Re: [SUBPROJECT] Introduction cutscene

Alexandre wrote:

Good work  I think it's very nice now, though the fire of Neon's jetpack is still missing.
Also, we're still missing Gimacian's picture. How is the % now, so I can update the chart

93%... 

I fixed it:

http://upload.surgeswarehouse.com/upload/Saturday2ndofApril2011012206AM.png

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Re: [SUBPROJECT] Introduction cutscene

Thanks smile

end of day #20,

today should be the last day.

KZR, is the audio part progressing?
SilverstepP, can I review the scripts, please?

Thanks guys smile

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&oid=2&zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

I'm on Windows Messenger if you want to talk to me.

54

Re: [SUBPROJECT] Introduction cutscene

cutscene timing has been converted to use dt(). Alex, please review it when you can

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [SUBPROJECT] Introduction cutscene

KZR wrote:

cutscene timing has been converted to use dt(). Alex, please review it when you can

Were you guys able to fix the text and make it use $_STRLEN to calculate the speed and dt() to make the cursor move?

the script in the dropbox is still incorrect

Re: [SUBPROJECT] Introduction cutscene

end of day #21,

the deadline has passed, and the cutscene is still not done. What went wrong? What difficulties are you having? Technical? Team work? Can I help in some way?

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&oid=2&zx=uv5w0zt82rja

I'm also posting here the tutorial on how to make the text appear with the correct timing, so everyone can see it.

object .test
{
    requires 0.2.0
    always_active
    detach_from_camera

    state main
    {
        set_absolute_position 50 50
        hide

        // the cursor starts at 0
        let "$cursor = 0"

        // discover the length of the text to be displayed
        textout default 1000 1000 $CREDITS_COLIN  // this won't appear anywhere
        let "$text_length = $_STRLEN" // but we store the length of the $CREDITS_COLIN string (set in the .lng translation) in $text_length

        // we want the text to appear within 2 seconds
        let "$total_time = 2.0"

        // speed = space / time
        let "$speed = $text_length / $total_time"

        // go
        change_state appear
    }

    state appear
    {
        // show the text (the $cursor variable does the trick)
        textout menu.text 0 0 $CREDITS_COLIN 200 0 $cursor

        // update the cursor
        let "$cursor = $cursor + $speed * dt()"

        // after the total time, wait a bit more (so the player can read the full text) and get out
        on_timeout "$total_time + 3.0" end
    }

    state end
    {
        textout menu.text 0 0 "<color=ffff00>we're done here</color>"
    }
}

57

Re: [SUBPROJECT] Introduction cutscene

narration added and split according to text display. now i'm going to script the playing states into the text object for better sync, and add jobro's song in place of the current. it should be ready in the next hour. let me know if any changes should be made after that.

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [SUBPROJECT] Introduction cutscene

sorry for the criticism, but we all want a good game, don't we?

Remember that the cutscene must be immersive. Ask yourselves: does the current cutscene make any sense to an user playing Open Surge for the first time?

the art is ok, but it's still not complete.

as I told you via IM, the audio is not good - the music has some loud noise in the beginning and the narration is barely hearable.

the scripting is not good. We see that "introduction" title appearing in the beginning, which is non-sense (please don't use the .default_startup object). That blue background also doesn't make any sense. Maybe you could expand the background a bit? (no need to call Race to do that; just some basic image editing should do it).

I've also read the script and it's far more complicated than it could be. on_timeout is mixed up with dt() - this is wrong and complex -, and it doesn't need to be that complicated. I've seen things like this:

 18     state "go 1"
 19     {
 20         set_absolute_position 160 $intro1
 21         change_state "add 1"
 22     }
 23     state "add 1"
 24     {
 25         let "$intro1 += 16*dt()"
 26         if "$intro1 >= 0" "stop 1"
 27         change_state "go 1"
 28     }

Why do that? Since the object executes one state per game cycle, you're not moving the picture at 16 pixels per second. It would be much simpler (and more correct) to do:

state "go 1"
{
    if "xpos() >= 0" "stop 1"
    move 16 0
}

You can use move to move the sprites. You'll just need dt() to make the text appearing algorithm, which I showed how to do earlier.

