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Araphre

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  1. A blurred line by Lysander86. (rm2k). This game (and others by Lysander) are what really inspired me to get into RPG maker way back in the day. Great involving story and fun to play. Kindred Saga by Qheretic I think (rm2k). I can't recall if it was a full game, but this guy was the best code man there was back then in the days of eventing new systems. He inspired me and his coding taught me a lot of what I know today. Bob's Big Adventure by Rast (rm2k). His storytelling was light and fun, and he had a great taste in music. Yes, and of course... (shameless plug ahead...) The Worst Game in the World by my pal SwiftChocobo. (rm2k3). He's hard at work making the sequel in rmxp. It's very comedic, every other line leaves me in stitches. FYI he plans on uploading both of them here when he's done (the original community he uploaded to went under years ago I believe... anyone remember game over studios or something to that effect?) Of course, I don't have links for any of those, sorry. But some digging on google may help you.
  2. Forgive me for posting on this older topic, but I think I've found the problem. At least for me.... This only seems to happen after the event has been processing for awhile (when there is a goodly amount of code on one page.) Fastest working fix without having to change up the movesets was to simply start a new event page, and everything works fine. I guess Ruby just can't handle long events like the robust code of Rm2k3. Oh how I miss those days =(
  3. @ Arkbennett, This is the only event running in this case. And... I think enigma has a point.... @Enigma: You know what, you brought back my memory of when this happened before. I deemed it a cursed event square, because when I recoded it in an entirely different event, it worked fine. But copying the event or the code caused the same problem. But since then it seems to be happening a lot more frequently. In this particular case, it is with all default scripts. All RTP, on the "Castle" Tileset. Nothing extra, nothing special. My comp is a gaming rig, no lag, 2 gigs of ram. And like I said before, splitting up each move individually with a wait for move command does work. Changing up the move set, it will do the same thing, run the first command (be it move, jump, play sound, etc) then skip the rest. Deleting that move set and making a fresh one does the same thing. About the only way to get different results is to move it around within the event: If you look back at the picture I attached. I switched the two movesets, and it did the same thing in reverse order (moved left only once, then completed the other move set without error.) I don't know. There's easy fixes for it. I was really just wondering if it had ever happened to anyone else without reason.
  4. okay, I've never been a part of any community, but I've been doing the whole rpg maker thing for at least a decade now. I know every version inside and out. BUT. Ever since starting to work with RMXP, I've noticed something. An annoying little bug that I can't quite figure out.... The "Wait for move's completion" command doesn't always seem to work. It only seems to happen when the movement set exceeds a certain number, such as 5 steps or so. For example, I have an event: >through on, step left for 10 steps, turn, jump, and step down >wait for moves completion >show text "WTF" Frequently in cases like this, the character will only take the first step and then the event will continue processing as if that was the only command issued. And I'd think that it should at least freeze the game, considering "ignore if cant move" isn't ever checked. It's not an issue of impassibility. This has happened to me before on open ground (no objects or even other events in the way.) Through ON doesn't change it either. It's not just the player or events. It happens to both. Sometimes it doesn't happen at all. Other times it can be triggered by setting up more than one thing to happen before the completion command (such as setting move route, then show txt, then wait for move). The movement itself isn't screwed up. Most of the time, if you take the long list of steps and break them down individually (each with their own wait for move) it works just fine. And lastly, changing the activation doesn't do anything (like changing it from autorun to parallel, or on touch/key.) Obviously, like everything else in this engine, there's a million ways to work around it. This issue just strikes me curious because I've never dealt with an actual bug in the editor/default script. Here's an example of an event in which it happens: The "Move Right" commands after the first are ignored, and the event continues on (as in the character follows the next move set,) despite the wait for move command. Oh, and all the moves after that (The move left commands) are executed without error. And no, the "ignore if cant move" is not checked.
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