My npc looks like it just "disappears"

L42cf

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So far what I've done is I've made it so that I follow an npc to a certain path, and I make it so that when she drops me off, she disappears.

In order for a realistic drop off, I either need to make her walk off screen without making it possible for the player to follow to see her disappear, which I have failed to do.

I also tried a fadeout/fade in effect so when she "leaves", it doesn't seem like she just disappeared, but walked off while the screen was faded.

I don't know any other ways to make it seem like the npc leaves without either the npc seeming like they just teleported away, or without the npc walking off screen in order to disappear, only to have it possible for the player to see the npc walk off screen and vanish in mid air.

The screenshots show how I have everything running, but whenever I try the above methods, either the player is stuck in place and can no longer move, or the npc bugs out and doesn't complete her path.

I know this all sounds confusing but it's because I'm just as confused. Just imagine an npc saying goodbye and then literally the moment you press next the npc is gone as if she was never there.

I hope this provides enough detail in order to help me because I want to just move on but this one thing is holding me back.

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bgillisp

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Part of the problem is when self switch B is turned on, the event will no longer show, due to how you set up your pages. The best solution is to set it so that the event walks offscreen by setting the move route to wait. If the NPC gets stuck, then there is something in the way, and you need to move it.

Otherwise, the fade in/fade out approach works. Many people use that for their cutscenes in their games, so that might be best for you.

On another note, may I suggest not having all of the events split up like that? That's asking for trouble down the line. Use one master event set to autorun and have it control the player and the NPC, then when it is done, switch off the autorun. Andar has a tutorial that can show you more what I'm talking about.
 

Shaz

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Why do you have 3 event pages? Why not just combine what's on page 2 with what's on page 1? The player can follow because it's a parallel process. If it were still part of the autorun, the player would not be able to follow until the end of the event.
 

L42cf

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Why do you have 3 event pages? Why not just combine what's on page 2 with what's on page 1? The player can follow because it's a parallel process. If it were still part of the autorun, the player would not be able to follow until the end of the event.
well because i've been looking online so much for how to make it so that a player follows an npc, and that so far has been the only way I could get it to work

I wouldn't know where to begin if I had to make it all one page.

Basically the process is: 

1) player walks out of house

2) npc immediately talks to player

3) npc tells player to follow

4) player follows npc all the way to target location

5) npc says goodbye and leaves

and then the player moves on and the npc never does that process again

but i dont know how to put that all on one event page without conflicts, because i've run into a lot of conflicts

Part of the problem is when self switch B is turned on, the event will no longer show, due to how you set up your pages. The best solution is to set it so that the event walks offscreen by setting the move route to wait. If the NPC gets stuck, then there is something in the way, and you need to move it.

Otherwise, the fade in/fade out approach works. Many people use that for their cutscenes in their games, so that might be best for you.

On another note, may I suggest not having all of the events split up like that? That's asking for trouble down the line. Use one master event set to autorun and have it control the player and the NPC, then when it is done, switch off the autorun. Andar has a tutorial that can show you more what I'm talking about.
I looked up andar but I only saw Spanish videos and I'm not if it's him, could you link a video?
 

Shaz

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Don't let the player actually have any control. Put all the commands from the second page into the first page. And add a Set Move Route for the player to make them follow. When the NPC says goodbye, make the move route Wait for Completion, and then turn on the self switch conditioning the next page.
 

L42cf

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Don't let the player actually have any control. Put all the commands from the second page into the first page. And add a Set Move Route for the player to make them follow. When the NPC says goodbye, make the move route Wait for Completion, and then turn on the self switch conditioning the next page.
So would this all be one event? And only on one event page?
 

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