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Biggest_Queen

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About Biggest_Queen

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  1. Biggest_Queen

    Background Music Doesn't Loop

    Okay so I replaced that old song with the Audacity file and made only the first map auto change the music and so far it seems to be working. I haven't really noticed any sudden stops in the music as I transfer between the maps. I'll come back if I do happen to stumble across another problem, but so far, I think I'm golden. Thank you for suggesting the Audacity program too, I'll convert the songs in the game into ogg vorbis using that program instead.
  2. Biggest_Queen

    Background Music Doesn't Loop

    Here is the mp4 version of the song: https://www.mediafire.com/?5835r83kkahe57d By the way, if you convert the song into ogg format, can you tell me what you used to convert it into that? At the moment I use this to convert files into .ogg format: https://convertio.co/de/mp3-ogg/
  3. Biggest_Queen

    Background Music Doesn't Loop

    This is the music file, if you want to check it. This "not looping" problem occurs with some of the other songs as well but this is the song I really discovered it at. Is it normal that it doesn't loop if a player transfers to another map as the song ends? https://www.mediafire.com/?vaul7jyoavc4482
  4. Biggest_Queen

    Background Music Doesn't Loop

    Okay, so a similar problem emerged now in which the BGM is acting funky. Similar to what happened before, the BGM didn't loop and faded out into dead silence. Well, after I had converted all the music to oggs, everything appeared to be working fine...until it happened again. Basically, in some areas in my game, it is one "area" per-say but is subdivided into several different maps. One of these is the king's castle, which has like over 5 maps including the rooms. If the player transfers from one of the maps to another as the music starts to end, then it won't start back up again. So this caused me to think that the way I was having the BGM play throughout the maps isn't correct. The way I did it was that the FIRST map of the area that the player steps into auto-changes the BGM and then all the other maps in that area don't have it automatically changing; then I tried making EVERY map auto-change the BGM but that didn't really help either. Is there a specific way to do assign a BGM across multiple maps? Is it possible that anything else would cause this sort of issue? Any help is appreciated.
  5. Biggest_Queen

    Stairs don't work anymore!

    The game could think that you're standing at the edge of a cliff or a mountain, which could keep you from going up the stairs, it's just a bit confusing since you said it worked before. I suggest changing the tile at the base of the stairs or creating an event at the bottom just before the stairs that is just a move route for the player. The move route will set through on and then move up 6 then finally ending with a through off. If you want to do this with the top too then you can just do the same thing reversed but going down. These are really the only two suggestions I have but I hope you fix your problem. EDIT: Incase you're a little confused about the move route event, put it at the tile before the last stair at the bottom, set it to below characters and make it player touch. The move route should also be in the event page itself and not under custom in autonomous movement You could also set it to through if you want if there will be other events needing to walk over the event in the future.
  6. Biggest_Queen

    Followers Don't Follow Player During Jumps

    Well I guess it's in a way solved but It could still be helpful if someone knew how to put the Galv script into the game to test it
  7. Biggest_Queen

    Followers Don't Follow Player During Jumps

    Nah I'm not really that experienced xD I just put it in there and then tried to make something that looks SOMEWHAT right based off of how the other scripts look. I mean, I'm kind of proud of it but it didn't really work out so that's not much xD
  8. Biggest_Queen

    Followers Don't Follow Player During Jumps

    I tried putting it there like this and this is the message I got. The picture is below. I'll likely just used the method you used in conjunction with the others to add some variety into the "cliff jumping" I tried setting up a similar event and worked pretty well, so thank you for the demo, I think it did help actually.
  9. Biggest_Queen

    Followers Don't Follow Player During Jumps

    I tried moving before they appeared and I tried just standing there waiting for them appear. I don't really know how to get a picture and/or movie like that to use as a cutscene. Not to mention, I wouldn't know if I'd need to make that from scratch, and that could take ages
  10. Biggest_Queen

    Followers Don't Follow Player During Jumps

    Sadly it didn't work for me. The player still needs to walk in order for the followers to catch up to the player. The follower reappears after the player followers are turned on again but even then they are still able to walk over cliffs as they try to catch up.
  11. Biggest_Queen

    More than one item to trigger event?

    If you want another possibility to investigate so you have options to choose from, variables could also work. I'd create a variable and when you pick up a said item, it adds one. Add the +=1 variable when you pick up each item, so that all items add one when you pick it up. Then you make the condition for the event requiring multiple items to be that variable, the number being how many items or +=1 variables there are. The main problem with this method, though, I'd say is that the +1 variable events don't really reset if a player uses an item. Therefore, if the player ends up using an item after they get it, the variable will count the item is present, when it has been used and is not. This could look weird if one of the items that the player used is required to progress because then it’ll trigger the event even when you don’t necessarily have all of the items anymore. I guess it really just depends on your scenario in particular; if all of the items can be used by the player, then the method could cause a weird outcome, as for in the worst case scenario, the player could have used all the items but it’d trigger the event anyway. On the other hand, if all of the items can’t be used by the player anyway, then there shouldn’t really be a problem. If you are asking for items that can be used, then you may set up a common event to try and fix the weird “glitch.†For the event you could set the trigger to none and just add a line in which you subtract one from the variable. Then you’d attach this common event to all of the usable items, so that it would subtract one when you use them. Doing this could still prove to be problematic for items that you can’t actually consume though, and I haven’t actually TESTED this method, so it may not work at all.
  12. Biggest_Queen

    Text Box Gets Cut Off or "Shortened"

    Okay I just set the width and rows to zero since it says that it would refrain from using the feature and would cause the rows to default to 4 and the width to default to the screen width. I think changing it to zero may have fixed the issue. As far as I can tell, the text box is now a more normal size instead of just that one row. But I may have to just test some of the text a bit further in the game, just to see that it doesn't actually create some problems later on ^.^
  13. Biggest_Queen

    Text Box Gets Cut Off or "Shortened"

    Well, I'm using various different scripts and I haven't used the Forest Rain switch before, as I know of, since I just made it to be able to turn on the rain weather effect and then apply for all of the other events that have the same weather event pages. These are all of the scripts - Yanfly Ace Core Engine: https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-core-engine/ - Yanfle Force Move Tiles: https://yanflychannel.wordpress.com/rmvxa/field-scripts/force-move-tiles/ - Basic Quest System: http://forums.rpgmakerweb.com/index.php?/topic/27446-basic-quest-system/ - Yanfly Ace Message System: https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/
  14. So I've come across a bit of a dilemma here as for the text box seems to have been largely cut down, or shortened, in a way, preventing the player from seeing all of the text. To me it seems like this only really happens after the player triggers the storm event(s,) but I don't really understand how that would affect that. Does anyone know how to fix this textbox cutting issue? I tried setting up a transfer player event to skip over the weather event and see whether that was what caused the problem. After I transferred and interacted with the same piece of wood, the text box displayed as it normally would, so this leads me to believe the weather event is the problem. Does anyone know what the problem here is? My second guess would've been a script issue, but now that I've seen skipping over the weather event prevents it from happening, I've thought maybe this isn't the case.
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