Pixel Game Maker MV

Pixel Game Maker MV

Zill Mar 17, 2019 @ 5:43am
Zill's Glitch List
While some of what I will post here will be bugs other things might just be small nuances relating to PGM~MV. I am partially making this thread so I can remember the bugs I find and also so that they are in an easy to find location for the community. If anyone else wants to post their known issues on here please feel free.

~ Zill



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Showing 1-15 of 19 comments
Zill Mar 17, 2019 @ 5:45am 
When using more than 7 layers in a scene, the visual tab system used to keep it organized can become buggy where tabs start to disappear and do not visually fall in line with their location in the tabbed structure. The Layers work as intended in the scene itself, it is just a visual issue with the tabbing system used to order them. Might I make a suggestion of creating a small windowed system with a list instead of a tabbed system, it might be easier to maintain with fewer chances of bugging out.
Last edited by Zill; Mar 17, 2019 @ 5:49am
76561198852566407 Mar 18, 2019 @ 3:00am 
Hi, I don't think I've ever noticed this, so thank you for letting us know! Keep the feedback coming.
Zill Mar 19, 2019 @ 8:19am 
I may be missing something here, it relates to the Course system. I set a path using the Straight Course and apply it to either a player character object or an npc. It will follow the course but the Walking Animation's will not display while it is following the course. The walk animation will play if I press the buttons assigned to the walk action. The Wait animation will still display even if I set the Action on Appearance to Walk. I imagine I can create some events within the character object itself but was this intended? At present I only have 2 events on the character objects, a wait and walk event.
Last edited by Zill; Mar 19, 2019 @ 8:20am
Zill Mar 19, 2019 @ 12:05pm 
Ok, so after some fiddling I have figured out how to basically a motion tween effect work using courses, the issue is only the walking action/event/animation can be present on the object and there is no way to specify changes in the animations based upon reaching waypoints along the course.

If in the tabs "other" in the course area if we could have the option to define events on each waypoint that would open up a whole new level of modification and progression. If this is already possible could someone point me in the direction to start looking please!
Bellamy Mar 25, 2019 @ 5:48pm 
Zill,

I have read your last 2 posts, but I am not sure what you are intending to do with the courses.
Courses are intended for camera controls and to create patrolling Objects (like self-moving platforms), not for being applied to the player character.

Can you give a little description of what you are wanting to accomplish?
Zill Mar 26, 2019 @ 4:51am 
Bellamy,

Thanks for the assist good sir. I have been attempting to create a cinematic sequence, where I have an npc walk a set path while the camera follows. This all works as intended except that the animations do not change to reflect the direction changes. I am using a top-down style setup. So the non-player character moves left as intended with the left walking animation firing, and then for the next waypoint the npc moves up the screen but the left walking animation is still firing it does not switch to the walk up animation. When I switch this npc over to player controlled and manually walk the character around using the keyboard, all animations fire based upon the walking direction as intended. In my objects on the character I have my motion set to walk(which is the animation sprite sequence) and then I have it marked as "Not Set"...
Last edited by Zill; Mar 26, 2019 @ 4:56am
Bellamy Mar 27, 2019 @ 1:12am 
I think in that case, runtime actions like "Template Move Settings" would be better suited to controlling NPC movement in a cutscene than using a Course.
Zill Mar 27, 2019 @ 7:32am 
Interesting, I will look into "Template Move Settings" and post a write up back here, when I get back to the house later this evening.
Last edited by Zill; Mar 27, 2019 @ 7:34am
Zill Mar 27, 2019 @ 3:56pm 
Alright, I am having some issues understanding how to create a specific sequential set of movements using Template Move Settings. It seems as if I am only able to define one movement action through Other Runtime Actions. I can not create a stack of template move settings or other movement runtime actions that play in sequence. One plays and that is it. I am unsure how I would go about doing this. Does the flow chart factor in?
Zill May 3, 2019 @ 6:22am 
Hello, I'm Zill not damaged... If you want some help I would be willing to spend a little time over the next 72hr assisting you, mind you today I will not be 100% available to help until after 10pm EST. Pixel Game Make MV is a finicky system but it works well and yes, more than once I wish I had not bought it, but then once I figure out what I'm stuck on I realize its just me not the software...

Zill May 3, 2019 @ 6:37am 
So, last night I resolved the automated sequential movement issue(npc monologue style stuff) I was having back on March 27th.


Resolution:

To create an effect where the Player Character walks around giving a monologue first you need to import the player animation sprite as a resource. Then make the Player Object and a second Object of the Player. In order to make this effect you need the second copy of the Player to not be controllable by the player, it functions as a non-controllable replacement of the player object that you can apply movements to via Other Runtime Actions. Within the player object copy make a chain of actions for the movements, each move sequence, and then a repositioning the direction being faced occurs in at the start of each action segment. I may have made this a little confusing but its really simple.


For example: The Object Action Sequences which have their Other Runtime Actions set too as:


Action Segment 1: (looks down/towards bottom, waits 2 seconds, then moves left)
Set Direction/Move(down), Set Template(stop), wait(2s), Set Direction/Move(left).

Link From Action Segment 1 to Action Segment 2:(Continues moving left for 2 seconds)
After Certain Time Passes(2s)

Action Segment 2:(Look down, stop moving left, wait 3 seconds, then move right)
Set Direction/Move(down), Set Template(stop), wait(3s), Set Direction/Move(right).

Link From Action Segment 2 to Action Segment 3:(Continue moving right for 3 seconds)
After Certain Time Passes(3s)

Action Segment 3:(ect. ect.)
Set Direction/Move(down), Set Template(stop), wait(1s), Set Direction/Move(left).

Link From Action Segment 3 to Action Segment 4:(ect. ect.)
After Certain Time Passes(1s)

Action Segment 4:
Set Direction/Move(down), Set Template(stop)

For action segments 2 and 3 I defined the Motion/Animation as "Walking"
Segments 1 and 4 are defined as "Wait", otherwise the character will stand still but have the animation of walking.

~ Zill
Last edited by Zill; May 3, 2019 @ 8:08am
Zill May 3, 2019 @ 8:16am 
In making an Opening Menu where you can select one of two options using the method sampled from the sample project Cross Carrot. The drawback is that the operator object, as it is wired up through actions, is only capable of two options to select from.

I imagine to make 3 or more options selectable from an opening menu, or any menu for that would require an array.

*note to self*Maybe look into the plugin for choices?
Bellamy May 7, 2019 @ 12:58am 
It is possible to create multi-choice menus of 3 or more selections, you just need to modify the selection methodology to accommodate for the extra choices.
And yes, please do take a look at the plugin too!
Zill May 7, 2019 @ 7:12pm 
The plugin "Show Choices" works well but it does not allow for much in the way of formatting the text of the choices(to say align in the center of the dialogue box instead of being aligned/justified left), it also does not appear to allow positioning of the dialogue box containing the choices beyond; center, left, and right.

Aside from that it works well for a start menu section system.
Zill May 7, 2019 @ 7:15pm 
*glitch*

I've noticed on my games main menu, where I have a video on my lowest layer, when I want to preview a change to an object it often times will display the changed object and the original at the same time or not register the change at all. I have to confirm the changes and then run the game to see the changes consistently.
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Date Posted: Mar 17, 2019 @ 5:43am
Posts: 19