CUTSCENES
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Here's a blank storyboard for anyone interested.
post=205452
The only thing that makes me stop when making a game is the feeling of completion you get after finishing a whole area or section of your game. It makes it hard to get up a head of steam for the next section, so you have to take a step back and work on something minor for a while...
To be honest, this is happening to me right now with Sore Losers: Riot Grrrl. After finishing the second level of it I have lost a bit of drive, which is why I am tweaking the battle-animations instead of moving forward!
ack I feel the same way!
I went through the biggest lull ever after releasing the playable demo of my game. once you complete a goal you set for yourself, it's hard to pick things up where you left off i guess
I find new large maps more daunting than a cutscene.
It's kind of fun to set up some kind of cinematic feeling for the player.
Not so much if everything I write feels corny one day, though.
It's kind of fun to set up some kind of cinematic feeling for the player.
Not so much if everything I write feels corny one day, though.
post=206004
I find new large maps more daunting than a cutscene.
God yes. Sometimes, I just can't be bothered.
post=206004
I find new large maps more daunting than a cutscene.
Definitely agree! Any project I've ever quit has been when the player reaches a town or something.
So daunting, in fact, that I go and create a cutscene somewhere just to procrastinate! Funny thing, that.
But then you have to go and make it anyway....
But then you have to go and make it anyway....
when it comes to large maps, i'm only daunted by towns, and only because i will have to do alot of eventing and (ugh!) writing!
it's kinda ironic that my game's writing is the thing that most people really like most about it yet it's always the thing i'm most reluctant to do :P
it's kinda ironic that my game's writing is the thing that most people really like most about it yet it's always the thing i'm most reluctant to do :P
I love cutscenes, because I love dialogue and establishing characters, and I also like picking out the ultimately perfect music for every cutscene.
I do have the problems of having no clue how long Waits should be, and also of not mapping out my movements enough beforehand though, so I end up running through the scene about 100 times before I'm done.
I do have the problems of having no clue how long Waits should be, and also of not mapping out my movements enough beforehand though, so I end up running through the scene about 100 times before I'm done.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I do have the problems of having no clue how long Waits should be, and also of not mapping out my movements enough beforehand though, so I end up running through the scene about 100 times before I'm done.
Just a helpful tip. Waiting after movements is generally not the best way to wait until movements finish. There is an actual event command called "Wait until movement finishes" (or whatever it's called in whichever version of RPG Maker you use). Try it out, it's infinitely easier.
Only time I use waits during movements is when I want multiple movements that begin at different times but overlap. Even then you should still use "wait until movement finishes" once the last event starts moving.
post=207816I do have the problems of having no clue how long Waits should be, and also of not mapping out my movements enough beforehand though, so I end up running through the scene about 100 times before I'm done.Just a helpful tip. Waiting after movements is generally not the best way to wait until movements finish. There is an actual event command called "Wait until movement finishes" (or whatever it's called in whichever version of RPG Maker you use). Try it out, it's infinitely easier.
Only time I use waits during movements is when I want multiple movements that begin at different times but overlap. Even then you should still use "wait until movement finishes" once the last event starts moving.
RM2k3 does not have this command.
post=207872
RM2k3 does not have this command.
This. This so hard. This is one of those deals that would have sold me on a more advanced maker, had I known.
post=207808
Doesn't everyone?
True, but it kind of sucks having to run it extra times because your guy jukes left when he should juke right :(
Don't worry though, you're not missing out on much, the command freezes the game if you set an event to move in a loop at any point ion time on a map!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
post=207872post=207816RM2k3 does not have this command.I do have the problems of having no clue how long Waits should be, and also of not mapping out my movements enough beforehand though, so I end up running through the scene about 100 times before I'm done.Just a helpful tip. Waiting after movements is generally not the best way to wait until movements finish. There is an actual event command called "Wait until movement finishes" (or whatever it's called in whichever version of RPG Maker you use). Try it out, it's infinitely easier.
Only time I use waits during movements is when I want multiple movements that begin at different times but overlap. Even then you should still use "wait until movement finishes" once the last event starts moving.
Uh... yes. Yes it does. I used it a few thousand times in my RM2K3 game. RM2K has it also. RM95 might not...
In RM2K3 it's directly under Move Event, and its name is Proceed With Movement. In RM2K, it's called something else, but it's in the same place.
Another good thing about RM cutscenes would be if you guys placed a option to skip some of them. I know I have this feature, as most of my friends are getting annoyed about my 10 minute cutscenes.
post=208237
Another good thing about RM cutscenes would be if you guys placed a option to skip some of them. I know I have this feature, as most of my friends are getting annoyed about my 10 minute cutscenes.
If people want to skip your cutscenes, either:
1) The player is really impatient, or
2) You are bad at making cutscenes.
And I don't know if you're exaggerating or not, but there is no reason for a cutscene to be 10 minutes long. No, not ever. No, it's not "just this once". Unless your game remotely calls up a butler serving me medium-rare General Tso's chicken and Dr. Pepper on a silver platter so I can eat it while absentmindedly tapping the Enter key, 10 minutes is too long.
post=208071
Uh... yes. Yes it does. I used it a few thousand times in my RM2K3 game. RM2K has it also. RM95 might not...
In RM2K3 it's directly under Move Event, and its name is Proceed With Movement. In RM2K, it's called something else, but it's in the same place.
wat. This better not exist.
I used to make cutscenes that were 10 minutes long, hell even "The Aquatic Adventures Of Scuba Steve" opening is about 8 minutes long. I guess I like making long cutscenes, which is why I need a skip option.
Also, my family and friends are REALLY impatient, but, then again, so am I! I can't STAND long opening with people talking!!! BLAH BLAH BLAH!!!
Also, my family and friends are REALLY impatient, but, then again, so am I! I can't STAND long opening with people talking!!! BLAH BLAH BLAH!!!
post=208304
...
If people want to skip your cutscenes, either:
1) The player is really impatient, or
2) You are bad at making cutscenes.
...
RM2k3's Proceed with Movement command is so mind boggling these days.
Also:
P.S:
Random RM2k3 coding tip #231: End Event Processing command only ends the page it was used in. If you use an event to call another event that has an end event processing command, the called event will end and go back to it's original event.
Random RM2k3 coding tip #53: "Index stored in Variable" makes eventing that much less time consuming. Say for instance "#0001: Variable 1" is 6; If you use "Index stored in Variable #0001" "SET" "4", it will change variable #0006 to 4. Lovely little thing to know if you plan on having something advance.
Also:
post=208380post=208304
...
If people want to skip your cutscenes, either:
1) The player is really impatient, or
2) You are bad at making cutscenes.
3) They've already scene the cutscene.
4) Your actual gameplay is much better then your cutscenes.
...
P.S:
Random RM2k3 coding tip #231: End Event Processing command only ends the page it was used in. If you use an event to call another event that has an end event processing command, the called event will end and go back to it's original event.
Random RM2k3 coding tip #53: "Index stored in Variable" makes eventing that much less time consuming. Say for instance "#0001: Variable 1" is 6; If you use "Index stored in Variable #0001" "SET" "4", it will change variable #0006 to 4. Lovely little thing to know if you plan on having something advance.






















