The only reason to put anything here is if you wish to do something after the cutscene is over. Put nothing on page 2, and keep it at action button. The event sequence at the end now looks like this, with the Dog’s Move route first then Kasey then Reid’s one step backwards, then Reid’s turn down. The one step backwards will have wait until completion checked, then below it there is another event that is Set Move Route -> Reid -> Turn down. So we will now copy and paste Reid’s one step backwards and put it last, and add an exclamation balloon too, to show some reaction to this. The order does not matter as anything between wait until completions will run all at the same time, so always put the event you want everything else to wait for last. To do that, we will move Reid’s move route to last in the sequence. ![]() Now, to close this, let’s say we want Reid to first move that 1 step backwards, then turn to face the dog and Kasey as they leave the map. Kasey’s move route is similar, though the full move route is not shown in this tutorial. The Through ON Transparent ON is so it is not stuck on the transfer event at the end and vanishes off the map like it should. This is so the player does not interfere with the cutscene. What I usually do is I first call a move route event, set it to player, and call Through On, Transparent On. ![]() This is things like moving events into position, turning on switches, etc. Next, I always start my cutscenes with a fade out, so that I can do background processing before the player sees anything. The event is set to autorun too, so that this event has total control. This event, which I will call the controlling event going forward I name Cutscene Autorun. Once it is more final I move the event to the upper left hand corner of the map where I store all of my events that affect the entire map. The only time more than one event is needed is if the cutscene is over more than one map, as events can only control events on the same map.įor purposes of making a cutscene, I always put my event that will be doing all the work near the cutscene when making the scene. ![]() Instead use just one event set to autorun to run your entire cutscene. Do not spread it out via parallel processes or switches! Doing that is very confusing and you can easily get lost finding and fixing errors in your cutscene. Without RPG Maker XP, we would have potentially been deprived of a host of perspectives that have helped expand the idea of what an RPG can be.First thing to know about making a cutscene is you should use one event for the entire cutscene. I think it’s cool to be able to add a piece of gaming history to your library for nothing, especially a piece of development software that gives players a way to create nearly two decades on. If you’re curious about what goes into the creation process using RPG Maker, feel free to check it out! His first interview was with developer zDS and details their struggles, successes, and insights gained while making their titles. Timely to this article, features writer Nick Mangiaracina recently released the first interview in a series focusing on RPG Maker developers. RPG Maker has been used over the last 19 years to create notable indie RPGs such as To The Moon, A Bird Story, Omori, and LISA. The sale aims to celebrate RPG Maker and the many games people have produced using its various iterations. The promotion is part of a wider celebration of the series, known fittingly as RPG Maker Festival 2024. RPG Maker XP is the oldest entry in the series, having originally released in 2005, and is meant to give players a toolset to create their spin on the RPG genre. ![]() Gotcha Gotcha Games has announced that its seminal game-making software RPG Maker XPis completely free for PC players on Steam until February 19th, 10:00 AM PDT.
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