![]() You will need to change up the move routes as what is a free tile and what isn’t will change depending on the map. Use one of the sample maps and duplicate this scene. With all of this in mind, now try to make a similar cutscene. Instead of the dog and Kasey doing one big full move route, we had the first set stop a few tiles short with a wait until completion, then did the second half of the move route with Reid moving at the appropriate time. Also as we showed here you can break up a move route some so that you can have other events move at the appropriate time. Where exactly they will be needed will depend on your game and your map so you will need to experiment some. Use Set Move Route Commands, Switches and Set Event Position Commands to move things around to where you need them. The important thing though is to realize that you can do all of the work in one event, as long as you stay on the same map. ClosingĪs you can see, there are a lot of steps in making a cutscene. The only reason to put anything here is if you wish to do something after the cutscene is over. Put nothing on page 2, and keep it at action button. The event sequence at the end now looks like this, with the Dog’s Move route first then Kasey then Reid’s one step backwards, then Reid’s turn down. The one step backwards will have wait until completion checked, then below it there is another event that is Set Move Route -> Reid -> Turn down. So we will now copy and paste Reid’s one step backwards and put it last, and add an exclamation balloon too, to show some reaction to this. The order does not matter as anything between wait until completions will run all at the same time, so always put the event you want everything else to wait for last. To do that, we will move Reid’s move route to last in the sequence. Now, to close this, let’s say we want Reid to first move that 1 step backwards, then turn to face the dog and Kasey as they leave the map. Kasey’s move route is similar, though the full move route is not shown in this tutorial. The Through ON Transparent ON is so it is not stuck on the transfer event at the end and vanishes off the map like it should. ![]() ![]() This is so the player does not interfere with the cutscene. What I usually do is I first call a move route event, set it to player, and call Through On, Transparent On. This is things like moving events into position, turning on switches, etc. Next, I always start my cutscenes with a fade out, so that I can do background processing before the player sees anything. The event is set to autorun too, so that this event has total control. This event, which I will call the controlling event going forward I name Cutscene Autorun. Once it is more final I move the event to the upper left hand corner of the map where I store all of my events that affect the entire map. The only time more than one event is needed is if the cutscene is over more than one map, as events can only control events on the same map.įor purposes of making a cutscene, I always put my event that will be doing all the work near the cutscene when making the scene. Instead use just one event set to autorun to run your entire cutscene. Do not spread it out via parallel processes or switches! Doing that is very confusing and you can easily get lost finding and fixing errors in your cutscene. ![]() First thing to know about making a cutscene is you should use one event for the entire cutscene. ![]()
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