[RMVX ACE] MUSIC CHANGING EVENT TILES NOT WORKING PROPERLY

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Hello all! I've just released my game on RMN and I'm collecting issues I can fix for version 1.1 (the game is perfectly stable at this point, just a few minor graphic/sound issues and typos so far). One of these issues has been stumping me for a while; although it's more of a minor annoyance than a huge bug, it involves event tiles that crossfade between a BGM track and a BGS track when the player crosses over them.

At several points during the game, you can cross over tiles near the music room to make the standard BGM fade out and the BGS with the music playing in the room fade in. Most of the time it works fine, but it appears that when a player sprints over the tiles, they don't function as intended. It's easily fixed by walking over the tiles at a normal speed again, but I'd like to redo the tiles in a way that's more stable when sprinting over them.

Here's a sample of the event tile in question (the other pages simply change the tracks according to which act/day the game is currently on and function exactly the same way):



Thanks in advance!!
SunflowerGames
The most beautiful user on RMN!
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I don't know why sprinting is causing a problem.
But I may suggest creating two separate events for player touch, instead of the condition a player needs to face a certain direction (I believe this could be a huge issue.)
Another way to approach this would be to have a common event always tracking the player. And when the player's X/Y is above a certain amount or below a certain amount you can put in the conditions.

author=kory_toombs
I don't know why sprinting is causing a problem.
But I may suggest creating two separate events for player touch, instead of the condition a player needs to face a certain direction (I believe this could be a huge issue.)
Another way to approach this would be to have a common event always tracking the player. And when the player's X/Y is above a certain amount or below a certain amount you can put in the conditions.



I'll try these, thanks!
I've gotten it to work a lot more smoothly with using two separate player touch events as well as spreading out the events a bit; I think the issue was the player reaching the "off" trigger events before the fadeout completed. It still messes up when you pass over the tiles and come right back but not when you pass through the area completely.

I'll also try shortening the fade times to 1 second to see if that helps.

EDIT: Shortening the fade makes it harder for the event to mess up but it's still technically possible. I'm thinking this is an issue with the way VXAce processes the BGM fadeout and not something I can fix myself, but the issue is a lot less likely to occur at least.

Thanks for the help!
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