RPG MAKER 2003 CUTSCENE QUESTIONS
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Hi there again I have a few questions about making cut-scenes with rpg maker 2003
If any of you have ever played resident evil 2 and get to the part where claire or leon meet marvin for the first time and he gives you the key card then locks the door behind you ,
I basically want to do that with my cut-scene , could anyone point me in the right direction on how to accomplish this ? any help would be great.
If any of you have ever played resident evil 2 and get to the part where claire or leon meet marvin for the first time and he gives you the key card then locks the door behind you ,
I basically want to do that with my cut-scene , could anyone point me in the right direction on how to accomplish this ? any help would be great.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You're describing what you want quite vaguely. The cut scene has several parts, what part are you confused on? You want to know how to lock a door at the end of a cut scene? How to give the player an item? How to show characters talking?
That's pretty vague, considering I haven't played that game... Does the cutscene play when you interact with the NPC? Or triggered when you walk past a certain point on a map? Is the NPC just standing there, or does he walk up to you?
Giving a key card can be done with just text, nothing fancy (don't forget to add item key card to hero, though). Then add an event command that makes the NPC walk to the door, and turn on a switch (name it "door lock" switch). You make a new page on your door, that activates when the door lock switch is turned on, and does nothing when the player interacts with it / or add a message to tell the player that it's locked.
Giving a key card can be done with just text, nothing fancy (don't forget to add item key card to hero, though). Then add an event command that makes the NPC walk to the door, and turn on a switch (name it "door lock" switch). You make a new page on your door, that activates when the door lock switch is turned on, and does nothing when the player interacts with it / or add a message to tell the player that it's locked.
sorry guys lol.
so what would happen is this:
You open the door and the character you control will automatically approach the injured NPC , they will have a short conversation then the NPC will give the character a key for another door in the game.
After that the character will automatically exit the room and the NPC will lock the door behind you so you can't open it anymore.
so what would happen is this:
You open the door and the character you control will automatically approach the injured NPC , they will have a short conversation then the NPC will give the character a key for another door in the game.
After that the character will automatically exit the room and the NPC will lock the door behind you so you can't open it anymore.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh, I guess you need to know how to do ALL of it and understand absolutely nothing about events then?
Good news, none of these things are complex at all, as cut scenes go. Bad news, you understand nothing about events! This might be kind of a crash course, it'll take some experimentation
If the cut scene is triggered open going through the door into a new map, then you'll want the main cut scene event to be an auto-start event in the map where it takes place. Some people use invisible events to control cut scenes, but for this one we'll just use the NPC event, since the event clearly revolves around him.
Make an event that looks like the NPC, and set it to auto-start. On the right side of the event are the commands that the event performs. Since it's auto-start, anything you put over there will be done automatically as soon as the player enters the room.
The first command you want to do is have the player move up to the NPC. You can do this with the "Move Event" command. When looking through the event commands, it's on the second tab, I believe. When you click on the "Move Event" command, it'll let you pick which event to move, and where to move it. The event you want to move is the hero! Choose "Hero" in the drop-down box in the upper-left corner and then have him "move up" a couple times until he's standing in front of the NPC. Hit OK.
The next command after any "Move Event" command is usually to wait until the movement is done. You don't have to time how long it takes. There's a "Proceed with movement" event command right below the "Move Event" command. This'll wait until the hero's done moving before doing the next thing.
The next thing is the dialogue. You can do that, right? After the dialogue, you want to add the key to the player's inventory. There's an event command for this, but I can't remember the exact name for it in RM2003. It's something obvious like "Add/remove items" I think.
Then have the hero move back to the door, the same way you had him move before. Do another "Proceed with movement" command afterwards.
Before you teleport the player back to the previous map, you need to turn on a switch. Switches tell the game that something's been done. In this case, you're using a switch to indicate that the cut scene has been done. You can name your switches, so I recommend you name it something like "First dungeon door locked". After turning on the switch, teleport the player back to the previous map.
The door event in the previous map needs to be locked now. Open up that door event, and click New Page. You'll create a second page to the door event. When an event has multiple pages, the event does different things under different conditions. Each page represents a version of the event. In this case, we want it to be locked if our switch has been turned on. So on the second page of the door event, in the upper-left where you can choose conditions, set that switch as the page's condition. And then in the event commands on the right, instead of teleporting the player to the other map, show a message saying "Locked."
Good news, none of these things are complex at all, as cut scenes go. Bad news, you understand nothing about events! This might be kind of a crash course, it'll take some experimentation
If the cut scene is triggered open going through the door into a new map, then you'll want the main cut scene event to be an auto-start event in the map where it takes place. Some people use invisible events to control cut scenes, but for this one we'll just use the NPC event, since the event clearly revolves around him.
Make an event that looks like the NPC, and set it to auto-start. On the right side of the event are the commands that the event performs. Since it's auto-start, anything you put over there will be done automatically as soon as the player enters the room.
The first command you want to do is have the player move up to the NPC. You can do this with the "Move Event" command. When looking through the event commands, it's on the second tab, I believe. When you click on the "Move Event" command, it'll let you pick which event to move, and where to move it. The event you want to move is the hero! Choose "Hero" in the drop-down box in the upper-left corner and then have him "move up" a couple times until he's standing in front of the NPC. Hit OK.
The next command after any "Move Event" command is usually to wait until the movement is done. You don't have to time how long it takes. There's a "Proceed with movement" event command right below the "Move Event" command. This'll wait until the hero's done moving before doing the next thing.
The next thing is the dialogue. You can do that, right? After the dialogue, you want to add the key to the player's inventory. There's an event command for this, but I can't remember the exact name for it in RM2003. It's something obvious like "Add/remove items" I think.
Then have the hero move back to the door, the same way you had him move before. Do another "Proceed with movement" command afterwards.
Before you teleport the player back to the previous map, you need to turn on a switch. Switches tell the game that something's been done. In this case, you're using a switch to indicate that the cut scene has been done. You can name your switches, so I recommend you name it something like "First dungeon door locked". After turning on the switch, teleport the player back to the previous map.
The door event in the previous map needs to be locked now. Open up that door event, and click New Page. You'll create a second page to the door event. When an event has multiple pages, the event does different things under different conditions. Each page represents a version of the event. In this case, we want it to be locked if our switch has been turned on. So on the second page of the door event, in the upper-left where you can choose conditions, set that switch as the page's condition. And then in the event commands on the right, instead of teleporting the player to the other map, show a message saying "Locked."
wow thanks for all that info I shall give that a go right away ! Ive done half of the cut scene , just mostly have trouble figuring out how to use switches and pages,but I will go step by step to what you said , and thank you for taking the time to type all that ! :)
very much appreciated.
very much appreciated.
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