I can’t really tell what you’re doing there, but you’ll probably want to create a new gamestate within the obj_cam object. The gamestates function to determine every possible situation, and will continuously make sure that there is a player object if it isn’t a menu or transitioning into another screen.
Maybe define a gamestate in obj_cam, destroy the obj_char instance, create a new instance for the destruction animation at the obj_char coordinates, and then move to the title screen room. Health and other game variables are tied to the persistent obj_cam object, so they will not be reset unless you specifically do so. Again, not super sure how you’re exactly doing this or what changes you’ve made, but just some suggestions. Hope the help!
Gavin
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A member registered Jul 04, 2014 · View creator page →
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My favorite Dr. Dog album, adapted to Gameboy in its entirety!
Tilesets, characters, animations, and more! All made to spec for GBC!
A collection of sprites and tilesets for Gameboy RPG, stylized in Pastel Colors!
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I have not run this asset pack on the latest version of GM so something may have changed since I compiled this pack. However, that error seems to show that sprites are missing, so make sure you properly import everything from the pack, or define new sprites for the top and bottom of the character in the Create event of obj_char
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Foolproof I'm not so sure, but the easiest way that I know of is to just copy-paste the tiles into one of the existing premade tilesets in whatever image editing software you use. RPG Maker is mainly looking for a certain sized grid of tiles, so you'll need to make sure it fits with whatever that is. I haven't used that engine in a while though, so your mileage may vary!










