I'm aware this is probably a silly simple fix, but I've tried experimenting with many settings and done a quick search of the forum and can't figure it out.
I'm part of a group doing our first game, and since none of us have really made one before (with the exception of one, less-involved member) and a few of us are busy, I'm attempting to puzzle through functions so that when everyone's back we've a headstart.
To that effect I'm putting together the prelude's cutscenes with default assets... yet I'm already having issues with the first one.
Scene - a guy walks through a corridor calling for people to come out, before looking around and leaving screen. Another person then emerges walking cautiously before having an idea, fade scene.
Now, I've gotten the guy's 'event' fully done. He enters, talks, looks around and leaves.
The switch then triggers the other person to appear and they should walk a step or two forward. Only... they appear and then just stand there.
Here are both events, I've not gotten to the fade out yet because I aim to get everything working before I move onto the next step of the sequence:
I've tried messing with the priorities, messing with the movement type (and programming the walk sequence in custom kinda worked but then wouldn't trigger the text), and just as much as I could think of trying.
As I said, I'm aware this is probably a silly easy fix... but I'd prefer to know so I can continue and present the 'rough' version to the group at some point. :p
Thank you for your time.
Tied two Events together with a Switch, but the second one starts and doesn't proceed at all.
● ARCHIVED · READ-ONLY
-
-
You can't have two events "autorun" at the same time. This only works with parallel processes, but for scenes, you're better off with everything-in-one since ParPros lag in large numbers.
Give both events proper names rather than EV(XXX) so you know which is which. Set the second event to "action button". Remove the second event's move paths and talk box, and put them in the first event's. Set that movepath to the second event's. Remove the "Wait" checks from the move routes. Then it should work. -
Okay thank you that's got it working.
EDIT: Wait, no it's not. I had edited a custom move in and that was showing as movement. The second NPC event still isn't moving, although they are talking now at least.
I can probably live with this.
EDIT2: Got it all figured out now.
Issue resolved. Thank you. :) -
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.