cutscenes

Gurtag

Member
is it posible to replace cutscenes with a custom level in wich you can spawn text? that way can have more control over delays on text pages and more... i want to replace howto cutscene wich it seems is hard coded to show on menu even if you delete the txt file..
 
is it posible...

You just killed a kitten. Yes, of course you can do that. It's quite common in fact. You just design levels into cutscees, then use branches to activate them. There is both native and scripted branching, though obviously scripted branching gives you more control.

The only tricky part is keeping players out of the way. Common methods are turning them into a "weapon" that makes them blank. I prefer just placing them off-screen and disabling their key inputs so that pressing keys only acts as paging or exiting.

DC
 
You just killed a kitten. Yes, of course you can do that. It's quite common in fact. You just design levels into cutscees, then use branches to activate them. There is both native and scripted branching, though obviously scripted branching gives you more control.

The only tricky part is keeping players out of the way. Common methods are turning them into a "weapon" that makes them blank. I prefer just placing them off-screen and disabling their key inputs so that pressing keys only acts as paging or exiting.

DC
noo poor kitten.. you are right didnt thought about that ...

I do this too - this is how I have mutiple languages on my cutscenes.
I just suggest you to disable the save during this stages, or people will load the game during the stage.
And I disable the pause buttom too.

thanks for the tip. will study your game kind sir..
 
thanks for the tip. will study your game kind sir..
ah, its not on the public version.

Basically, I have a fake stage with just a black panel with this settings:
noslow 1
settime 0
notime 1
cameratype 1
nopause 1
nofadeout 1
Then I use a text type entity, which will freeze the game and plays my cutscene animations. This entity has two animations, idle and follow10, and will change it's animation based on which language the player had selected. I have one entity per cutscene, so I can load and unload it (this is why you will see "1" after the name bellow) with more control.

To avoid the stage to close, I spawn a fake enemy with the cutscene:

Group 1 1
at 0

spawn cutscene_01 1
coords 240 136
at 0

spawn delay
coords 367 184
health 9999
at 0
 
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