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[Other Question] Could there be a bug in RPG Maker XP that stops a character sprite from showing on a map that you control?

  • 52
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    • Seen Apr 12, 2021
    I told my friend about how I'm doing in making my Pokemon fan game and he suggests that it might be a bug in either Pokemon Essentials or RPG Maker XP about why the character sprite that moves on the map but doesn't show the animation of movement or the sprite itself. Could that be true?
     
    I'm having a bit of trouble figuring out what you meant by this, but are you saying a sprite that's supposed to be walking/animating, isn't doing that while it moves?

    Perhaps you accidentally unticked Move Animation in the Options section of an event? Have you checked that the graphic you used has walking frames?
     
    I'm having a bit of trouble figuring out what you meant by this, but are you saying a sprite that's supposed to be walking/animating, isn't doing that while it moves?

    Perhaps you accidentally unticked Move Animation in the Options section of an event? Have you checked that the graphic you used has walking frames?

    What I meant is that the character that I'm moving as the main player from the starting position does move but I am not seeing the walking animation itself on the map.
     
    Did you properly set up the player? I know it doesn't have a graphic until it's all set up.
    Code:
    pbChangePlayer(0)
    pbTrainerName

    This is the default stuff used in the fast Debug intro.

    How do I set up the player? I know it has a graphic since I saw it in the graphics folder which is pkmn trainer red (trchar000), but I don't know how to do it. I don't even know how to get into the fast Debug intro in the Debug menu; it's not there.
     
    Its not in the debug menu, its an event in the first map, called Intro in the example maps.
    there should be two events on the map, not including the starting point, and in a fresh project, its the one thats still set to action button (the regular intro is set to autorun).
    if you call those two scripts in an aito run, it will have the same effect.
     
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