Parallel Process Help

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Leith

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I'm currently creating the intro scene for my game, and all is going well apart from one thing that I can't seem to get to work.

The intro scene goes like this:
XXXXX Gaming Presents...
then the scene starts

Theres a bit of dialogue, music, a BGSE, etc.
Then when it ends,
It fades in twice to show the two parts of my title.

Now, here's where I have an issue.
I want to have the Bell1 SE play 3 times with a delay between them
I have the timing and all figured out
I just can't figure out how to get that to play along with the Title fade in (timing for dramatic effect)
I tried having a self switch activate at the end of the dialogue just before the title fades in
Then I put in a new event page with the trigger, and the SE, which didnt work.
so I tried a whole seperate event on the map running as parallel process and that didn't work either
ideas?
 

Celianna

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Please show us a screenshot of your event (the whole event window and all of its event pages) to show us what you've tried so far :)
 

Shaz

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An opening cutscene should be done as an autorun event, not as a parallel process.

In your event, you can either do the fade-in before the audio, or do the audio before the fade-in.  In either case, don't make the first action 'wait' until it's complete.  For the audio, use a Set Move Route, with a Wait X frames, Play SE, Wait X frames, Play SE, Wait X frames, Play SE.  That will process the wait between bell chimes, but will not hold up the next command.
 

Leith

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This seems to work, except the bells keep playing instead of the Stop SE command cutting it off.  Page1.pngPage2.png
 

Shaz

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That is because a parallel process repeats by default, so unless you want something repeating all the time, you need to disable it by erasing the event or having it activate a new page that does nothing.


You probably don't ever want to use Stop SE (unless you want to stop a really long SE right in the middle) - SE is not like BGM and BGS in that it doesn't repeat like they do, so Stop SE doesn't mean "stop it repeating".


At the end of your SE repeats, turn on another self switch. Then add another page to that event conditioned by that self switch, with no other changes (don't change the trigger from Action Button).
 
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Leith

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That is because a parallel process repeats by default, so unless you want something repeating all the time, you need to disable it by erasing the event or having it activate a new page that does nothing.

You probably don't ever want to use Stop SE (unless you want to stop a really long SE right in the middle) - SE is not like BGM and BGS in that it doesn't repeat like they do, so Stop SE doesn't mean "stop it repeating".

At the end of your SE repeats, turn on another self switch. Then add another page to that event conditioned by that self switch, with no other changes (don't change the trigger from Action Button).
Awesome, I did erase event and it worked just the way I wanted.  Much appreciated. 

Now just to get the following event dialogue to work right :)
 

Shaz

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Now, just so you know ... erasing an event doesn't permanently erase it. It just removes it for the rest of the time you're on that map. When you leave the map and return, that event will be loaded, and you'll hear your bell sound again.


This might be okay if the cutscene is the ONLY time you're going to be on that map, and you teleport to another at the end of the cutscene, and never come back. But if you're coming back to this map, you NEED to use the switch/self switch & extra event page. This is why I suggested you do that in my post.


(also, no need to quote my post when you're replying immediately after ;) )


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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