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Posted: Wed May 28, 2008 2:59 pm
So I'm not exactly talented in RPG Maker as of yet... (I hope to be sometime in the future) and I was wondering if there's any Tutorials that I can learn from, Advice I can be given from others and a couple questions of mine answered.
I've started a RPG off where it takes place in a throne hall, its your cliche knighting ceremony where our hero is walking down the lavender Carpet and the soldiers are lined up on the sides to see the procedure Through. Here's my first question, I have two NPC Characters set up within the game to accompany the hero, I'm looking to see how its possible to include them in this little cutscene of mine. They'll be the only two sticking out from the other soldiers and I'm looking for them to acknowledge him with the exclamation mark and join him on the walk up the carpet... Any ideas as to how I can make that happen?
Please help ;D
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Posted: Wed May 28, 2008 5:44 pm
At the moment i can't provide any tutorials, but i can provide this link; http://www.neoseeker.com/forums/22121/t1156957-faq-tips-tutorials-updated-19-05-39-08/ It was designed for RMXP, but most of the tips can be applied to any system.
As for your problem, use the "show animation" event command on page 2, to show the exclamation mark, and set it above the event's head. Be sure to name your events, if you plan to move them, it'll make things loads easier.
Use the "move event" command to force the soldier sprites to walk up the carpet with the player. Force the player to do the same. You'll need a seperate move event command for each event, and one for the player. These should all be ran from an auto-run event, seperate from the soldiers and player. A scene event if you will.
During events, always force the player to walk with other NPCs. The player input (Where the player holds a direction key to walk) is faster than the NPCs. So if you set a soldier to walk at the "fast" speed, and let the player walk beside him, the player will outrun him, even at the same set speed. If you force the actor to walk with a move event instead, you won't have this problem.
Feel free if you have anymore questions, or need this one revised.
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