Nov 28 2012, 03:07 PM
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!
Nov 29 2012, 08:49 AM
I know there are scripts (at least for VX) that allows cut scene skips, but never heard it being done through events.
The problem with "Escape" is it's often used to also access the menu, and may be conflicting there. Also, whenever you have a cut scene, you'll need to throw a switch or variable that lets you trigger the common event to let them know there is a cut scene to skip, in addition to branching events that should occur when a cut scene is taking place.
The other thing is a cut scene, by default, will take away all action from the player, so hitting "Escape" during a cut scene would probably not have any effect. You would probably have to make the cut scene itself a parallel process to get the "Escape" to work, but then that would open up a number of other can of worms.
I'm not sure if there is an easy work around to this or not, at least not without a script.
Jens of Zanicuud
Nov 29 2012, 09:41 AM
Autorun can give some serious problems, since the keep on processing even if they are erased. Try putting an Exit Event Processing as the last command in Tab 3. This way, you should prevent the autorun process to move on.
I hope this can help,
Nov 29 2012, 01:00 PM
I tried what Jens suggested but it had the same effect, the cutscene keeps going. I think I might abandon the escape feature for now in lieu of "Skip Cutscene?" choice box prior to it a la FFX2 or just allow for the player to button mash out of it...the issue with the first is that it breaks immersion in my opinion and the later is tough to time events with music(currently I have the music PERFECTLY timed with the event.) I'll figure it out, moving forward though I'm pretty sure I'll hit up vx ace or something...it seems easier to get stuff like this done under that engine *shrug* thanks for the help, both of you
Jens of Zanicuud
Dec 1 2012, 10:53 AM
You are using a common event?! I haven't read that line!
In this case, the whole thing is more difficult to handle.
Try acting this way:
1. Set an event in autorun which runs that CE inside it's commands' list (not as an external process);
2. Create a 2nd event in Parallel which check if Esc button is pressed and thus activates a switch (let's call it Escape Switch);
3. Set first event's tab 2 as follows:
Trigger: Escape Switch
>Exit Event Process;
I just hope this will work better...
Feb 23 2013, 02:34 PM
Use this script
it's very easy! Just put it above main and under everything else, and follow the instructions in the script http://rpgmaker.net/scripts/32/
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