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> I need help with SwapXT, Well, it just doesn't work.
DarthEquus
post Jul 1 2011, 03:50 PM
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Hello.

This script is proving to be a tough customer. I followed the instructions step by step, to the letter (six times in a row) as outlined on this video.

http://www.youtube.com/watch?v=kL-4axRCkKc

Problem is, the moment I change to default, it doesn't work. Just turns whatever tiles I had swapped back to the regular ones, undoing the swap. I'm using the "Kill autoshadows" script, and wonder if it may be interfering. No other script has been entered.

I have been unable to find any support about it, and honestly don't know what I could be doing wrong. It happens with any tiles. I even renamed one of the included sets (cool.gif and swapped it with D. Same problem.

Thanks.
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amerk
post Jul 1 2011, 04:53 PM
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I'm not familiar with the "kill audoshadow" scripts, but I doubt that's the issue. What I think is the issue is what I wrote on rpgmakervx sometime back (see the spoiler below) about the issue. In a nutshell, once you've swapped the tiles, worked on a particular map, and then saved it/switched to default, when you return later the map will look like crap, but when you play the game you will see that your swaps have taken place. If you wish to return to the map to work on it again, you will either have to swap all the tilesets again or (something I discovered later after writing the below spoiler blurb), use profiles to save and load your swaps easily.


See Here!
I just wanted to post this in case anybody else is having problems, and hopefully this will address some issues. I spent most of this weekend trying to understand this, following the youtube video, and using this program with my own game.

I open the game via the editor, add in the script, open the application for SwapXT, elect my game from the dropdown box, put all my new tilesets into Graphics\System\extra_tiles, swap the default tiles with the ones I want and indicate which map it's for (let's say Map ID 3). To get the new tilesets to load, you then need to click on a new map and the reclick (if needed) on the map the new tilesets are for (Map 3). Design your map, all looks good, give it a playtest, all looks good.

Okay, so now we're on the same page. This is the point where problems set in. Once I closed out my game application and the SwapXT application and then re-opened the game via the editor, Map 3 looks like crap, as it had reverted back to the defaulted tilesets. I was confused by this and couldn't understand why. I scoured the internet, re-examined the youtube video, and tried to figure out what went wrong. Then it occurred to me. Even though the map in the editor reverted back to sloppy defaults, I started up the game to see what it would actually look like. The correct tilesets I had mapped previously were there, no sloppy default.

What this apparently means is that SwapXT saves the mapping and swapped tilesets to the actual game, not the editor. When you re-open the game via the editor, the swapped tilesets revert back to default, but when you actually play the game the swapped tilesets are there. Unfortunately, if you decide to re-edit a map with swapped tilesets, you will need to re-open SwapXT and make the swaps again, even though under Manage VX Map ID, my map ID and the correctly swapped tilesets are already there. I'm not sure if there is a way to change it so that the swapped tilesets are saved in the editor so you don't have to open SwapXT each and every time you decide to fix or add to your map (in this case Map 3), but hopefully this gives people some workaround solutions and help if they didn't understand it previously.


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DarthEquus
post Jul 5 2011, 12:22 AM
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I think I figured it out: One, I had Erzengel's swap installed. Second, the tile I was trying to swap had wonky dimensions. Once I went for Mack's tiles, it started working.

Thanks!
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