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Wasen
newseeker

Wasen's profileEmail Wasen
total posts: 10
since: Nov 2009
Nov 16, 09 at 6:10pm
Cutscene transfer

My and my friend is making a new game and we are both new about it and there is one thing that I can't figure out. I've made so two people is talking to each other and after it one of them is going to leave this room and I've made an transfer square but he won't touch the square (Note: This is still the cutscene!). How will I make it touch the transfer square and leave it to the next part of the map?
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devro_weapon
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devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 16, 09 at 7:02pm
re: Cutscene transfer

The event your trying to use is only triggered 'On Player Touch'. Meaning only the player can stand on that tile and make something happen. If your using a move route command for another event on screen then simply use the 'Change Spriteset' command (cant remember the name but something like that). Change it from the sprite to just something blank when it gets to the door. You can also use a 'Erase Event' command I believe.

Sorry if I wasnt clear about if you need further help Ill take a screenshot of how the events should look.
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arion_orion
I tried to bypass the sig limits again.
Two much Neo



arion_orion's profileEmail arion_orion
since: Dec 2006
Nov 16, 09 at 7:03pm
re: Cutscene transfer

Events do not activate other events. Just use your auto-run event to transfer the player/event when he reaches the transfer location, and end the event with a self-switch.



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Wasen
newseeker

Wasen's profileEmail Wasen
total posts: 10
since: Nov 2009
Nov 17, 09 at 4:15pm
re: Cutscene transfer

quote devro_weapon
The event your trying to use is only triggered 'On Player Touch'. Meaning only the player can stand on that tile and make something happen. If your using a move route command for another event on screen then simply use the 'Change Spriteset' command (cant remember the name but something like that). Change it from the sprite to just something blank when it gets to the door. You can also use a 'Erase Event' command I believe.

Sorry if I wasnt clear about if you need further help Ill take a screenshot of how the events should look.
It still not working. I'm now gonna try to explain how I have it:
I have to NPC (One is just for the main character) who is talking to each other. After the talk is the main character gonna go out of the room (Which I have a transfer square) but he is always stop going at the square before the transfer square.
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arion_orion
I tried to bypass the sig limits again.
Two much Neo



arion_orion's profileEmail arion_orion
since: Dec 2006
Nov 17, 09 at 5:31pm
re: Cutscene transfer

That's because two events can't share the same tile, unless one of them is set to Through.
On your transfer event, look to the bottom left corner, you should see a check box that says "Through" Click this - it will allow the event to pass through other events and tiles. This will allow your NPC to step onto the last tile. But unless you set it up like devro mentioned, he still won't warp.


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Wasen
newseeker

Wasen's profileEmail Wasen
total posts: 10
since: Nov 2009
Nov 17, 09 at 5:41pm
re: Cutscene transfer

quote arion_orion
That's because two events can't share the same tile, unless one of them is set to Through.
On your transfer event, look to the bottom left corner, you should see a check box that says "Through" Click this - it will allow the event to pass through other events and tiles. This will allow your NPC to step onto the last tile. But unless you set it up like devro mentioned, he still won't warp.
Okay, thanks. I think I got it now

Now there is just one more thing I'm wondering about and it is because the character is vanishing so does it not change to the next map. How do I do that?
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devro_weapon
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devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 17, 09 at 5:52pm
re: Cutscene transfer

Use an autostart event which has a change character command again in the event only this time you select the spriteset you want to be shown.

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Wasen
newseeker

Wasen's profileEmail Wasen
total posts: 10
since: Nov 2009
Nov 18, 09 at 2:24pm
re: Cutscene transfer

quote devro_weapon
Use an autostart event which has a change character command again in the event only this time you select the spriteset you want to be shown.
Excuse me but I don't really understand. I've only had this in a week now and there is much yet to learn. Could you more write an step-by-step how I'm gonna clear this up?
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Rejomknight
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Rejomknight's profileEmail Rejomknight
total posts: 89
since: Apr 2008
Nov 18, 09 at 6:13pm
re: Cutscene transfer

Ok, I hope you know that making "cutscenes" is not done on the actual events themselves, like the NPC's. Ideally everything should be controlled from a stand alone event somewhere in the corner.

