Common Beginner’s Mistakes

in Tutorials

Today, I want to cover a few easy to make mistakes that can cause really confusing results at first glance. I will be assisted by a person I’m sure you all know pretty well who will make the mistakes for you, known as ThatGuy. Yes, I know that these mistakes are made by more than just ThatGuy, but lets be honest, his pleas for help are much more amusing.

Incorrectly using Erase Event

I beat LordThwack, but then he came back! HELP HE COMES BACK EVERY TIME I LEAVE THE MAP! -ThatGuy

Symptom

An event you previously ended comes back if you leave the map and come back.

Diagnosis

You attempted to use the Erase Event command to remove the event when you were finished with it.

Treatment

This is a pretty common mistake and for good reason. One would think an event command would erase an event for good, huh? Well, in reality the erase event command just removes the event from the map until it is loaded again.

This is useful for something like say open doors that you DO want to come back, but if your heroes have just killed Lord Thwack the Orc, he should stay defeated.

So how do you remove an event permanently? You have three options, self switches, switches, or variables. For our purposes here we will be using self switches. Using switches or variables are similar, but generally more useful in other situations.

  1. Add a second event page by pushing the New Event Page button.
  2. Set the conditions for Page 2 to Self Switch: A is ON. Leave everything else about this page blank.
  3. Go back to your first event page by clicking on its tab.
  4. Remove the Erase Event command.
  5. Add the command Control Self Switch
  6. In the parameters for Control Self Switch, set it to turn Self Switch A ON.

What this does is make the event turn on a self switch which causes the event to switch to its second page. All events have 4 self switches (A-D) that are unique to that specific event. The event always shows in game the page with the highest number which has all of its conditions met, this is known as priority. Since Page 2 has the condition of Self Switch A is ON, when this switch is turned on, the event switches to Page 2.

Passability Top Left Tile of Tile B

I start my game and ALL I CAN DO IS TURN AROUND IN PLACE! OR OH NO I CAN RUN THROUGH WAALLLS! -ThatGuy

Symptom

You are on your starting position, and no matter what you do, your character can’t move. All you can do is walk and turn in place OR alternatively, you can walk on EVERYTHING.

Diagnosis

The passability of the top left tile of TileB was changed to either O or X.

Treatment

The tile in the upper left corner of TileB is used as the default upper layer tile on new maps. If its set to X which is unpassable, or O which is passable, it overrides the normal passability of the lower layer tile. It needs to be set to Star, which is above hero, which doesn’t interfere with the passability of the lower layer tile. To fix this:

  1. Click on the button above the tileset of the little man shown on the screenshots.
  2. Click on the top left tile until its passability is set to star.

    Correct. Also, Captain America.

Autorun vs Parallel Process

Now I can’t even TURN the character, he’s frozen completely the moment I step on a map WHAT DO I DO!? -ThatGuy

Symptom

You transfer onto a map and you can’t do anything. You can’t turn, you can’t move, but the music continues.

Diagnosis

You used an autorun event when you should have used a parallel process, or you ran an autorun and forgot to end it.

Treatment

When you want to start an event the moment you step onto a map, you have two options: Autorun and Parallel Process. First, you need to determine the one you need. Autorun starts when you enter the map, and freezes all player input until it finishes. Parallel Process runs at the SAME time as player input.

So you have determined you need it to freeze player input? Then make sure it ends. To end the autorun event, you can use the same process a we covered in the Incorrectly Using Erase Event common mistake.

If the event doesn’t need to freeze player input and needs to start the moment the player steps on the map, use the Parallel Process trigger instead.

Hopefully this tutorial will help you avoid these pitfalls, but there are many other ones out there. Tell us in the comments which others you think we should cover, or if you have problems with any of these.

6 comments… add one

  • Amanda November 22, 2011, 5:48 pm

    Loving these tutorials, Nick!

  • Darrell November 22, 2011, 8:16 pm

    Any chance this will be converted into a PDF for Archival purposes?

  • Jeremy November 22, 2011, 8:17 pm

    I have to say, this is well done. This should be spread to everywhere to anyone who is beginning RMVX.

  • Nick Palmer November 22, 2011, 8:51 pm

    Thanks, Amanda.

  • Nick Palmer November 22, 2011, 10:18 pm

    @Darrell. I’m thinking once a month I will round up all my tutorials and format them for pdf.

  • Darrell November 22, 2011, 11:28 pm

    very cool for the tut-round up, lol. definatly look forward to reading more of them.

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