BLEET'S PROFILE

I make games as a hobby and I figured if I posted them here I would get an incentive to actually finish the damn things.

While I will be active on here during the times I upload and work on my games, I can guarantee I will be much more accessible at my tumblr devblog, listed below! I check my tumblr app daily, while I can only really go on this site after work. If you really need to contact me quickly I highly recommend sending me a message on my tumblr blog.

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Fleshchild
Collect body parts to please your Lovecraftian horror-parent.

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[RM2K3] Transfer Player shows previous map before moving player?

author=Link_2112
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? etc..


Wow that's a lot of advice! Thank you for taking the time to write all of that. What you said is true, that what I did works for now. If I ever need help beyond that I'll definitely keep your post in mind. I've been tinkering with rpgmaker for years now but I'm definitely not perfect yet, so thank you.:)

[RM2K3] Transfer Player shows previous map before moving player?

author=BadLuck
Glad to hear that worked, bleet. Incidentally, did you try using the wait command to fix it as others suggested? I'm curious to know if that actually worked. Intuitively, it seems like it ought to, but again, I've attempted that fix in several places in Ara Fell where it didn't.


No, spacing out waits didn't work. In fact, it broke it even worse, where the game would teleport you out without showing the screen. And once you're in the new area, the parallel process stops, so the screen stays black.

I think the true only way to do things like this is have a parallel process turn on an auto-run event, I don't think with this kind of effect it's even possible to have it fully function like that? As far as I can understand, the program is able to complete all commands instantaneously and doesn't need waits between commands unless they're supposed to be time sensitive, like an extended cutscene or animation. So I'm assuming the issue I had earlier happened not because it didn't have enough time to complete each step, but that it executed so quickly it looped back on itself and also tried to complete itself simultaneously? I dunno lol that's my guess.

[RM2K3] Transfer Player shows previous map before moving player?

I figured it out and I feel really dumb for it!

I had totally forgotten that parallel process is the devil if you're not smart about it; so I changed the parallel process part of the event to just detect the exit keypress and turn on the exit .switch. , then the second page was an auto-run event to teleport the player without issue.





Thank you everyone for helping me think critically about those darn tricky parallel processes! :)

[RM2K3] Transfer Player shows previous map before moving player?

Thank you everyone for the advice! I also hate parallel processes as they're sometimes a lazy way of doing things. Will fiddle around with the programming later and see if any of your suggestions work. ٩( 'ω' )و

[RM2K3] Transfer Player shows previous map before moving player?

Hey there! I have some issues with a custom menu I'm making in RM2k3 (steam edition). I never had issues with this before steam, but all of a sudden rpg maker doesn't want to work with me?

I disabled the menu, and assigned the X key as a "exit custom menu" button. What the event is supposed to do is teleport the player from the menu map back to the target map, and it sort of does. However, instead of doing it seamlessly, the game will hide and show the screen of the menu, before actually teleporting the player. What's annoying is that I'm using almost the same programming I used for the player to access the menu in the first place!

Here's a gif of the bug:


Here's the programming I used to enter the menu map:


And here's the exit programming that's giving me trouble for no reason I can figure out:


Even if I put a "wait" function to 1 second, the game will still do what the gif shows above.

The menu itself consists of 3 overlapping pictures. The player is surrounded on either side by a touch event to make the menu scroll through music choices, and the tile they stand on allows them to play and pause the music at will. I'm pretty sure those events don't affect anything with this bug, but I wanted to mention it anyway.

If anyone has any ideas, it would be great to hear them, and thank you!

RPG Paper Maker

This looks awesome! Think of the possibilities! Subscribed and eager for more. :)

Jimmy and the Pulsating Mass

I see posts about this all the time on tumblr! Subscribed and excited to see more. :]

Let's Play: Jasei no In: The Serpent's Lust Part 1 - A Rainy Day In Ancient Japan

Thank you for making a Let's Play! I am afraid some bugs might pop up during your playthrough, though I have this patch you can apply if you downloaded v.1.1. at least. :]

Jasei no In: The Serpent's Lust

Thank you! The game is still a little buggy, but complete. I'll be releasing patches as I fix it up. :]
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