The same way it was done in Ace. So every guide for an Ace cutscene should work in MV too.Yeah, I'm just wondering how to make an opening cutscene in this version of rpg maker!
Thanks for the answers in advance!
You can't do something like that because a cutscene isn't the same for everyone. There are many different variations of creating your cutscene. With "The same way as in Ace" I was talking about using event commands to decide how the cutscene should work. It's not possible to improve something that is completly different depending on who is creating his cutscene. There's not basic rule on what should be happening inside a cutscene, just basic tips on how to start doing a cutscene and learning yourself on how to improve it.This is something that should have updated. EVERYONE wants a ctscene. Sure you can figure it out, but this should have a streamlined function, for example: you have to make the "player/s" invisable and lock out player controls, and then start work on the scene. Then transport player to another map, make him visable, ect. Doable but man... Wouldn't it be SO much better to just have an event menu called "cutscene"? Boom. It asks what map, you select. It gives option cutscene ends when swith #___ is off. (Use last event in scene to turn the switch off) and bingo, auto fade out and back to playable game. Or I guess the same old way is fine. I was hoping for improved functionality for cutscenes, though.