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synchronicity

Character Won't Move After Adding To Party

Question

In the game that I'm making, I start off with a cutscene to do a bit of a backstory first. I have it so that there is no one in the party initially, so that the character won't show up on my maps as the cutscene is playing.

 

Then at the end of the cutscene, I add the main character into the party through an event. He shows up fine, but I can't move him. I've been playing around with the event triggers, changing it from action button, to parallel, to auto-run (although I realized later auto-run = bad, in this case, since it's supposed to stop your character from moving.)

 

So I guess my question is this: what is it usually that stops the player from being able to control a character after you add them to the initial party? I've been searching for a day now through google and forums, and I haven't had much luck finding what the problem could be (other than the auto-run thing, but I took everything off auto-run.)

 

And as far as I know I don't have any scripts that *should* be interfering either, since when I just made a testing map to see how the scripts worked, everything moved fine.

 

If you need any more information than that, let me know. In the meantime I guess I'll keep tinkering and see if I can figure it out. Thanks :)

 

Edit:

I've been playing around, and I've got some stuff that may or may not help.

 

1. I tried every possible trigger option: nothing changed, except when I put it on the action button trigger, either my event wouldn't play at all, or it would stay at the black screen from my scene before.

 

2. I changed my "player's start position" to the map where I'm having the problems (which is the one where I want the game to start.) Completely skipped over the cutscene. I took out every command except for the "change party member: add ___" and again, tried every possible trigger option. My character still just turns to face different directions but does not move forward.

 

If I have anything else to add, I will.

Edited by synchronicity

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can you show us how you set up your events?

 

Edit: Wait, I screenshot the wrong thing >< I forgot I've been moving around my events to try and fix it.

 

Okay, I have a bit more of dialogue from the cutscene, then I turn on a switch so that it doesn't repeat. I have this event set to add the player after the switch is turned on:

 

 

addplayer1.png

 

 

addplayer2.png

 

Edited by synchronicity

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Nope :( I just tried removing the switch completely as well, and still nothing.

 

I made a copy of the map, had my game start on the copied version, and made this event:

 

Event Page One:

 

addplayer3.png

 

 

addplayer4.png

 

 

Other than that, all it has on the map is some events for NPC's.

 

I created a new game just to see if it was something glitchy with my computer or the program somehow, and I just had it add the player into the map (the trigger was parallel, action button wouldn't show anything) and it worked. So it must be something with my game, but I'm stumped as to what :/

 

 

Edit: Okay, I did the EXACT same thing on a fresh game, and it worked perfectly fine. So I'm going to play around and see if my NPC's are interfering somehow.

 

Edit 2: I deleted all other events except the one shown in the pictures above, and still, nothing. It can't be my other maps because I disconnected it from them. I don't understand why it works in a perfectly fresh game but not this one.

 

Edit 3: I tried another map within the same game, just to see if it was somehow my scripts (without going through the hassle of deleting them and stuff.) And it works. Exact same event processing as the one that goes to my main hall in the castle (the map I was playing with in earlier screemshots.)

 

SUCCESS!?

I tried moving my starting position somewhere else on the map, and it moved. It has to be some kind of passability issue - not sure why, since I used a tileset that came with the game and touched nothing in those settings, but maybe it was on the wrong layer or something. I'm going to try and fix that now :) Thanks for trying to help me and I'll edit this (...again ><) if it works.

 

IT WORKS :D

But now a new question: do you have to actually put flooring and stuff on layer two or higher by default? I'm using the castle in tileset, and of course I had these stairs on layer two. It was the stairs that I could move on, but not the royal red carpet or any of the stone floorings.

 

I moved the red carpet to layer two and it works now. Soo is this some extreme n00b thing that I somehow missed? o,O Either way it's working so I'm happy :D

Edited by synchronicity

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Good Job :clap: .

I knew you would get it on your own.

 

All flooring goes on the 1st layer.

 

Think of it this way.

Layer 1 = Floor and completely solid objects with no transparency.(Ground level)

Layer 2 = objects that have transparency and go on top of other objects.(Dominates Layer 1)

Layer 3 = objects that have transparency and go on top of other objects or on objects in Layer 2.(Dominates Layer 1 and 2)

 

Think of a house.

Floor then objects like tables then objects on that table.

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Hmm that's what I had read before too, and it works that way for all my other maps. I'll look at the passability thing later when I'm back on my desktop computer, see if something funky there is screwing with the castle in tileset. In the meantime, this issue is officially resolved so I'll edit my title :)

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i know that some of the tilesets mainly the castle ones, some of the "walls" look like floors, maybe your using the wrong tile itself? .. i know i've done that a few times... :S

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Hmmm I don't think I am, but it's possible. These are the tiles I was using:

tiles.png

 

Excluding the wooden tile that I didn't feel like cropping out of the image, but still. :/

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Hmmm I don't think I am, but it's possible. These are the tiles I was using:

tiles.png

 

Excluding the wooden tile that I didn't feel like cropping out of the image, but still. :/

 

Those are floor tilesets.

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yeah they are all floor tiles that work perfectly every time for me... i really don't understand this... i say it would have to have been something to do with the tileset properties..

 

i do know that when you look at the RTP tilesets they aren't set properly.. the top left white space is the only passable through transparent piece. i know the other "transparent" tiles havn't got propper settings and thus can interrupt with walking and even make the character dissapear behind "nothing" it's some pretty messed up stuff.. 1 easy solution to this is to 1. Recreate the entire map. 2. Recreate layers 2 and 3 but first fill the layers with the TOP LEFT TILE which is the complete blank tile.

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Ahhh I bet that's what it is, the white tile space. Since if I go to put something on the second layer and decide I don't want it later on, I usually grab a random white tile space from wherever to delete the tile I added before. That must have been all it was :D Thanks!

 

Edit: I don't think we're supposed to post twice in a row, so I'm editing this instead. I made a new map and the same issue happened. It's the new starting point for my game, and the new spot where I'm adding in the players, so maybe it's because of that somehow.

 

Either way, there's only a few differences:

1. I'm using the castle town tileset.

2. I added the caterpillar script.

3. My character doesn't get stuck right away, and he's walking on this tile: floor.png

4. He does, however, get blocked from walking on the grass: grass.png

 

I tried my trick of changing the layers I put everything on, nothing. Put it on the THIRD layer since the second wasn't working, still nothing.

 

I'm going to keep trying to figure it out myself, but if anyone has any idea why this keeps happening, I'd be greatly appreciative. I now know it's not the white tileset thing I thought it might have been, so I'm back to square one.

 

NEVER MIND.

Apparently, the little border around the tiles I was using was blocking movement. I didn't realize that since I used it in a cutscene before and it was fine. Sheesh, these tilesets are trying to give me a heartattack, I swear.

Edited by synchronicity

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