So I created a common event checking for when the B(or escape button) is pressed, parallel processing when Check switch is active. This common event will then turn on the End Cutscene switch.
The cutscene itself on the map has three tabs. Tab 1 autorun turns on the switch activating the common event and then continues with the cutscene. Tab 2 parallel processing fades the screen and transfers the player to another map. Tab 3 is for self switching off.
The new map has a parallel process tab 1 that will unfade the screen and allow the player to start playing.
So I start a new game, cutscene starts, I press escape and the screen fades. The player is transferred to the new map and the screen unfades. THE ISSUE: The cutscene from the previous map keeps going despite changing maps! I've tried to position erase event or exit event processing or break loop correctly to resolve this somehow but it appears all I stop is the event with those commands in them NOT the cutscene event from the first map. What am I doing wrong here and is there a better way?
Thanks in advance!
Thank you X-M-O for my sexy new banner! ;)
Project I'm currently racking my brain on: "Modern Witch" Project(tentative name): 5% done Goshiki: The Five Paths: 40% done
Projects on the backburner: The Great Thief of Mango City: 5% done Knights of the Black Gate: 10% done The Venting: 74% done