch as a precondition. Show picture, then erase event. On the next page of that event, use the ending quest switch as the precondition, and have nothing in that page.
Then just copy the event to the maps you want them in.
Since a switch should have been set when you got that quest, use that switch. Make an autostart event, with that switch as a precondition. Show picture, then erase event. On the next page of that event, use the ending quest switch as the precondition, and have nothing in that page.
Then just copy the event to the maps you want them in.
the only other solution I can think of is to just add a conditional branch to show the pic or erase it inside one of the parallel processes events you already have running at all times, that way its like making a new one but doesn't increase the lag possibility.
author=Blitzen link=topic=1995.msg32740#msg32740 date=1221845136
Parallel processes are BAD and seldom nescessary, unless you are doing things like minimaps and interactive map events. Do not use them if you can avoid it.
What.
Auto-start ruins everything; why would not not use parallel processes? They're not really that bad at all. If one is causing lag in rm2k3, GO TO RMXP/VX WHERE YOU CAN CODE YOUR HUD plzkthnx
Assuming your parallel processes aren't made stupidly, they are okay. I mostly use them for weather effects.
Auto-starts are ideal for cutscenes.
Auto-starts are ideal for cutscenes.
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