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Other Game Creation => Program Troubleshooting => Topic started by: Draylorn on February 03, 2006, 03:23:59 AM

Title: Sound event makes game freeze?
Post by: Draylorn on February 03, 2006, 03:23:59 AM
I have a common event set up to play a heart pulsing sound when you get hurt a certain amount.

I used one of the built-in "knock" sounds to make it
It plays it twice, then waits 20 frames. The two beats repeat 4 times.

When this happens, the game freezes until the sound ends. I want to be able to keep moving/fighting while this is going on. Whats the problem? I'm guessing it has to do with the "wait 20 frames" thing. So I fI just had a sound file of the heartbeat itself without waiting, would that fix the problem?
NOTE: I have this event set up as "parallel" already.
Title: Re: Sound event makes game freeze?
Post by: Tsunokiette on February 03, 2006, 04:04:07 AM
Quote from: DraylornI have a common event set up to play a heart pulsing sound when you get hurt a certain amount.

I used one of the built-in "knock" sounds to make it
It plays it twice, then waits 20 frames. The two beats repeat 4 times.

When this happens, the game freezes until the sound ends. I want to be able to keep moving/fighting while this is going on. Whats the problem? I'm guessing it has to do with the "wait 20 frames" thing. So I fI just had a sound file of the heartbeat itself without waiting, would that fix the problem?
NOTE: I have this event set up as "parallel" already.

there's a little trick you can use, make an event on a map you can't access, then instead of the wait event, simply make that event walk a couple of steps, and use the command right underneath it (theoreticly) the one that waits until the movement finishes.

that's my 2 cents, if this doesn't work, then I dunno.

EDIT: instead of making a separate map with an event (wont work) just make the common event itself 'walk' so to speak.
Title: Sound event makes game freeze?
Post by: Draylorn on February 03, 2006, 07:19:01 AM
aha your idea worked for me! Thank you! Actually I didnt need to make it take any steps at all. I made my common event use the "move" command, and just used the same method that way. I checked the "ignore if can't move" box just in case, and now it's going great thanks a lot! :)