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| Eventing and script questions | #1 | ||||||||||
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1) Is it possible to make an event for 2 NPCs to be chasing each other in a random path? Or the path has to be preset and you can't do anything about it?
2) How do you make a character select scene? 3) How can you make a scene for the player to enter their own name and have NPCs refer to player as the inserted name? 4) Does anyone have tips on making cutscenes? do you really have to keep track of the map yourself when setting the character movement? Suppose the map is very complicated/has lots of random objects in the way? ETA: 5) RMVX. How to add a cutscene/splash screen BEFORE title? If it helps, I used OriginalWij's Map title script.
Posted on: 2012/1/11 1:48
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| Re: Multiple questions | #2 | ||||||||||
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1) You could certainly do a script for the second NPC to be following the first. It would be like the caterpillar script, but your second would follow an event rather than the player.
If I were to try something like that with events, I'd look at using variables and move routes. Event 1 move route (repeating): Set variable 1 = this event's X; Set variable 2 = this event's Y; Move random Event 2 move route (repeating): move to position defined by variable 1 and variable 2 You'd have to do some mucking around to stop the first one moving too early, and could get a bit weird if they bump into each other. 2. not sure what you mean here 3. Define another character in your actor database, but don't give them a name. At the start of your game, do a Name Input Processing command so the player can enter their name. Then in your text boxes, you just need to do something like \n[10] if that is the 10th actor, to show the player's name 4. I love making cutscenes. It takes a LOT of choreographing (remember those lunatic squirrels when they blew up the bridge?!) I will use a grid drawn on paper and I'll mark the location of each character, then as they move, I'll update the grid, making sure they don't bump into other things or each other. As I plan the moves, I will write them down on another page - left, up, up, etc. I won't start putting them into the game until I've got them all down on paper, but I suppose you could. I end up with lines all over the place (and often several versions of the grid when it all becomes too cluttered). You could do the same thing by taking a shot of the screen in design mode, with the grid showing, pasting it into Photoshop or the like, creating a new layer (or layers) for your characters, and moving them around as you plan the cutscene.
Posted on: 2012/1/11 2:07
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| Re: Multiple questions | #3 | ||||||||||
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this might help you for the character select question: http://www.rmxp.tigerseye.uk.com/tutorial_aevent8.shtml
and maybe this will help you for making cutscenes, but you probably know most of this already http://www.rmxp.tigerseye.uk.com/tutorial_aevent2.shtml
Posted on: 2012/1/11 2:17
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| Re: Multiple questions | #4 | ||||||||||
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@shaz: Still confused about question 1. I don't get about the x and y thing
![]() About cutscenes, how do you test play them? Because it would be painful if it's, like, the final boss battle or something. Do you just make all cutscenes first, test them all out, THEN proceed with the rest of the game?
Posted on: 2012/1/12 2:23
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| Re: Eventing and script questions | #5 | ||||||||||
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![]() Rather than crowding the forum with more threads.
Posted on: 2012/1/23 22:20
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| Re: Eventing and script questions | #6 | ||||||||||
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for cutscenes that are part of a battle, I just add a comment that a battle must go ...wherever... and test play the cutscene.
It doesn't really matter whether you do all the cutscenes first, or add them as you go through your maps adding all the other events - I've done it both ways. If you do all the cutscenes first, set your starting position wherever the cutscene should be triggered, set your initial party appropriately, then when you play, use debug to turn switches on/off. If you do them as you go, play up to the appropriate point then save your game, so you can keep loading it to test your cutscene. Usually I have to make changes when it's all done and I'm actually playing it in the full game. Can't help you with #5, as we do all of our cutscenes AFTER the title screen.
Posted on: 2012/1/23 23:17
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| Re: Eventing and script questions | #7 | ||||||||||
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Debug? What is that and how to use it?
Posted on: 2012/1/24 1:38
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| Re: Eventing and script questions | #8 | ||||||||||
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Play game, press F9. It shows you the switches and variables, and allows you to change them.
Posted on: 2012/1/24 2:00
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