[RMVX ACE] HELP WITH SOME BUGS
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I'm stuck on my game with bugs needing fixing where my testers can't continue the game because an event goes wrong, was hoping I could get some help here after hours of not being able to fix it. I am very aware my eventing skills are very bad, please forgive dumb mistakes of mine.
1. When going to the courtyard with the girls (Elise & Misha) it wont let me leave after the cut-scene. The event plays and he walks to the bottom of the screen but doesn't exit
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2. After talking to liza twice after the cafeteria scene she disappears.
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3. After talking with Austin in the room he doesn't leave.
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4. If you tell austin you like them they cant leave the room.
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1. When going to the courtyard with the girls (Elise & Misha) it wont let me leave after the cut-scene. The event plays and he walks to the bottom of the screen but doesn't exit
example
example
example
example
example
example
example
example
video example
2. After talking to liza twice after the cafeteria scene she disappears.
example
example
example
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example
example
example
video example
3. After talking with Austin in the room he doesn't leave.
example
example
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video example
4. If you tell austin you like them they cant leave the room.
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2) The last event-page has a precondition of the "after_hangout" switch being active. On Page 3, the switch in question is activated. Event-page priority increases with the page number, so, what's happening is that Page 6 is active after Page 3 is done.
*Edit: 1/3/4) I have not watched the videos, but, my guess is that there's some kind of move-route issue involved.
In #1, the position of the player-character is somewhat in question. The event that should be occurring is Page 2, since Self-Switch B must be active for it to run, and that's the sequence where the player has a move-route that's indicative of leaving the screen.
As for #3, we know the position of Austin. I was able to follow the move-route to one tile shy of where the "ally" that represents the door is. I don't know if the other events there move, but, do they get in the way of this move-route?
#4, I think it might be possible the move-route freezes. The sequence "Down, Down, Right, Down, Down" is all it can do, as it's colliding with the table? Unless that tile is an "Above hero" tile. Even if the event can be in that tile, the last "down" should run into a wall?
*Edit: Move routes are TERRIBLE.
*Edit: 1/3/4) I have not watched the videos, but, my guess is that there's some kind of move-route issue involved.
In #1, the position of the player-character is somewhat in question. The event that should be occurring is Page 2, since Self-Switch B must be active for it to run, and that's the sequence where the player has a move-route that's indicative of leaving the screen.
As for #3, we know the position of Austin. I was able to follow the move-route to one tile shy of where the "ally" that represents the door is. I don't know if the other events there move, but, do they get in the way of this move-route?
#4, I think it might be possible the move-route freezes. The sequence "Down, Down, Right, Down, Down" is all it can do, as it's colliding with the table? Unless that tile is an "Above hero" tile. Even if the event can be in that tile, the last "down" should run into a wall?
*Edit: Move routes are TERRIBLE.
Pretty sure problems 3 and 4 have the same source. By default, move routes won't let you move an event through another event, even if that event has passability for player characters. Unless you set the "through" tag on for one or both events, you can't force one to pass through the other. In both of these bugs, the character is halting at the same invisible event, but if you set the "through" tag on at the beginning of the move route, that ought to resolve the issue.
I'm not sure if problem 1 is being caused by a similar problem, but in general, I find it saves trouble if, whenever I want to make an event walk offscreen during a "wait" move route, I set the "through" tag on at the beginning of the move route. As long as I set the move route properly, it won't pass through anything it doesn't look like it ought to, and it prevents the event either from getting stuck running into other events, or becoming an impassable barrier to other events itself afterwards.
Edit: It's a bit hard for me to tell without a grid to view it the map through, but I think you have an extra "down" instruction in the move route in the first scene. The move route contains six "down" instructions, but I think it's only taking you five to reach the bottom of the map, so the other instructions won't register because it's getting stalled trying to move the player down another space.
I'm not sure if problem 1 is being caused by a similar problem, but in general, I find it saves trouble if, whenever I want to make an event walk offscreen during a "wait" move route, I set the "through" tag on at the beginning of the move route. As long as I set the move route properly, it won't pass through anything it doesn't look like it ought to, and it prevents the event either from getting stuck running into other events, or becoming an impassable barrier to other events itself afterwards.
Edit: It's a bit hard for me to tell without a grid to view it the map through, but I think you have an extra "down" instruction in the move route in the first scene. The move route contains six "down" instructions, but I think it's only taking you five to reach the bottom of the map, so the other instructions won't register because it's getting stalled trying to move the player down another space.
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