- Joined
- Oct 15, 2018
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- 653
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- English
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- RMMV
Might need to explain this a bit.
A pretty common feature of RPGs (and most (all?) versions of RPG Maker) is that the player walks around, dragging a "snake" of followers behind them. Sometimes the game is grid-based, sometimes it has free movement, sometimes it's 3D - but this appears in many RPGs.
But often, you'll arrive at a cutscene - triggered by a conversation with a character, or interacting with an event - and suddenly, one of your followers in the "snake" needs to become a fully-fledged character, moving around, talking, emoting and so on.
RPG Maker doesn't allow you to directly control followers, so people have come up with various solutions, some of which appear in other games too.
Some RPGs, like Final Fantasy VII, don't have followers; instead, when cutscenes need them, the characters simply appear, or "step out" of the main character.
In the existing Nina Aquila: Legal Eagle games, I did several things. Often I engineered the interactions so as help conceal the moment I "swap" the player's follower for an "actor" event, and when I swap it back, either by arranging the map carefully, or having a brief fadeout/fadein to bookend the cutscene.
But still, I'm sure there are as many ways to do this as there are RPGM developers - so, how do you do this?
A pretty common feature of RPGs (and most (all?) versions of RPG Maker) is that the player walks around, dragging a "snake" of followers behind them. Sometimes the game is grid-based, sometimes it has free movement, sometimes it's 3D - but this appears in many RPGs.
But often, you'll arrive at a cutscene - triggered by a conversation with a character, or interacting with an event - and suddenly, one of your followers in the "snake" needs to become a fully-fledged character, moving around, talking, emoting and so on.
RPG Maker doesn't allow you to directly control followers, so people have come up with various solutions, some of which appear in other games too.
Some RPGs, like Final Fantasy VII, don't have followers; instead, when cutscenes need them, the characters simply appear, or "step out" of the main character.
In the existing Nina Aquila: Legal Eagle games, I did several things. Often I engineered the interactions so as help conceal the moment I "swap" the player's follower for an "actor" event, and when I swap it back, either by arranging the map carefully, or having a brief fadeout/fadein to bookend the cutscene.
But still, I'm sure there are as many ways to do this as there are RPGM developers - so, how do you do this?