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PostPosted: November 6th, 2008, 1:36 pm 
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I was wanting to create a scene in the game that would, in the middle of it, would change due to choices you made earlier in the game.

But the only way you can use conditions is if the player activates it with touch/check/ect. That would require me interupt the scene and somehow get the player to touch an even tht would look at those conditions and act accordingly.

There's no way to use take overs to get this to happen... the only real way I could think of getting around that is to have the exact same scene repeated as many times as you needed for each 'scene' that could happen. This would take up an extremely unnecessary ammount of scenario data.

The way I found to get around it only causes the screen to fade out black and back in without disturbing the scene or causing the player to have to activate anything.

The answer is Move Location.

Right before the area in which the scene can change, move location to the exact same location and the exact same spot. In your intro event, use the conditions here for to make the scene change. By doing this, you can you spice in conditions mid-scene.

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PostPosted: November 6th, 2008, 2:51 pm 
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yup, that is what i was going to suggest. its the only way to do this without wasting tremendous amounts of space. you can make it look good by adding a cut scene in there somewhere so it zaps to another spot for a flash back then back to the main story sequence again.

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PostPosted: November 6th, 2008, 3:12 pm 
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Actually, that's pretty much the basics. But what I'm talking about isn't a flashback, or even located in a differnt place. It's a scene that branches in different way in the same location.

For example. Let's say after a boss fight you had the option to kill the guy you fought or let him live. Later in the game you fight his brother or something.

You'd have the scene of running into the brother and sharing words. But let's say from here the scenario can go one of two ways... either you killed his brother now you have to fight him... or you let him live and he let's you pass for showing mercy.

Obviously there will be a switch turned on or off for beating him. So you move location to the same spot at teh same place, but in the intro have "If such and such switch is on, take over to here (you fight him)" an another page in the intro that says "If such and such swich is off, take over to here (he leads you)"

And this method makes the change seemlessly in the scene without having to break the scene and make the player talk to an evet to make it happen.

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PostPosted: November 7th, 2008, 1:36 am 
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yea, i got you the first time.

you move location to the same place as you where to cheat the problem.

anything else you found that interesting? share some insight into your designing process.

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PostPosted: November 18th, 2008, 11:25 pm 
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Well, I've certainly had the idea before, and there was one thing that keeps me from implementing it: the screen fading out and in. Sure, with RPGM, you gotta work with what you can, but to me, it'd feel out of place to have the screen fade with no explanation towards the player. I'd want to make sure there's a reason for it to happen, such as a flashback, or perhaps something simpler like to signify a passing of time before the conversation continues (like if the team is waiting for something to happen), with the blackout lasting a few seconds to help emphisize the passing of time. But to just have it happen in the middle of a conversation? I'm not doing it.

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PostPosted: November 19th, 2008, 10:09 am 
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Well yeah. That's perfectly understandable... and what I was planning:

when it goes black, the intro would have everything black but party. In that scene , the only "party" member would be the character thinking at the time. The rest of the party (just for the scene, mind you) are just events. So, Color black on map and objects, which means only the one party member will show up, and he has some thinking dialog... but once he is speaking outloud again, bring back the color to map and objects.

If that doesn't work, I'll find something... because like you said, it would be really out of place if not within context.

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