Best practices for Cutscenes?

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Post » Fri Jun 22, 2012 6:48 am

Hey all, i'm planning to make some cutscenes, but i would like to request an advice here before to create cutscenes.

My idea is when a global variable sets a value by 1 for collision to an invisible sprite, the event creates some objects are used for cutscene, the actions are like wait to 1 seconds before to start bullet bevahior on following some directions per seconds. I imagine there will be a lot of events and actions for a cutscene...

Do you have any best practices for cutscene?
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Post » Fri Jun 22, 2012 7:21 am

How I do them:

Global "mode" - for stopping game controls and such during the cinema. All code for the gameplay is under a subevent of mode=action and cinemas as a subevent of mode=cinema.

Global "scene" - name of the cinema.

Global "step" - there for progress through the cinema.

Example:
mode=cinema
scene=intro (this is supposed to be indented as a subevent of the above event, don't know why the forum's not letting it do that)
    step=0
      Hero.x is less than 100
        - set Hero.x to self.x+100*dt
      Hero.x is greater or equal to 100
        - set Hero.x to 100
        - set step to 1
    step=1
      trigger once
        - create text, set text to "Valliant heroic statement!"
      if mouse clicked
        - destroy text
        - sidekick: set variable 'mode' to "follow hero"
        - set step to 2

Using this method you can also set individual objects to do their own behaviors that span multiple steps by giving them a similar variable setup as local variables, hence with setting the sidekick's mode variable. The behavior for that is written as subevents under the 'scene' variable near the top.Arima2012-06-22 07:27:39
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Post » Fri Jun 22, 2012 9:33 am

Very cool topic, thanks for bringing it up!

To do a camera move in a birds eye view style game (zelda, space shooter) how would you make the camera move away and then back to the player?

Brainstorming about it makes me wonder if you would use a sprite as a "target" for the camera with a scroll to behavior. When the cut scene starts the player's "scroll too" would be disabled, and the camera target's "scroll to" behavior would be enabled for the cutscene. After the cutscene ends shift the "scroll to" back onto the player character.
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Post » Fri Jun 22, 2012 4:06 pm

if your gonna have a "camera" that moves around at any point separate of your main character then itd be best to have a camera object and have that object with scroll to. Itd be the ONLY object with scroll to. Then you position it how ever you want whenever you want and the screen will follow it.

Its overkill if you never intend to have it do anythin other than follow the main character tho. You could always make a fancy camera system with it tho so it can lead the character based on speed or whatever. Or if you need the actual VIEW to stop a position thats not the edge of the layout or somethin. Like making the camera collide with walls.

But its essential if you intend to have the player see anythin outside the view of the main character
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Post » Fri Jun 22, 2012 10:14 pm

[QUOTE=Arima] How I do them:

Global "mode" - for stopping game controls and such during the cinema. All code for the gameplay is under a subevent of mode=action and cinemas as a subevent of mode=cinema.

Global "scene" - name of the cinema.

Global "step" - there for progress through the cinema.

Example:
mode=cinema
scene=intro (this is supposed to be indented as a subevent of the above event, don't know why the forum's not letting it do that)
    step=0
      Hero.x is less than 100
        - set Hero.x to self.x+100*dt
      Hero.x is greater or equal to 100
        - set Hero.x to 100
        - set step to 1
    step=1
      trigger once
        - create text, set text to "Valliant heroic statement!"
      if mouse clicked
        - destroy text
        - sidekick: set variable 'mode' to "follow hero"
        - set step to 2

Using this method you can also set individual objects to do their own behaviors that span multiple steps by giving them a similar variable setup as local variables, hence with setting the sidekick's mode variable. The behavior for that is written as subevents under the 'scene' variable near the top.[/QUOTE]


Nice one, i would like to consider this method for my project.
Thank you!
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Post » Sat Dec 28, 2013 3:27 pm

@Arima
I don't quite understand that.Can you provide a capx file please
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Post » Sun Dec 29, 2013 5:46 pm

@Arima
pleaseeeeee
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Post » Sun Dec 29, 2013 7:36 pm

@Doc Ai it's not nice to ask anyone to do a free work for you, if you want to develop your videogames, you aren't supposed to be a lazy person, you should experiment it by yourself.
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Post » Mon Dec 30, 2013 6:58 am

Ok.I'll try
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Post » Mon Dec 30, 2013 8:49 am

Is there a possibility, to add videos or flash-animations?
Would love to make the cutszenes in an animation program, not in construct itself.
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