1. I want it so that when I go into the menu, it starts another bgm and when I leave, I the bgm stops.
2. I have this teleport system. I want it like this: There are some teleports. When I go to teleport A it didn't show any choices because the player didn't go to another teleport. When the player go to teleport B the choices will only be the A teleport. Then, when I go to teleport C, the choices will be teleport B and A. I understand this would need some variable work, but what if this happened: After going to teleport A, the player then goes to teleport C. If I use variables, then it will show A and B! I also want to put more choices, the limit is 4.
Thanks,
1. can be accomplished through a common event set on paralell process (called by some switch you turn on and leave on from the beginning of the game) which has these commands in it:
Conditional Branch: Switch [Menu Access] = ON
Conditional Branch: X is being pressed
Memorize BGM
Play BGM ("Menu music")
Control Switch [Menu Access] = OFF
Branch END
Else
Restore BGM
Control Switch [Menu Access] = ON
Branch END
I am not sure about that - I have not tested it.
For the 2nd, you could use separate switches to make sure the appropriate places show up. It'll be tedious, but it'll work.
@modern: That didn't work, the bgm didn't play at the map AND the menu....but when I put memorize bgm before the common event, the map bgm plays. But when I go to the menu, the bgm is still the same...
Bump!
My way works if you change the X to B, and put a wait command of a couple frames after each Control Switch
I don't get it...do I need a 2 switches or just one? I'm confused.
two. I'll post a demo
Yay! It worked!! HUZZAH!
I'll add resolved now...