CUTSCENE HELP

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Wide-screen cutscenes offer cinematic value. They also alert the viewer that: "Hey! There's a cutscene happening now!".
Also, don't take notice of the lighting effects used in the piece - Malad is just a pro at them :).
post=102298
Wide-screen cutscenes offer cinematic value. They also alert the viewer that: "Hey! There's a cutscene happening now!".
Also, don't take notice of the lighting effects used in the piece - Malad is just a pro at them :).


They also hide the emptiness of your maps! :o
Just... Don't make your cutscenes too long at a time. Or put in SLOW EPIC text to go with it either.
what everyone else says is good enough info, try not to slow the text right down, this can drag and starts to make the game to dull, move event hero to all the places needed in the cutscene, show pictures, edit tilesets or add panaroma pictures to make a cutscene with effect.

Defiently keep the cutscenes to what they should be about, try to not add to much dialog to it and dont forget that you can move the camera to point to any key elements in the cutscene, dont forget to also freeze the hero so the player cannot control them during the cutscene. Hope some of this helps.
Thanks kaempfer and everybody else.

You cleared up my confusion :P

Hopefully I can get a good cutscene or two going.....


By the way, as a secondary question, what are panoramas? Can't find a use for them anywhere.
Just because you have a ton of effects doesn't mean you have to use them all.

The stars in the background are a panorama. They move.
LouisCyphre
can't make a bad game if you don't finish any games
4523
They should only move if the ship rotates for "gravity" or if it moves at obscene speed.

If it spins then put those stars of the floor mister.
tardis
is it too late for ironhide facepalm
308
a cutscene? move events, messages, jumps, anything! although don't make it too boring. insert some music to fit the scene.

post=102268
Widescreen! Make a picture of two black bars, and when the cutscene begins, have them at 500% zoom or something, then move picture into 100%, so black bars slide in at the top and bottom, and zoom it back up when the cutscene is over. (Do it with a common event.)


nice!
Panoramas, for lack of a better description are another (VERY BOTTOM) layer on your map. But instead of having many tiles to choose from. You have one single giant tile in the form of a picture. Usually in sizes of 320x240 or 480x360 or 640x480 or higher, resolutions in game depending on what maker you use.

Panorama Movement
This layer can be set to scroll automatically, and you can set minus on the speed to make it go the other way. Setting both speeds will make it move diagonally.

Panorama Based Maps
If you wanted to, you could technically make each map completely in a paint program, and then only having tilesets to place "impassible/passible/usable" events for the player to interact with. Im not sure, because I havent done this myself, but I THINK the size of the map has to be in relative terms to 20x15 for the image to not be stretched and the tiles becoming odd looking and no longer 16x16 (rm2k3).
And of course, if you make a large number of maps this way, it can increase your game size by a large amount. Since every map will have its own picture.

But, I cant see my panorama....
Look at your tile set, see the color of the background of tiles that are not completely 16X16 in layer 2(chairs overhangs etc etc)? Find a tile in Layer one that is completely or partially this color (Its usually the very bottom right tile of the layer one selection.), and you will be abd to create a window to see the panorama. Use this(these) tiles to make a large enough area to count as a sky, or hole to see through. Place the proper overhanging tiles to make it look correct. (IE, the tops of cliffs). And make sure the Transparent space is impassable, unless you want your character to fly at some point. haha.
I'm a fan of backgrounds of multiple layers. Too bad I'm not really sure how that would be done in 2k/2k3 as far as just tilemaps go. For example, if you want the sensation that you're really, really high up, put in tons of layers that show more depth. Or, to have a really, really vast scene, have multiple layers for any mountains/clouds, forests/plain levels. Mode-7 like tricks can rock.

If it's a cut-scene, you could still do all this in 2k/2k3. The mode-7 like grounds + upright objects combo is much easier to pull off in 2k3 since you get 50 pictures by default.

By Mode-7 like, I mean a scene with many many layers, each showing a level of distance from the focus. Because you would have several pictures (even 8 to 10 would do) you could even do fog by tinting each one a value the further it is without the trouble of the fact that 2k/2k3 doesn't do alpha-per-pixel.

Can't draw well or don't have the time to draw that many layers? Just take one nice scene and separate the individual parts so that they can move independatly. And add a few objects here and there.

Don't stress it too much, make sure you have a decent game first before adding awesome.
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