CUT SCENES
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This is an extremely vague question as many things matter in a cutscene.
What sort of advice are you looking for? Be more specific!
Are you asking on how to MAKE a cutscene actually play out like one, or what?
If so, using auto-events and parallel processes are a start, as they allow you to take away control of the game from the player in some ways. In this way you can force message boxes to appear and the like.
What sort of advice are you looking for? Be more specific!
Are you asking on how to MAKE a cutscene actually play out like one, or what?
If so, using auto-events and parallel processes are a start, as they allow you to take away control of the game from the player in some ways. In this way you can force message boxes to appear and the like.
how do you want this cutsence to work, do you want it to be like a video, or have it with all preset events you trigger? Define what you want
You should take a look at other members games if you haven't already and take a look how they create there cutscenes.
What DD said is a good idea. Get into the guts' of others' games in the editor and dig around. Just don't forget to play the game, too!
Here's a brief skeleton of the mechanics of a cutscene, for RM XP. Adapt as needed. What happens in the cutscene depends on your game and you need to be more specific if you want more help.
My method is a little complicated but it has the benefit of putting the contents of a cutscene in a single Event which controls everything. A second event triggers the cutscene event. There are other things you'll have to find out yourself, such as how to make NPCs stay where your cutscene places them.
You need the following:
1. The Trigger: this is an Event that "activates" when the scene is supposed to happen. It can be an event set to Autostart when the player enters a map, or an event that the Player walks over.
(The first thing the Trigger does is set a variable called SceneProgress to zero. Keep reading to see why.)
When the Trigger is activated, it sets a switch, call it CutSceneTrigger, to ON.
The Trigger should set a local switch to ON, and have a final page that causes it to automatically delete itself when the local switch is ON and all cutscenes it controls have been triggered.
2. The Cutscene: this is an Event that activates once CutSceneTrigger is set to ON. It's usually an Autostart event with CutSceneTrigger = ON as a condition. This event switches off CutSceneTrigger first. It then switches on a Local Switch. It can also do other things like disable the Menu or tint the screen.
Then, this event has a series of pages which consist of the stages in the Cutscene. Each page has as its conditions the fact that the Local Switch is ON, and a value for the variable called SceneProgress. Each page can make things happen, such as displaying messages, or moving NPCs. Each page finishes by adding 5 to SceneProgress. As the Cutscene goes by, the value of SceneProgress increases. Various parallel or autostart events such as NPCs have their own event pages that can detect the value of SceneProgress and do things.
The second-last page of this Event resets anything that has been used, such as other switches, and then sets another Local Switch ON. The last page detects the Local Switch is ON and automatically deletes the event. (This prevents the cutscene being activated more than once.)
Download my game (Version 3.3 or earlier - http://www.mediafire.com/?d4g204ttmym) to see how it works.
My method is a little complicated but it has the benefit of putting the contents of a cutscene in a single Event which controls everything. A second event triggers the cutscene event. There are other things you'll have to find out yourself, such as how to make NPCs stay where your cutscene places them.
You need the following:
1. The Trigger: this is an Event that "activates" when the scene is supposed to happen. It can be an event set to Autostart when the player enters a map, or an event that the Player walks over.
(The first thing the Trigger does is set a variable called SceneProgress to zero. Keep reading to see why.)
When the Trigger is activated, it sets a switch, call it CutSceneTrigger, to ON.
The Trigger should set a local switch to ON, and have a final page that causes it to automatically delete itself when the local switch is ON and all cutscenes it controls have been triggered.
2. The Cutscene: this is an Event that activates once CutSceneTrigger is set to ON. It's usually an Autostart event with CutSceneTrigger = ON as a condition. This event switches off CutSceneTrigger first. It then switches on a Local Switch. It can also do other things like disable the Menu or tint the screen.
Then, this event has a series of pages which consist of the stages in the Cutscene. Each page has as its conditions the fact that the Local Switch is ON, and a value for the variable called SceneProgress. Each page can make things happen, such as displaying messages, or moving NPCs. Each page finishes by adding 5 to SceneProgress. As the Cutscene goes by, the value of SceneProgress increases. Various parallel or autostart events such as NPCs have their own event pages that can detect the value of SceneProgress and do things.
The second-last page of this Event resets anything that has been used, such as other switches, and then sets another Local Switch ON. The last page detects the Local Switch is ON and automatically deletes the event. (This prevents the cutscene being activated more than once.)
Download my game (Version 3.3 or earlier - http://www.mediafire.com/?d4g204ttmym) to see how it works.
kay' im figurin' it out as we speak ^^ checking out others games,and vastening my knowledge of variables
ONE MORE!
i need help uploading my demo correctly,whenever i go to click on the project file,it opens the folder?then do i upload the RPG_RT file? or am i doing something else wrong
ONE MORE!
i need help uploading my demo correctly,whenever i go to click on the project file,it opens the folder?then do i upload the RPG_RT file? or am i doing something else wrong
Download WinRar: http://www.rarlabs.com/
Install it.
Right-click on your project folder.
Select WinRar > Add to "MyProjectName.rar"
Let WinRar compress your game.
Upload the .rar file.
Install it.
Right-click on your project folder.
Select WinRar > Add to "MyProjectName.rar"
Let WinRar compress your game.
Upload the .rar file.
sweet thanks! now i need to remake my game,since i read somewhere in the forums that there needs to be more non-fantasy RPG's.so im re-doing the stories
I hope your not serious about that, nobody can tell you what type of games you can make. If you want to make a fantasy type game go ahead.
well it is still a fantasy game...but reading that did inspire me to overhaul the story and eliminate tons of the RTP stuff..
the new story is kinda cliche though...futuristic society decides to attack the magical society...how many times has that been done before (with my luck 100's of times) :P
the new story is kinda cliche though...futuristic society decides to attack the magical society...how many times has that been done before (with my luck 100's of times) :P
That's not such a bad idea...I am planning something similar in my game's story :D - but without needing to use futuristic resources.
author=lichlord link=topic=2092.msg34933#msg34933 date=1222738404
well it is still a fantasy game...but reading that did inspire me to overhaul the story and eliminate tons of the RTP stuff..
the new story is kinda cliche though...futuristic society decides to attack the magical society...how many times has that been done before (with my luck 100's of times) :P
haha if you want to see cliche try out my game. Three young hero's set out to defeat a demon lord. ;)
^O^ i love cliches,they always have something awsomer than anything buried under all the coolness that it already is!
I'm gonna try your game! it sounds awesome from the description in the games list (is called Demon Destiny correct?)
I'm gonna try your game! it sounds awesome from the description in the games list (is called Demon Destiny correct?)
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