To fix your particular problem, after everything on the queue list of things to do is completed (like them talking) then make a move event command for the guy who leaves so the event of the guy moves to where ever your "teleport" command is then have him dissapear (the event command to help you do this is the move event command under the 2nd page). and make another event on the other map with the guy's graphic.

In a nutshell, you can't actually have the same effect of "teleporting" NPC's like you would with the playable character so you just give the illusion of such a "move".

Ugh i still dont think it makes sense... im sorry its one of those things where it sounds good in your head but you cant write down or explain. that happens to me a lot...
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Wasen
newseeker

Wasen's profileEmail Wasen
total posts: 10
since: Nov 2009
Nov 18, 09 at 6:33pm
re: Cutscene transfer

quote Rejomknight
Ok, I hope you know that making "cutscenes" is not done on the actual events themselves, like the NPC's. Ideally everything should be controlled from a stand alone event somewhere in the corner.

To fix your particular problem, after everything on the queue list of things to do is completed (like them talking) then make a move event command for the guy who leaves so the event of the guy moves to where ever your "teleport" command is then have him dissapear (the event command to help you do this is the move event command under the 2nd page). and make another event on the other map with the guy's graphic.

In a nutshell, you can't actually have the same effect of "teleporting" NPC's like you would with the playable character so you just give the illusion of such a "move".

Ugh i still dont think it makes sense... im sorry its one of those things where it sounds good in your head but you cant write down or explain. that happens to me a lot...
So, you mean that I'll make my NPC walk to the teleport and then change his graphics to none? Then how will I swap this NPC with my playable character? (If I can)
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devro_weapon
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devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 18, 09 at 7:13pm
re: Cutscene transfer

quote
So, you mean that I'll make my NPC walk to the teleport and then change his graphics to none? Then how will I swap this NPC with my playable character? (If I can)
After your move event set a teleport/transfer player command and set it to the destination you want the player to end up. If you have removed the player graphic at this point change it back again so it is visible. Then the player should just be able to carry on playing the game like usual.
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Wasen
newseeker

Wasen's profileEmail Wasen
total posts: 10
since: Nov 2009
Nov 18, 09 at 7:27pm
re: Cutscene transfer

quote devro_weapon
quote
So, you mean that I'll make my NPC walk to the teleport and then change his graphics to none? Then how will I swap this NPC with my playable character? (If I can)
After your move event set a teleport/transfer player command and set it to the destination you want the player to end up. If you have removed the player graphic at this point change it back again so it is visible. Then the player should just be able to carry on playing the game like usual.
But it's not working. He's always stop walking one step before the transfer square.
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devro_weapon
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devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 18, 09 at 7:54pm
re: Cutscene transfer

Ok lets take it back to the very beginning. Please desribe in as much detail as you can what takes place in the scene and Ill replicate it for you using the correct commands.

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Wasen
newseeker

Wasen's profileEmail Wasen
total posts: 10
since: Nov 2009
Nov 19, 09 at 4:16pm
re: Cutscene transfer

quote devro_weapon
Ok lets take it back to the very beginning. Please desribe in as much detail as you can what takes place in the scene and Ill replicate it for you using the correct commands.
I guess that the easiest way to explain is by posting the commands on the event square:

Set move route: Player
:$> Change opacity: 0
Text: ...
Text: ...
Text: ...
Set move route: (Robert)
Turn away from player
Move Right
Move Right
Move Right
Move Right
Move Right (Here it should been on the transfer square but he won't move)
Control Switches: (0001: ...) = ON
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devro_weapon
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true seeker (2K Remix)



devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 19, 09 at 4:19pm
re: Cutscene transfer

So what happens after that? What do you want to happen? Is Robert meant to disappear and the player just carries on from where he is?

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