HELP A N00B WITH CUTSCENES... :(
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I got the RPGMaker XP trial downloaded 4 days ago and I'm hooked. I love it, and I'm already knee-deep in a project. I've been watching tutorials, playing with the program, getting a good feel for everything. I pretty much know how to do everything at face value; it's the quirks of the program I don't understand.
The first two days I started playing around, I made a really quick game called "My First Adventure". It started up fine, everything worked properly, and after I finished my "quest", I successfully initiated a transport (Entering a tent), and a brief cut scene. The NPCs went to bed and I was free to explore the room. I did have a couple hiccups I want some advice on:
When I saved my game and continued, the events that moved or disappeared had reset themselves. I assumed this was because I told the events to delete themselves rather than whatever it was I was supposed to do. I also thought it had something to do with switches because it was very consecutive branch heavy because I thought the switches were really fun.
I dropped My First Adventure on my third day with RPGMaker and I started to make a real RPG. I've actually planning on making a game, so these questions have more urgency.
First off, I got ahead of myself and started with a cut scene I'm not using until later in the intro. The scene is a king talking to his daughter about the dangers of leaving the castle, but she wants to go outside anyway. She eventually runs off to the balcony, and I was having him walk off as the screen faded to black, but for some reason, he'd eventually turn around and start walking left. I double checked the commands I gave him, did a couple of tests, and he kept going left. Sometimes he would rush into the room even though I didn't turn up his speed. Sometimes the princess re-appeared out of the room (where she ran off to). I wasn't using switches; all the commands were on one event controlling the other.
I have NO idea what I did, but I woke up this morning and it worked. The scene works like a dream and I love it.
When I got to the scene following that one, it went down hill. After figuring out how to set up a panoramic background and building the balcony, I compiled a scene where the princess is mulling about when a lower class friend of hers shows up out of the blue. In this scene, I tried using activation switches, self switches, giving the commands to another event, but no matter what I did, the princess always froze when it came to moving. I checked over and over to see if these tiles were walkable, and they are. I looked up to see if anyone else had this problem, and someone said they solved it by turning "Through" on. So I turned on "Through".
OMG, I created life (again)! After the scene ends, I have it set so it'll teleport me to a different map I made of the city so that I could check to see if all the events work right. BUT now my hero won't move. Dx
So I turned Through on after confirming those tiles can be walked on. I don't mind using Through for cutscenes, but I can't have the player going through walls.
Please help me...
Also, since I am a beginner, any tips, tricks, or important notes would be greatly appreciated.
The first two days I started playing around, I made a really quick game called "My First Adventure". It started up fine, everything worked properly, and after I finished my "quest", I successfully initiated a transport (Entering a tent), and a brief cut scene. The NPCs went to bed and I was free to explore the room. I did have a couple hiccups I want some advice on:
When I saved my game and continued, the events that moved or disappeared had reset themselves. I assumed this was because I told the events to delete themselves rather than whatever it was I was supposed to do. I also thought it had something to do with switches because it was very consecutive branch heavy because I thought the switches were really fun.
I dropped My First Adventure on my third day with RPGMaker and I started to make a real RPG. I've actually planning on making a game, so these questions have more urgency.
First off, I got ahead of myself and started with a cut scene I'm not using until later in the intro. The scene is a king talking to his daughter about the dangers of leaving the castle, but she wants to go outside anyway. She eventually runs off to the balcony, and I was having him walk off as the screen faded to black, but for some reason, he'd eventually turn around and start walking left. I double checked the commands I gave him, did a couple of tests, and he kept going left. Sometimes he would rush into the room even though I didn't turn up his speed. Sometimes the princess re-appeared out of the room (where she ran off to). I wasn't using switches; all the commands were on one event controlling the other.
I have NO idea what I did, but I woke up this morning and it worked. The scene works like a dream and I love it.
When I got to the scene following that one, it went down hill. After figuring out how to set up a panoramic background and building the balcony, I compiled a scene where the princess is mulling about when a lower class friend of hers shows up out of the blue. In this scene, I tried using activation switches, self switches, giving the commands to another event, but no matter what I did, the princess always froze when it came to moving. I checked over and over to see if these tiles were walkable, and they are. I looked up to see if anyone else had this problem, and someone said they solved it by turning "Through" on. So I turned on "Through".
OMG, I created life (again)! After the scene ends, I have it set so it'll teleport me to a different map I made of the city so that I could check to see if all the events work right. BUT now my hero won't move. Dx
So I turned Through on after confirming those tiles can be walked on. I don't mind using Through for cutscenes, but I can't have the player going through walls.
Please help me...
Also, since I am a beginner, any tips, tricks, or important notes would be greatly appreciated.
You do need to use switches to end a cutscene where you'll be revisiting the map. Turn on a switch the the end of your eventing, then make a new page in the same event and have the condition set to that switch. Make suer the new page isn't set to Parallel or Auto processing. That will get rid of that issue.
Through - you should always turn it off after you end your movements or you'll be running through walls and what-not. Now, as to not being able to move on the new map, check that the blank tile on the upper tiles are set to below hero. These are basically invisible tiles to denote where no upper tiles are.
If that's not the issue, double-check the events that sent the character to that map as well as other events on the map that might be running behind the scenes. It can cause lag at times to have too many parallel or auto processes running at the same time (which is why turning them off with switches is recommended).
If that's not the issue, perhaps put up a demo so that we can check to see if anything was missed?
Through - you should always turn it off after you end your movements or you'll be running through walls and what-not. Now, as to not being able to move on the new map, check that the blank tile on the upper tiles are set to below hero. These are basically invisible tiles to denote where no upper tiles are.
If that's not the issue, double-check the events that sent the character to that map as well as other events on the map that might be running behind the scenes. It can cause lag at times to have too many parallel or auto processes running at the same time (which is why turning them off with switches is recommended).
If that's not the issue, perhaps put up a demo so that we can check to see if anything was missed?
Alright, I understand how to do that. :)
THAT was my problem! I just figured it out; I wanted negative space outside the room to be un-traversable so I set the blank tile to 'x'. That explains why the cut scene and the hero wasn't working.
I'll post additional details if those things don't work. :) Thank you so much!
One more thing; I don't know much about Variables. Could I set up that after a quest, let's say you get 1 point into variable 001, and you get more points for doing other quests into variable 001 that I could have an event at the end of the game that, based on the amount of variables you've collected, it could show multiple endings?
THAT was my problem! I just figured it out; I wanted negative space outside the room to be un-traversable so I set the blank tile to 'x'. That explains why the cut scene and the hero wasn't working.
I'll post additional details if those things don't work. :) Thank you so much!
One more thing; I don't know much about Variables. Could I set up that after a quest, let's say you get 1 point into variable 001, and you get more points for doing other quests into variable 001 that I could have an event at the end of the game that, based on the amount of variables you've collected, it could show multiple endings?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yeah, that would be a good way to keep track of number of quests completed, and you could use a conditional branch at the end to check if the quests completed variable is at least 20, or whatever.
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