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Rpg maker parallax backgrounds resize
Rpg maker parallax backgrounds resize








rpg maker parallax backgrounds resize

Choose a text animation type – by default, all text is set to “Typewriter”.

rpg maker parallax backgrounds resize

Set “Listener” to another actor if you selected multiple actors to be in the cutscene, or “None” if there is only one actor involved. Set the “Speaker” to the actor that will speak the first line. The “Listener” parameter is used to darken the tint of the actor to show that they are not actively speaking, but are still involved in the cutscene. The “Speaker” parameter is used to display the name of the actor speaking, and remove any dark tinting they may have to show they are the active actor. The “Dialogue Box” has a number of parameters that will affect the actors in the cutscene. The most basic form of dialogue is the “Dialogue Box”, which will only present text that an actor is saying. If you need to have more than two actors speaking to one another, you will need to use a combination of “Actor Enter Screen” and “Actor Exit Screen” events during the cutscene to display the correct actors.įor now, let’s continue with the cutscene by adding some dialogue. Only two actors should be on-screen at once. If you selected multiple actors to be involved with the cutscene, you may wish to insert another “Actor Enter Screen” event and position the second actor on the opposite side of the screen, facing toward the first actor. For events that players need to see, “Skippable” should be set to “No”. For non-important animations and dialogue, “Skippable” can be set to “Yes”. The last parameter, “Skippable”, determines if the event can be skipped or forced to play when the “Skip” button is pressed during a cutscene. Select the map the cutscene takes place on. Position Duration and Fade Duration are similar to the parameters used in the “Start Cutscene” event, and 1 second is a suitable duration for these too. Select which side of the screen you want them to be on, and which direction they should be facing. Select the first actor you want to appear on screen. If you hover over each parameter, a tooltip will appear to give you information about what that parameter does. Back in your script, insert an “Actor Enter Screen” event. Next, we want some actors to slide onto the screen to start the cutscene. If you were to test your script now, you would see that when you click the actor to start the cutscene, the HUD will turn off, the screen will darken, and the actors you selected fade out from view. We want the cutscene to only start when DialogueOpen is OFF, so you will need to disconnect the event by right-clicking on the connection, and then left-clicking and dragging from the right node of the Switch Branch to the top node of the Start Cutscene event. The event will save the actors’ original scales, locations and facing directions to their actor variables, then darken the tint of any actor not specified in this event to take focus away from these background actors.īy default, when adding this event after the Switch Branch, it will be connected to the left node of the branch, which means “When DialogueOpen is ON, start the cutscene”. You can hold CTRL and left-click to select more than one actor. A good starting point for these durations is typically 1 second each. This event allows you to select which actors will be involved with the cutscene, which map the cutscene will take place in (usually “This” or whichever map the actor is on), the index of the “Black Background” parallax layer (by default, this is -2), and how long the parallax background and the actors you selected will take to fade in and out respectively. In a basic cutscene, the next event you add will usually be a “Start Cutscene” custom event. Inside the Switch Branch, select the switch “DialogueOpen”. Without this check, players will be able to rapidly click on actors, each time starting their cutscene script again, which produces undesired results. Whenever an actor is clicked, you need to check to see if the player has already entered dialogue or is in a menu. The first event you need to add in this trigger will always be a “Switch Branch”. All cutscenes start using the mouse, so you will want to use a “Mouse Down” trigger for the actor. To create a new cutscene, first create a new actor or edit an existing actor. In the Visual Novel Kit, most cutscenes follow the same basic flowchart, with variations and extra scripting depending on the functions of the character.










Rpg maker parallax backgrounds resize