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Creating a scene without the player?

Started by ChoedanKal, November 01, 2009, 01:57:47 PM

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ChoedanKal

Anyone knows a technique to create a cut scene without the player?

It is something like a few people (npcs) are talking to each other before the player enters the room. So basically, the player shouldn't be there at all, but i need the camera to zoom onto the scene.

I've tried changing the player graphics to become invisible with an autorun event in the room but it doesn't work out right. There's a brief instance where u can see the player before it disappears.


Oh, and does anyone know how can I set a command or something to prevent the player from moving? I'm thinking of surrounding the player with invisible events that he cannot pass through, but its sorta inelegant....

modern algebra

If you use parallel process instead of autorun it will happen before you can see the map. As for moving, the transparent events is one route, as is teleporting the player to a part of the map where it would be impossible to move, as would a Set Move Route: Player: Wait command will work. Or just use Wait commands in general where there are parts where the player needs to wait for something without moving.

Note that the first two I mentioned you'd need to Direction Fix if the player is visible.

I don't have RMVX on this computer, so there might be another better way that I am not thinking of

Grafikal

You could still run autorun if you wanted. The parallel process would work if you want it to happen before the map loads though. Basically, you can use Change Actor Graphic to [none] or use a Move Route on the player and change the opacity to 0. Either way, the player will be invisible. If you want the player to be seen again, just do the opposite of what I said.

If for some reason you cannot get the player to be invisible before the map loads and it shows the player for an instant then he disappears, you can make 2 dummy events somewhere on the map. Make the graphic of the event the same as the map tiles that the events sit on. Set those two events to ABOVE, or Above Character, I forget what it's called exactly. But have the player transfered under those two tiles. That way when the map loads, the two event tiles will be above the player covering him from your vision.
When I say set up two tiles like that I mean place one event someplace and then place the other event one tile up from it and teleport the player to the bottom event. (You need two because if you only have 1, the player's character will show a pixel or two across the top edge of the one event.)

You only need to do that two event thing if you're having an issue with the player being on screen before disappearing after the map loads.

ChoedanKal

#3
Ok, I've got it. Thanks guys.

Basically what I've done is to set a move route, set transparent on (Can't believe I missed such an obvious command) then wait.
I've also set the event to parallel as I had problems with the player appearing for a brief instant.

What I don't understand is whats the difference between parallel and autorun? I know that parallel works before the map is loaded but is there anything else?

Oddly, the wait for completion for set move route of a npc doesn't work when the event is set to parallel? my player can still move around even when I'm supposed to be waiting for the npc to complete movement? Don't have this problem with autorun mode.

Grafikal

It basically stops other processes and commands from running except for that event. Like, you can't move the player at all if an event is on autorun, so at any time during that event being active, you lose control of the player character. I think most people use it in cutscenes and stuff.

Lazer Ki

Parallel -> the events will work side by side with other events and lets the player move (hence, "Parallel")
Autorun -> mostly the opposite of Parallel. Stops everything else to do what it is commanded to do.
Hi

ChoedanKal

Ok, thanks again guys.
I really appreciate everyone's help  ;8