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Hi!
I'm working on my game's intro cutscene, in which an NPC (1) repeats walking on a fixed route while dialog displays (see Screenshot 1).
So, naturally I set the move route to not be "wait for completion".
[IMG]http://www.joshua-salewski.com/rpgmvxa/Fixed_Route_Repeat.jpg[/IMG]
Once (1) is done talking I intend to have another NPC (2) enter the scene and move towards (1). As soon as (2) has completed doing so, I want (1) to stop following his fixed route and move towards the other NPC as well.
In order to accomplish this, I've used variables -- since I can't predict (1)'s current position when the player has finished viewing his dialog -- Map X and Map Y.
However, no matter what I try, the movements of the two NPCs always seem to cancel each other out (see Screenshot 2; NPC 1 is supposed to stand where the red x mark is, but he'll always stop before).
[IMG]http://www.joshua-salewski.com/rpgmvxa/Route_via_Coordinates.jpg[/IMG]
I've attached another screenshot below, containing a portion of the event commands I've used. NPC 1 is referred to as "Pitty" there, while NPC 2 is named "Dr. Job".
The conditional branch is set up so "Pitty" should walk to these map coordinates: 009 (x),007 (y) [which is the spot on the map marked with an x]
The other NPC moves via the Set Move Route command.
This portion of the cutscene runs as a parallel process. I'm not sure if that's the correct way to do it, though.
[IMG]http://www.joshua-salewski.com/rpgmvxa/Conditional_Branch_Movement.jpg[/IMG]
Any clues as how to solve this would be highly appreciated!
Thank you.
Cheers
EDIT: Also, why is my avatar displayed upside down and angled (I'm using Firefox...)? LOL
I'm working on my game's intro cutscene, in which an NPC (1) repeats walking on a fixed route while dialog displays (see Screenshot 1).
So, naturally I set the move route to not be "wait for completion".
[IMG]http://www.joshua-salewski.com/rpgmvxa/Fixed_Route_Repeat.jpg[/IMG]
Once (1) is done talking I intend to have another NPC (2) enter the scene and move towards (1). As soon as (2) has completed doing so, I want (1) to stop following his fixed route and move towards the other NPC as well.
In order to accomplish this, I've used variables -- since I can't predict (1)'s current position when the player has finished viewing his dialog -- Map X and Map Y.
However, no matter what I try, the movements of the two NPCs always seem to cancel each other out (see Screenshot 2; NPC 1 is supposed to stand where the red x mark is, but he'll always stop before).
[IMG]http://www.joshua-salewski.com/rpgmvxa/Route_via_Coordinates.jpg[/IMG]
I've attached another screenshot below, containing a portion of the event commands I've used. NPC 1 is referred to as "Pitty" there, while NPC 2 is named "Dr. Job".
The conditional branch is set up so "Pitty" should walk to these map coordinates: 009 (x),007 (y) [which is the spot on the map marked with an x]
The other NPC moves via the Set Move Route command.
This portion of the cutscene runs as a parallel process. I'm not sure if that's the correct way to do it, though.
[IMG]http://www.joshua-salewski.com/rpgmvxa/Conditional_Branch_Movement.jpg[/IMG]
Any clues as how to solve this would be highly appreciated!
Thank you.
Cheers
EDIT: Also, why is my avatar displayed upside down and angled (I'm using Firefox...)? LOL
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