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Author Topic: need help with a cutscene in rm2k  (Read 2163 times)

Offline bum199

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need help with a cutscene in rm2k
« on: May 08, 2006, 02:34:16 AM »
when i enter a town i want one of my party members to kill a few civilians then have some dialogue then leave my party as its part of the story. i want the civilians to dissappear when he touches them so it looks like he killed them.........does anyone know how to do this?
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Offline WarxePB

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« Reply #1 on: May 08, 2006, 02:44:40 AM »
Simply put, use a Move Event command to move your hero up to the enemy, then turn a switch called "Die 1" ON. In the enemy event, create a new page, activated by that switch, with no graphic. Do that with the other events, except that you'll need seperate switches for every enemy.
You could also do that with variables, but I wouldn't worry about that.
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Offline bum199

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« Reply #2 on: May 08, 2006, 02:59:03 AM »
very sorry im new at this could u explain in more detail?just modifying this part of the problem seems to be both people dissappearing at the same time dont know if that helps any..........thanks again
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Offline Arcanagirl

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« Reply #3 on: May 10, 2006, 09:11:16 PM »
humm in more detail should be something like this. But this is more of an example cause I have no idea what your map looks like.
Now the coding you will need on the map will include:

Main event that will be doing all the codes/work. You can call this event what you want, I shall name it Main Event.

You then need an event for each enemy the hero will take out, these events can be names enemy #, replace the # with like 1 or 2 to seperate them apart. so each event for the enemies has a diff name.

Now each enemy events need a second page for when they are killed. You also need to make a switch like "Enemy 1 dead". For each enemy you have made, they each need a seperate switch, so if you have 5 enemies, you need 5 different switches so the codes dont clash. Make sure to have the page 2 set to above hero or below hero, and the image needs to be on a background of the chipset that had nothing on it. Also the enemy events must be set to action key, not auto start or parallel, due to issues.

Make an event on the map that will have the action and killing.

The event should be something similar to this coding below. Now this coding has comments above the code to tell you what it is doing.

Main Event: Codes - this code should be set to auto start!

//Comment 1: The code below has to do with moving the hero to a target enemy. Enemy 1 is a seperate event you must make, I will place this enemy 6 steps from the hero.

-Move Event - Hero: Move left, move left, move left, move up, move up.

//comment 2: the code below is never acurate the first try. The wait command is needed to if you have any animations of the hero attacking, then you want the wait to set it up so while he is moving to the target, the other codes do not activate. So the wait you see is not actually right, but you can fiddle with that. SHould be similar to maybe 1.2 seconds or less, slightly more, depends.

-Wait : 1.0 secs

//comment 3: This code below is for if you have set poses or animations, now this is hard to explain, but if you use an animation that shows the hero attacking the enemy, then use code battle animation, pick the animation you want used, halt other process should be on. Also right before battle animation change hero's sprite to a blank image. something like below

-change sprite assosiation - hero : a blank image

Then...

-battle animation : target Enemy 1, punch. wait

then....

-change sprite assosiation - hero : normal image of hero.

//comment 4: This next code will activate the switch I mentioned before that makes enemy 1 a blank image so he looks like he vanished. Now you can use a dead image, but I am just trying to help you figure some codes.

-Switch : Enemy 1 dead - On

//comment 5: now this sets a death for one enemy. Now repeat this for each enemy, make sure you match the wait times with the movements, and remember to make the movements match your enemies postions.

//comment 6: Now that you have set in the death of each enemy. You must remember to set a closing switch, cause with auto start, it will freeze if you dont have it set to turn off. So what you need to do is in the main event, add a new page. Set it to above or below hero, and set to action key. then click the switch box and make a new switch called, what ever you like but I shall use event end. This will tell the page not to start this page until that switch is on.

Now go back to page 1 of Main Event, and at the bottom of all your codes place

-switch : Event End - On

then page 2 will activate so that you can move freely after words.

I hope this helped you in way. I tried my best.

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Offline WarxePB

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« Reply #4 on: May 14, 2006, 03:18:53 AM »
Though Arcanagirl's tutorial should help you, I'll try to answer your question directly.

Quote
bum199
very sorry im new at this could u explain in more detail?just modifying this part of the problem seems to be both people dissappearing at the same time dont know if that helps any..........thanks again


I believe your problem is that you're using the same switch (Die 1) for both events. In order to fix that, you'll have to use a seperate switch (Die 2) to "kill" the second event. Doing this is pretty much the same as the first: use a Move Event command to move the hero toward the second event (using Move Up, Down, Left and Right), then use a Switch Operation to turn the Die 2 switch ON. In the second event, create a new page, with the Preconditions (on the left side of the window) set to the Die 2 switch ON. Make sure that the second page has no graphic.
That should fix it, but please let me know if it doesn't.
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