Dann Woolf
Member
First of all, here's how my system works.
On the world map I have a parallel process on the world map that calls a common event that changes all the character's charsets to smaller versions of their charsets, and on any maps accessed from the World Map I have a parallel process calling a second common event to restore their charsets to the normal-sized ones.
The problem is that when going to or from the world map, the change of charsets occurs AFTER the player arrives on the new map, meaning for a split second the character is really small (if he just came FROM the world map) or really big (if he just exited TO the world map), and I think this looks really unprofessional.
I was contemplating using fadein/fadeout events, but I'm using StorymasterQ's escape and teleport skill scripts, which may throw a spanner into the works.
On the world map I have a parallel process on the world map that calls a common event that changes all the character's charsets to smaller versions of their charsets, and on any maps accessed from the World Map I have a parallel process calling a second common event to restore their charsets to the normal-sized ones.
The problem is that when going to or from the world map, the change of charsets occurs AFTER the player arrives on the new map, meaning for a split second the character is really small (if he just came FROM the world map) or really big (if he just exited TO the world map), and I think this looks really unprofessional.
I was contemplating using fadein/fadeout events, but I'm using StorymasterQ's escape and teleport skill scripts, which may throw a spanner into the works.