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Programming cutscenes is probably the most tedious part of gam mak for me. I don't know how some devs do it.
Sgt M- 04/18/2016 08:27 PM
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I just have to power thru 'em. Back in the day when I worked with RPG Maker 2000, the thing I would procrastinate most on was cutscenes XD
author=GreatRedSpirit
The correct choice is clearly to write your games with no cutscenes
This is my choice. Minimize them!
And/or resort to the good ol' WALL-O-TEXT
I...love making cut scenes. It's one of my favorite parts of the process, really. I just hate how they're one of the last things I get to.
author=Housekeeping
I...love making cut scenes. It's one of my favorite parts of the process, really. I just hate how they're one of the last things I get to.
You are an odd duck
author=kentonaauthor=GreatRedSpiritThis is my choice. Minimize them!
The correct choice is clearly to write your games with no cutscenes
And/or resort to the good ol' WALL-O-TEXT
Something I do! Though nowadays I'm kinda liking cutscenes, I used to really loathe doing them even though it isn't really difficult and I know what I wanted to happen.
WALL-O-TEXT NEW FROM RMN' & OUT STORE!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I love making cutscenes so much! Developing the cast and giving context and emotional investment to their struggles adds a wonderful flavor to the battles.
author=kentona
You are an odd duck
That's the same argument people at the park make when I quack at them for free bread.
Now, I could do the whole wall-of-text-with-busts thing and save some time. And they would be so much easier to playtest, too. But I think it's a bit late in my project for that.
I think I'm just gonna put cutscenes on the backburner and do other stuff so I dont burn out on them. _(:3」∠)_
I think I'm just gonna put cutscenes on the backburner and do other stuff so I dont burn out on them. _(:3」∠)_
It took me about fifty hours across two weeks to make the final cutscene of Vacant Sky Act II (most of the time spent was playtesting dialogue to see if it was timed appropriately to ensure the average player would get to certain lines of dialogue during certain points in the song), and it's only about seven minutes long. It's really depressing how disproportionate the amount of work a cutscene is to make versus how much mileage you get out of it.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Sailerius
It took me about fifty hours across two weeks to make the final cutscene of Vacant Sky Act II (most of the time spent was playtesting dialogue to see if it was timed appropriately to ensure the average player would get to certain lines of dialogue during certain points in the song), and it's only about seven minutes long. It's really depressing how disproportionate the amount of work a cutscene is to make versus how much mileage you get out of it.
So much this. If you want to get critical plot moments just right, sometimes it takes a ridiculous amount of time lining up everything and making a seemingly endless amount of minor tweaks so that it all culminates into a powerful and memorable scene. Sort of like how to make a successful stinger scare in a horror game.
Gotta say, though, the effort can pay off.
I like making cutscenes sometimes. There's a lot of fun to be had with all the events and giving your characters some more life and expression.
Its just that the INTERFACE is ASSSSSS.
RPG Maker is not equipped to make very complicated cut-scenes without it being a boring, tedious, pain in the neck.
Also the fact that so many things could go wrong. To make a 5 minute cutscene it probably took me about 5 hours including testing.
Its just that the INTERFACE is ASSSSSS.
RPG Maker is not equipped to make very complicated cut-scenes without it being a boring, tedious, pain in the neck.
Also the fact that so many things could go wrong. To make a 5 minute cutscene it probably took me about 5 hours including testing.
Well, I've decided for my projects to use other programs to make my cutscenes into movies and then just drop them into the RM program. This is what compelled me to try and make a full animation. I thought it might be a cool thing to do.
author=CashmereCat
Hahaha isrieri I'm sure it is a heck of a lot easier than other engines :P
I'm just saying, I would much rather type out the event commands instead of having to keep clicking buttons and having clunky, messy code. X)
Cutscenes are my favorite thing to do while making games. I don't really mind the difficulty and length of their creation because I pretty much love creating stories. :)
For me the problem lies with the writing itself (Screen-writing? Or whatever the term would be). Because once you have a definitive idea of how a cut-scene is going to play out, all is left is: "move char left, move char right, wait, show text", etc. Yeah, it it takes time to get it right, but it's not a big deal... The problem is when the script changes and it throws everything off. As your story and characters grow and evolve, you're bound to re-visit past work in order to bring it all together. Over an over again. THAT'S what's tedious.
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