Hello!
Basically, I'm trying to make a cutscene where mulitples things are happening at once. One of those things is that two NPCs are jumping at each other and "colliding" in midair and then jumping back to their original positions; this then loops for the remainder of the scene. I have the Hit animation synced to the collision using a couple Self-Switches (I tried just using some Waits before while keeping it all on the same page, but it kept getting out of sync and messing up). It was working beautifully, but my cutscene also involves several NPCs (inlcuding these two) fading out, which (to my knowledge, anyway), complicates the looping while staying in sync.
I know that, since I'm a noob, seeing how I approached this will likely make your eyes bleed, but I tried.
(I tried to include screenshots, but it wouldn't let me.

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And everything is set to Parallel Process.
First, I have the initial jump (with a Direction Fix). Then I made a self-switch to the next page.
Then I waited 8 frames (which syncs the animation to the collision), then inserted the animation and lowered the opacity by 20 before switching to the next page.
On the last page I just had the same opacity change (I've since taken it out and instead just changed the graphic's opacity for that page), fixed the direction, and then jumped back to the original position. Then I just turned both Self-Switches off and turned on a regular switch to... you guessed it!... another event! Yay!
The new switch has basically the exact same commands, except that the event ID for the Set Move Routes and Animation is EV002 instead of "This Event", the opacity changes to 20 less, the condition on the first page is "Switch 0001: Houndoom 1 is ON", and the last page switches Houndoom 1 OFF and Houndoom 2 ON.
"Houndoom 2" is a second switch with all the same changes as the first one. You can see where this is supposed to be going. New switch for each jump so it can loop, the animation can be synced with the collision, and the opacity can lower. I would just keep making switches until the opacity hit 0.
But when I tested it with a few, it would mess up. For one thing, the opacity would change back to the original every time it jumped forward (even though the opacity on each first page is changed immediately to whatever it was on the last page of the last switch) and then only decrease by twenty, which means it's not switching in the first place, just looping the first switch.The first jump and second jump would be perfect. But after the second one, the character would suddenly jump back (no animation). So now the two NPCs would be twice the distance apart. But they would still follow each switch. Jump forward, perfectly synced animation, jump back... then jump back again.
I don't understand why it does this, since it should just switch everything to do with that switch off and move to the next one. It shouldn't repeat the final page of each before switching, or even looping the first..
Is there a fixable issue with how I set it up, or is this method just inherently flawed? Is there an easier way to accomplish this?
Oh, and if the screenshots are needed to figure it out, then I'll try to find out how to actually post them.
Thank you!