In this tutorial you will learn...|
Some 'special circumstances' for Set Move Route
How to create a follow-on effect
Welcome to my sixth advanced eventing tutorial! In this tutorial, I am going to be teaching you how to create a follow-on system
with events and the Set Move Route command. This was originally merged with the next tutorial which is on background and parallel movement,
but the tutorial became too long, so I split it! Anyway, without any more intro, let's jump straight in.
Right. Grab yourself a nice blank with space for you to work in. Place
your starting position somewhere near
the edge of the map, so you have plenty of space to move to the other side in a nice long move route. Then, place another actor event behind you,
I think that has to be one of the most blank pictures I've ever taken! Anyway, in the corner of your map, add an
autorun event and add a move route for our hero to follow - something that twists and turns to demonstrate this effect properly. You should
be pretty familiar with the Set Move Route command by now, so have a look at my event commands:
But wait, I hear you cry. Something's missing! And yes indeed, something is missing. Can you tell me what it is? If you're used to
doing move routes like I am, it should look odd without it. Yup - the Wait for Move's Completion.
We are now getting into the special circumstances that I said don't use this command, and a follow-on effect is one of them. After the hero's
commands, we're now going to put in the commands for the friend, who is sitting just behind the hero's starting position. Because I want the
friend to follow the hero, I am going to use exactly the same move route and see what happens. Don't forget to change which event is moving
from the drop-down menu!
The reason we are not using the Wait for Move's Completion is because we want the friend to start moving on his
move route before the hero has finished his, giving the follow-on effect. Follow? (No pun intended!)
Here is my command list now (you can scroll the box!):
Before we try this out, there is one thing that we need to add. We do actually need to add a Wait for Move's Completion right at the
end, otherwise the system will lock. As a general rule, a move route always needs a wait, whether it is actually the Wait for Move's
Completion command itself, or just a
plain wait (I'll explain this further later) - but it doesn't have to come directly after the move route itself; so long as it is
somewhere in the following event commands. So, now, the bottom of our event commands should look something like this:
Now try out your system. Does it work? You will notice two things: firstly, the system loops, which we know how to stop and will do in a moment,
and secondly, the player moves a lot faster than the friend. By default, the player's speed is 4
and other events' speed is set to 3. Now, I would like to set the player's speed to 3, and I'll do this in the beginning of his move route,
Now the top of our event command list looks like this.
Now we're ready to try out the system again. Can you see what's slightly wrong now? The friend is moving in parallel position with the hero,
rather like a kind of weird mirror. This is happening because the hero's move route it set to start from his square. Now, we copied the exact
same move route into the friend, and now he is following that move route from one square behind, which is why it looks wrong. We can easily
fix this by adding one move command to the top of the friend's move route so that he moves into the hero's square before the rest of the move
route executes. Follow? Basically, here, we just need to add a Move Left command to the top of the friend's move route.
Try again. Doesn't that look much better? It actually looks like the friend is following now. Now that we know how to do this, we can play around
with it a bit. Try adding some wait commands within the friend's move route so that he is one or two squares behind the hero. I find that one
movement (a step, a jump, etc.) at speed three amounts to eight frames, so for every step that your hero takes, add a wait of eight frames to the friend's move route.
For example, if I wanted the hero to be just one squares in front of the friend, I would add a wait to the friend's move route for 8 frames, like so:
Try it again. See the difference? Have a play with other commands and see what other effects you can get.
And that is the end of my follow-on tutorial. I hope you have found it helpful. I have made a cutscene using this technique and another technique
called parallel move routes, which I am going to go over in the next tutorial. You can download the cutscene package here.
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