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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