Heads up, you need to have RPG Maker VX Ace to play this. Or more specifically, having the RTP will work.
www.rpgmakerweb.com/download/additional/run-time-packagesJust get the VX Ace RTP from there.
Anyway, just started with this. Noticed some text running off the right side of the screen in only the first few screens. Should probably go and fix that.
Edit: By the way, I'm somewhat experienced in RPG Maker VX Ace so if you need any help with getting stuff to work, feel free to ask and I may be able to help.
Edit 2: Okaaaaay... problems!
1. Runoff text in the intro scene.
2. First map should have a movement event at the bottom of the screen keeping you from leaving. Looks kinda tacky as-is.
3. Get the Ace System Options script from Yanfly. Let's you enable auto-run.
4. Ace Save Engine would be nice too. Also from Yanfly.
5. Why have equipment screen if you have no equipment? Yanfly has a script for this too.
6. Top of the first screen, if you walk to the right, you just hit an invisible wall. Tacky. Make it a move event.
7. ...Your game is broken... Did you even test this? Like, really. Sherry walks to the south (you should also change her movement rate to make it more fluid) and hits the doorway and nothing happens. Game refuses to continue. I'm guessing this is due to you setting her move route for too many steps and having it checked to wait for completion. Can I see what your event looks like here? Post a screenshot of it, please.
Edit 3:
Why does doorman use an RTP face graphic in-game, but there's a character generator face graphic named "Doorman" in the Graphics folder?
Oh and, I guess I don't need your screenshot after all! You didn't encrypt the files so I can open it up in RPG Maker myself and see exactly what went wrong.
Edit 4:
Actually... I have no idea what's going on in this event O_o
It's very complicated, it's not just a move event, there's a lot of stuff going on here. What I think you're trying to do (correct me if I'm wrong) is move her to a specific spot and then trigger a series of conditional events, yeah?
What I would do in such a situation is this:
1. After speaking to her and fading out screen, change player graphic to her sprite. Fadein screen.
2. Force a move route for the player to move precisely the amount of steps you want. Wait for completion.
3. On the tile that you want her to stop and have the conditional branches come up, put a new event tile with the condition Event Touch (this is different from Player Touch which requires you to be pressing a direction button. Event Touch triggers even if you press nothing and touch it), and then on THIS tile, make all that other stuff happen.
Edit 5:
Taking a look at some of your maps now.
1. My personal preference is to have walls be 2 tiles high. I think it looks better, but that's up to you. Just throwing the idea out there.
2. Quarters map is way too big. Also mostly empty. Condense it.
3. What's the room up in the top left corner of the Quarters map for? Looks kinda awkwardly placed.
4. Your map transfers are done manually, yes? There's a Quick Event for that. Right click on an empty event tile and and click Quick Event Creation > Transfer.
5. The doors outside the mansion won't work properly. Use Quick Event Creation > Door and one of the RTP Gate tiles.
6. Lab looks nice, but is that part in the middle supposed to be a table? There is an actual table tile in the RTP.
7. Again, in the village, your doors don't work properly. Not a bad looking village layout though.
8. Doesn't this look better?
i.imgur.com/oorP8mE.png