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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Collect body parts to please your Lovecraftian horror-parent.




Wow jeez! Thank you very much for the well wishes and everything for huntress!

I'm super happy Soma Spirits did so well in the misaos, and a lot of other games got well-deserved limelight (three ghostly roses is definitely deserving of its spots too, I wish I had played it sooner!) I thought with the popularity of some games, they'd totally sweep everything, but this proves popularity =/= guaranteed sweep!

What a great introduction to rmn's scene; I'm glad to know variety and diversity looks to be so highly valued here. c:

[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? 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?

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!
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