THENECROMANCER'S PROFILE
TheNecromancer
3160
RMN sucks
Search
Filter
[RM2K3] Transfer Player shows previous map before moving player?
The problem is that you have no waits and it's parallel process. You got that part right but I don't think anybody suggested the engine didn't have enough time? Basically when you press exit menu = 6, the code processes so fast that it gets to the end while you are still holding 6 and it repeats itself. Putting the wait prevents it from repeating and gives the user time to let go of the button. I think 0.3 is the average time for that.
The way you did it prevents it from repeating, but I would suspect a wait would also do it. Also, if you are going to new map doesn't the event stop processing anyways? (it's been a while since I coded stuff) Also also, you put in the line "end event processing" but I suspect that doesn't do what you think it does. It will basically just start the parallel process over again and if you are still holding 6 it will all repeat. If it was a "talk" event then it would work, but being parallel process means it will start itself after you end event processing. This is probably why the waits didn't work for you.
One solution is to put a label loop at the end.
after everything
label 1
wait 0.3
jump to label 1
That will activate after all the code then stay in that loop instead of going back to the top of the paralell process code. You don't actually need to use this, but I thought I'd mention it.
In general you should add waits to almost everything that repeats. Even though you don't think you need them, you actually do. If I don't know exactly the wait I need then I tend to put a high wait, .05 to 1 sec, and test it. If things work ok and you can see the long wait, reduce it. If you don't notice the wait, then leave it. Not only does it make sure your code activates correctly it will prevent a parallel process from running over and over and fast as possible. When that happens you start to get lag. Putting in small waits reduces lag for a parallel process. Even where you have it checking for button input on page one, there should be a 0.0 or 0.1 wait.
I just noticed that the second page is autorun with no exit. You should have a third page with no parallel/autorun to finalize the event. It may work this time but you leave an autorun open ended like that you are looking for trouble. I'm pretty sure it works here because you are leaving the map and as soon as you do the event stops processing. It might not even be reaching the end event processing. Because it's autorun, normally it would just keep repeating just like a parallel process. So changing it to autorun was only a coincidental solution. It has nothing to do with what fixed it xD Putting it on page 2 prevented the key input from repeating, that's what solved it.
haha I keep thinking of more things to say. There is nothing wrong with parallel processes if you learn how they work. The thing about autorun is that it prevents your hero from moving, and I think other sprites with event movement(horizontal, towards hero). They each have their own use. Autorun is for cutscenes or anything you need to prevent other events from processing. And parallel process is for the rest. Don't forget about common events, which can be parallel processes events that happen on any map(or single run events). You could make page 2 a common event and when you press 6 it calls that common event. You still need waits though!
The way you did it prevents it from repeating, but I would suspect a wait would also do it. Also, if you are going to new map doesn't the event stop processing anyways? (it's been a while since I coded stuff) Also also, you put in the line "end event processing" but I suspect that doesn't do what you think it does. It will basically just start the parallel process over again and if you are still holding 6 it will all repeat. If it was a "talk" event then it would work, but being parallel process means it will start itself after you end event processing. This is probably why the waits didn't work for you.
One solution is to put a label loop at the end.
after everything
label 1
wait 0.3
jump to label 1
That will activate after all the code then stay in that loop instead of going back to the top of the paralell process code. You don't actually need to use this, but I thought I'd mention it.
In general you should add waits to almost everything that repeats. Even though you don't think you need them, you actually do. If I don't know exactly the wait I need then I tend to put a high wait, .05 to 1 sec, and test it. If things work ok and you can see the long wait, reduce it. If you don't notice the wait, then leave it. Not only does it make sure your code activates correctly it will prevent a parallel process from running over and over and fast as possible. When that happens you start to get lag. Putting in small waits reduces lag for a parallel process. Even where you have it checking for button input on page one, there should be a 0.0 or 0.1 wait.
I just noticed that the second page is autorun with no exit. You should have a third page with no parallel/autorun to finalize the event. It may work this time but you leave an autorun open ended like that you are looking for trouble. I'm pretty sure it works here because you are leaving the map and as soon as you do the event stops processing. It might not even be reaching the end event processing. Because it's autorun, normally it would just keep repeating just like a parallel process. So changing it to autorun was only a coincidental solution. It has nothing to do with what fixed it xD Putting it on page 2 prevented the key input from repeating, that's what solved it.
haha I keep thinking of more things to say. There is nothing wrong with parallel processes if you learn how they work. The thing about autorun is that it prevents your hero from moving, and I think other sprites with event movement(horizontal, towards hero). They each have their own use. Autorun is for cutscenes or anything you need to prevent other events from processing. And parallel process is for the rest. Don't forget about common events, which can be parallel processes events that happen on any map(or single run events). You could make page 2 a common event and when you press 6 it calls that common event. You still need waits though!
moreequips.png
Screenshot Survival 20XX
I don't think all rooms NEED to be square. This is a game not Flip This House. You haven't seen the outside of the house. What if it's shaped that way? If it bothers you then it's more personal preference. It looks fine to me. Perhaps make an extra vertical line to indicate where it bends. Like you can see on the baseboard.
It's not cluttered but it's messy!
@Feld Maybe try and get objects other than barrels and boxes. They are way too common in games and a place is more lively when it has more varied objects.
It's not cluttered but it's messy!
@Feld Maybe try and get objects other than barrels and boxes. They are way too common in games and a place is more lively when it has more varied objects.
Will I ever recover my account?
Kubo and the Two Stats
Streaming the McBJ games finished for tonight, but more tomorrow night!
We need to talk about the fan games here after what happened to the Metroid 2 Project
I played the Metroid game in question and didn't really care for it. I found it very twitchy to control. Looks amazing though.
Why do you make RM games?
I got into game making about 16 years ago. Was there even anything else back then? It's just the first one I found and I stuck with it.













