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Controls_Explorable_4x.png

Point at things.
Jump in dumpster.
Be shocked by presents.

Seriously though I assume J is jump. If so it would be more intuitive to have it as the bottom button on a controller rather than the left button.

Screenshot Survival 20XX

author=Darken
working on a small jam project


Love the details here, from the shadow crossing the floor to the little hops in and out of the seat. It's clean.

Screenshot Survival 20XX

Ellenor I want to play this.

[RM2K3] Critical damage modifier (Dyn RPG)

A work around would be to set all critical chances to zero that you want to change. So if you only want to control your hero attacks and you want to leave enemies critical damage alone, only have your hero+equipment critical chance be zero.

Then program all critical chance and damages using variables, call events, etc in battle. The more complex you want this to be, the more of a pain in the butt and time consuming it will be.

Touch Encounters and EXP

I've made exp nearly irrelevant to leveling. The only benefit to leveling in my game is merits (Skill Points,) minor HP gain and some addition minor perks can be obtained.

I've also hidden experience from the player. It can be gained in various increments from almost any action. However quest completion and reaching milestones give the biggest boost. IE. Grinding is neither necessary or particularly useful.

Finally, leveling requires stupid amounts of exponential experience with a level cap, for an extra challenge players can tackle.

[RMVX ACE] Making An Event Activate As Soon As The Player Is On Top.

author=KumoriCloudGames
author=Marrend
I mean, don't you need variables to track the player's X and Y coordinate to get Region ID in the first place? My memory on this point is a tad foggy, so I could certainly be corrected here.

The consideration in my head at the moment is to make the event you're trying to trigger after the jump... part of the jump-event. You might need a handler for facing, and probably a game-switch activation (probably not a self-switch activation if a door is being opened elsewhere), but, it might be the easiest solution?
My game actually has free jumping in it, but that could be a possible solution that I didn't think of. It's a simple method but it would certainly work in theory! Thank you!


I was going to suggest the same thing. Worst case scenerio you do all the eventing from the jump point rather than the landing point.

Screenshot Survival 20XX

The background is a bit dark for Rudy though. I'd recommend making him a few shades lighter.

mysteries of rpgmaker?

author=LDanarkos
(I know how this works, but a tip for others who encounter the issue)
Crash: "Events Call Limit Exceeded"

What does it mean?
If your game crashes with this error message, it means one thing: the "call stack" has exceeded its max size, which is like 1,000 events.

What is a call stack?
RPGMaker called-events (basically functions) work synchronously. Which means that if an event is called, then everything else freezes and only one function is executing at a time. So what happens if an event calls another event while it's in the middle of execution? 1) Execution on the caller (first event) pauses 2) the second event gets added to the call stack (the stack is now two events deep) 3) the second event's commands begin executing 4) once the second event is finished executing, it gets removed from the call stack 5) the first event picks-up where it left off and executes the rest of its commands. And what happens if the second event had called a third event? Same basic concept, except now the call stack is 3 events deep.

What happens if the very last command of event 1 involves calling event 2?
Some might assume that event 1 will disappear from the call stack just as event 2 begins firing, but this is wrong. In this situation, event 1 still remains on the call stack until event 2 is finished executing. Once event 2 finishes, event 1 can finally finish and be removed from the call stack. Extrapolating this further, if you build some sort of menu system where you have an endless round robin of event A calling event B which calls event C which calls event A; then you will eventually crash the game if you use this system for long enough.

How to program in a way that avoids this problem?
You must ensure that events finish executing and get removed from the stack. Instead of a circular control flow, event A should have a cycle, labels, or some other kind of flow control in order to avoid the need to be re-called by the same events that it calls.

Example of the wrong way to code a shop system:
Event A is the menu system. It prompts the user for input. If you hover over an item and press Enter, it calls Event B.
Event B displays various item proficiencies, item descriptions, and other setup. Then it calls Event C.
Event C handles the quantity of the item you want to purchase. Once you make the purchase or cancel, it calls Event A to take you back to the menu.
(At this point, the call stack is now 4 events deep. Event A, Event B, and Event C are basically hanging at their last line of execution, and a second instance of Event A is at the beginning of its execution. If you keep going through this flow, the call stack will continue growing unbounded.)

Example of the right way to code a shop system:
Event A contains a cycle. Inside the cycle, it prompts the user for input. When the user hovers over an item and presses Enter, it calls Event B.
Event B displays various item proficiencies, item descriptions, and other setup. Then it calls Event C.
Event C handles the quantity of the item you want to purchase. Once you make the purchase or cancel, it does not call any other events.
(At this point, Event C will finish executing and be removed from the call stack. Control will return to Event B, which will finish executing and be removed from the call stack. Control will then return to Event A, which will reach the end of its Cycle, and then return to the top of the Cycle. The call stack is currently 1 event deep. No matter how much you use this menu, the call stack will always be at most 3 events, and at least 1 event.)


I literally encountered this for the first time last week. While putting together a bones of a custom battle system I accidentally called a common event within itself. This leads to a rapidly stacking, self-crashing event.

I was actually worried about what the limit might be though, if my systems were to get too complex. 1000 stavks you say? Well, no worries then!

Port_Town_Shop.png

I want to play this game just to mess with Barry.

Though I may get sidetracked with a "Karen" mission.

Cloudy_Peaks_Screen.png

F**k Barry.