Transition BGM when passing a certain point in the map?

McMillan

Veteran
Veteran
Joined
Sep 21, 2016
Messages
36
Reaction score
3
First Language
English
Primarily Uses
Okay so. There's a map I have where half of it is a path and the other half is a town. I have specific songs for each half of the map that I want to use. My question is how do you properly set this up?


My thinking is I'll need 2 events. Both will fade out whatever bgm is playing, but after the fadeout play the path bgm if I'm going left and the town bgm if I'm going right. Is this the right way to go about it?
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Pretty much.  You could use a single event, fade out the BGM, then use a conditional branch to see which way the player is facing and play the new BGM depending on whether they're entering or leaving town.  I'd suggest you add a Wait before the play BGM, just to give the previous BGM a chance to fade out.


The problem exists though, and would still need to be dealt with if you used two events, of what happens if the player just steps onto the tile then turns around.
 

McMillan

Veteran
Veteran
Joined
Sep 21, 2016
Messages
36
Reaction score
3
First Language
English
Primarily Uses
Is it possible to make the event slide the player one space in the direction they're facing? If so, how?
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Sure.  Do a move route and make the player move one step forward.  So something like this:

Code:
Fadeout BGM
Set Move Route (Player) (Wait for completion): Step Forward
Conditional Branch: Player is facing Right
  Play BGM Town
Else
  Play BGM Path
End
The wait for completion on the step forward just makes the next command wait, so gives a chance for the current BGM to fade out while they're getting off that tile.  You don't need to worry about whether the player is facing right or left for the move route - just use step forward and they'll keep going in the same direction.
 

McMillan

Veteran
Veteran
Joined
Sep 21, 2016
Messages
36
Reaction score
3
First Language
English
Primarily Uses
Oh right, I just put a move player command in the conditional branch where the player is facing. Thanks for the help!
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Not IN the conditional branch - put it before it.  You want to move them forward, regardless of which way they're facing.  Just put the commands in the same order I showed you.
 

McMillan

Veteran
Veteran
Joined
Sep 21, 2016
Messages
36
Reaction score
3
First Language
English
Primarily Uses
Yeah I saw the post before I set it up. Thanks again!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,862
Messages
1,017,050
Members
137,571
Latest member
grr
Top