Darkness Void 10 Posted November 27, 2016 Firstly, I have searched all the forums on here but couldn't find any topics that seem to even relate tot his, so that search option might be very picky. Anyways, I wanted in a cutscene for the screen to scroll up, show a building which the characters comment on (so it scrolls, stops and the characters talk), and then scroll back down to show 2 NPCs andthen finally scrolling back to the player. I tried the default scroll map out and set the distance as 4, not surprising it did not even move that far and the characters started talking and thus their avatars covered the scroll up. Now for a ref I'll share the map in question with the 3 points I want the screen to scroll to, first is the building, then the 2 NPCs and finally the player. So how exactly does this scroll map option work? I'd rather be able to scroll it using the X and Y placements as I got very used to those (been using a script to help the characters move about whether than counting space by space) but if that's un-needed and this is simpler than it seems, I just wanna know how to properly scroll the map without having to stop and play test the game over and over until I finally get it right. Share this post Link to post Share on other sites
Rikifive 3,411 Posted November 27, 2016 I'm not sure what you mean. Scroll map function simply moves the view by number of tiles, so it easily can be counted in the map editor thanks to grid view. Just count how many tiles you need to move, to have the map centered around the place you want. Other than that, you can use characters as a camera. For example, hide followers and make the player transparent - now it's your camera. Move the invisible player around with move routes to handle the camera. You can set if you want for the move to complete before further processing of the event, so you could set it to wait, until camera hits the destination. To include the party - you could just put them as NPC's and operate them through move routes - that would even make your cutscene look better, because instead of 'party-snake', each party member would move on its own making it more realistic. Then in the end, make player visible and fix the rest of the settings. Hope it helps! :3 Share this post Link to post Share on other sites
Darkness Void 10 Posted November 28, 2016 (edited) I'm not sure what you mean. Scroll map function simply moves the view by number of tiles, so it easily can be counted in the map editor thanks to grid view. Just count how many tiles you need to move, to have the map centered around the place you want. Other than that, you can use characters as a camera. For example, hide followers and make the player transparent - now it's your camera. Move the invisible player around with move routes to handle the camera. You can set if you want for the move to complete before further processing of the event, so you could set it to wait, until camera hits the destination. To include the party - you could just put them as NPC's and operate them through move routes - that would even make your cutscene look better, because instead of 'party-snake', each party member would move on its own making it more realistic. Then in the end, make player visible and fix the rest of the settings. Hope it helps! :3 OOOOOHHHH it counts the tiles, OK that makes this a lot easier. So, how do I get it to where the characters don't start talking until the camera finishes moving? I could use the latter suggestion of a visible player and set the move route to wait, be better than using the wait option but I have OCD...so I must ask to know as much as I can. Edited November 28, 2016 by Darkness Void Share this post Link to post Share on other sites
Rikifive 3,411 Posted November 28, 2016 Hmm.. Scroll Map doesn't provide 'wait for completion' option or anything like this, so I guess you'll have to manually put 'Wait' function. I'd suggest counting how much time it takes to scroll 'x' tiles and then just perform simple maths to count how many frames you need to wait until it gets to place you want. So for example if moving by 10 tiles would take let's say 5 seconds (300 frames [60 FPS]), then that would mean, that moving by one tile would require 30 frames. So from now on, you could you just multiply that number by amount of tiles, that you want the camera to move. Tiles to scroll * 30 = amount of frames to wait for scroll map to complete. Of course, these are example numbers - just make some tests and you'll figure it out. Good luck! :3 Share this post Link to post Share on other sites
Darkness Void 10 Posted November 28, 2016 Hmm.. Scroll Map doesn't provide 'wait for completion' option or anything like this, so I guess you'll have to manually put 'Wait' function. I'd suggest counting how much time it takes to scroll 'x' tiles and then just perform simple maths to count how many frames you need to wait until it gets to place you want. So for example if moving by 10 tiles would take let's say 5 seconds (300 frames [60 FPS]), then that would mean, that moving by one tile would require 30 frames. So from now on, you could you just multiply that number by amount of tiles, that you want the camera to move. Tiles to scroll * 30 = amount of frames to wait for scroll map to complete. Of course, these are example numbers - just make some tests and you'll figure it out. Good luck! :3 I got it to work, altho now after the final scroll map the event skips over the player walking it seems. Aw well I fixed that by using a self switch. Share this post Link to post Share on other sites
Rikifive 3,411 Posted November 28, 2016 Soo... is everything working now? x3 Share this post Link to post Share on other sites
Darkness Void 10 Posted November 30, 2016 Soo... is everything working now? x3 Yeah, it's working OK. Why doesn't it have a wait option again? XD Seems like a oversight. Share this post Link to post Share on other sites
Rikifive 3,411 Posted December 1, 2016 Yeah, I agree it should have that. It would be something simple yet useful. Welp, in that case~ This thread is closed, due to being solved. If for some reason anybody would like to re-open this thread, just send a message to moderator or report the first post on this thread and ask for its re-opening in the reason box. (= x3 Share this post Link to post Share on other sites