[Help] How to make the player + one character walk side by side

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Timcampy

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Hi everyone!

So, as you red, I'd like to know how to make the player and an other character walk side by side by themselves. The goal is here to make them talk about the plot of the story while walking on a beach which is looping, involving choices about the answers to say. When the speech is finished, I'd like them to reach at a specific moment a location, like a car park for example.

Don't hesitate to ask me more information (or screenshots with explanations) if I'm not clear on something ;)

Thanks a lot!
 

Belone

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Just to check presumably you don't want the player to be able to control his character during this event?
 

Andar

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One important question about this:

Should the player have control of the actors at that time or not?

From your description I assume that the player should just watch and read without actually being able to change the walking direction.

In that case this is what is usually referred to as a cutscene, you might search for this word in the forum to see other examples and solutions.

Basically, you make a map of a beach and place one event for the other character and an autorun event on it.

The autorun event will start as soon as the player gets transferred on this cutscene map.

It should contain a sequence of commands that go basically

- moveroute controlling player one step up

- moveroute cntrolling character on step up

- show text command who says what

- next sequence of move/show text

At the end, either transfer the player off map or switch the autorun to an empty event page on action button by using a self-switch
 

Timcampy

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Belone: As Andar said in the next post, I would like to make a cutscene ;)

Andar: Well, you seems to be very helpful through the different topics ;D Very appreciated!

Basically, you make a map of a beach and place one event for the other character and an autorun event on it.

The autorun event will start as soon as the player gets transferred on this cutscene map.

It should contain a sequence of commands that go basically

- moveroute controlling player one step up

- moveroute cntrolling character on step up

- show text command who says what

- next sequence of move/show text

At the end, either transfer the player off map or switch the autorun to an empty event page on action button by using a self-switch
I got all this part, so I will be more precise about my problem: The player itself has no problem, it loops very well and walks normally. The problem is due to the character.

Same thing, I set a move route but for it this time, in autorun of course:

-Change speed: 3

-Move left

Then, I enable the "Repeat Button" but it doesn't walk like the player: instead of walking in a continuous movement, it move to left, then stop for a while, move again etc. 

(Wait for Completion can't be able/ disable)

So, the correct question would now be:

"How to make the player and the character walk side by side, in a same movement, without any controlling possibility from the player?"      (I think that should do it this time :p )

I named the topic like so because I thought there was a simpler way than the "Set Move Route" because of that problem, but when the character is using the "follow player" command, it's walking in the footsteps of the player, which I don't want at all ^^' 

Thanks again to both of you!
 

Andar

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I got all this part, so I will be more precise about my problem: The player itself has no problem, it loops very well and walks normally. The problem is due to the character.

Same thing, I set a move route but for it this time, in autorun of course:

-Change speed: 3

-Move left

Then, I enable the "Repeat Button" but it doesn't walk like the player: instead of walking in a continuous movement, it move to left, then stop for a while, move again etc. 
What you're forgetting here is the frequency of the movement: an Event will not walk all the time, but skip some movements if the moveroute in autonomous movement is simply set to repeat.

You could try to increase the frequency and experiment with that setting, but no matter what you do it will allways be tricky trying to go that way.

That's why you should NOT use "repeat movement" but command every single step of that movement.

You can't make a rolling map anyway, you'll have to make a true map over the required distance to have the player and the character arrive at a specific scene after a specific number of steps. Setting the NPC on repeat movement would have him walking beyond that point and the frequency and speed settings on autonomous movement would always carry the risk of placing the event out of sync - as you experienced before.

So in this case, you need regular, controlled movement with the same commands you give the player to guarantee the sync of the movement.
 
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Timcampy

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 Oh ok, I get it. That will take more time to make but if there isn't any other solution...

Is it possible to make a graphic with both of the characters in order to have a perfectly sync rendering of walking? Because if I put choices with answers, the end of the  beach will come sooner or more later, depending of the time that the player will take to choose! :/
 

Andar

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 Oh ok, I get it. That will take more time to make but if there isn't any other solution...

Is it possible to make a graphic with both of the characters in order to have a perfectly sync rendering of walking? Because if I put choices with answers, the end of the  beach will come sooner or more later, depending of the time that the player will take to choose! :/
no, it won't because they can't continue walking while the choices window is open.

To your first question: sprite sizes aren't fixed, so you can frankentile a larger sprite to be used instead of two single sprites, that's only some work with a graphics program.

However I suggest that you should do your questions and choices with the player first (without bothering to have the NPC walking along), just to see what will happen in that case. Because I think you're still under a few misconceptions as how that will work out on a map...
 

Timcampy

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Hi Andar!

Ok, I did what you recommended me, and yes, I thought that the character would continue to move with the choices ^^ I solved the problem. I think that this topic can be close now :)

Thank you very much 
 

Celianna

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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