- Joined
- Oct 23, 2020
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I have a cutscene in my game which is created purely through eventing (no videos or pictures, just in-game assets). That event has been set to auto-run, and when it completes, it moves the player to a new area. That all works fine. But it's a pain in the ass watching the whole cutscene every time I playtest a change (which is VERY frequent; I am really zealous about making sure each individual event plays out the way I want it to before moving on to the next), and it also occurred to me that players might want a way to skip it too, if they had played my game before. So I created an event set as a parallel process, with a conditional branch stating that if the cancel button was pressed, it should run the same commands as the end of the cutscene, basically fade the music and the screen and teleport the player to where they would have gone after the cutscene ended. I left the "else" branch empty.
Doesn't work. Doesn't even fake it. So can someone with more experience tell me where I went wrong, or a more efficient way to do this? Thanks for any help in advance!
Doesn't work. Doesn't even fake it. So can someone with more experience tell me where I went wrong, or a more efficient way to do this? Thanks for any help in advance!