Useful advice: plan your state machine before scripting it. Simplify it as much as you can. I'm sure that if you plan it, in one afternoon you can rewrite the entire script in a much more clean and efficient manner. Because it really needs rewriting. Questions? Please post them here, but don't stay quiet.

Sorry for the hard criticism, but I'm sure you guys can do better.

day #22, #23: no progress
https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

59

Re: [SUBPROJECT] Introduction cutscene

regarding the audio part, i feel like you're accessing an older version, because i reduced the music volume and made the narration louder and a lot more hearable about a day and a half ago, right after SilverstepP and I noticed that flaw.

should i pack it to a zip and send you by mail/im ?

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [SUBPROJECT] Introduction cutscene

KZR wrote:

should i pack it to a zip and send you by mail/im ?

please do so smile

e-mail: alemartf at gmail

Re: [SUBPROJECT] Introduction cutscene

The audio is very nice now. smile We can probably say it's 100% now. It's not ultra "dark", but it's convincing - it will do the job for now. It also plays well with jobro's music, which is also very good. Nice work, guys! smile It's good.

The presentation as a whole has improved, but it still needs polishing (scripting team):
- the "will be over" subtitle isn't synchronized with the voice
- the scepter stays cut at the end of the first part. This simply isn't convincing. Instead of resizing the picture, could we increase that area (with some simple image editing), so the full scepter stays at the center of the screen when part #1 is ending?
- can we shrink the dimensional gate image a bit, so it doesn't get cut by the black borders?
- disable the movement of the last pic (Surge & friends), and shrink it a bit, in order to not let it get cut by the borders

For the art team:
- only Gimacian's picture is missing

Please don't just do it because it's in the specs. Think about convincing the player that the story is important. Bottom line, it all reduces to improving the immersion of the player.

day #24, (late)

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

day #25, #26

https://spreadsheets0.google.com/oimg?key=0AnwwyfcLWzIPdFd6UElSUmFGYWh4REpFUlgzVFRrNUE&amp;oid=2&amp;zx=uv5w0zt82rja

Re: [SUBPROJECT] Introduction cutscene

it's been a month now.

do you scripting/art fellows have any news? Remember that this project now depends on you.

Re: [SUBPROJECT] Introduction cutscene

Just one question (more, actually): Do we really need narration? I don't think any of the 2D Sonic games had any narration. If this is a Sonic-like game, shouldn't we follow the principles of no narration? Also, won't the narration audios greatly increase the size of the game? I thought one of our principles is to keep the game not so big in size.

Your teacher asks you. What to answer? Say this:
"I thought the teacher is supposed to know."

65

Re: [SUBPROJECT] Introduction cutscene

SurgeChris wrote:

Also, won't the narration audios greatly increase the size of the game?

390 kb shouldnt make a difference, unless someone's using really slow internet.

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [SUBPROJECT] Introduction cutscene

Also SurgeChris, please note that we're not making a clone. Although we get some inspiration from the Sonic series, we're making a different game - and innovation is good.

67

Re: [SUBPROJECT] Introduction cutscene

returning to the topic, what happened to the cutscene? i just watched it again from the dropbox folder, but there seem to be not many changes, except the images are better, but the cutscene ends abruptly before the last line shows on screen. i don't know if this was my mistake or if something is being done but incomplete. what's the current situation? can we help out with something? i think we should not just share progress but difficulties also, if any.

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [SUBPROJECT] Introduction cutscene

KZR wrote:

i think we should not just share progress but difficulties also

this is so true. Lack of proper communication is a serious threat to any project. Also, unfortunately this task is already way too late, which suggests we can't use this development model for the whole game - at least not as we used it on this task. I've been thinking on a solution to that, and I'll post about it soon. We'll need to raise some money.

Back to the topic...

Gimacian's picture is still missing. Regarding the work as a whole, the cutscene is good in the beginning, but it can be improved near the end:

- Surge's ears are clipped in the last slide
- the cutscene ends abruptly, as KZR has pointed out
- the text/speech synchronization is bad starting from "or existence as we know it..."
- the audio is already excellent smile

When the narration is saying "will be over", it would be much better if we had a fade-out effect, and then a little pause (2, 3 seconds?) with a black screen, so the cutscene ends more smoothly.

Re: [SUBPROJECT] Introduction cutscene

Also, a problem with "clear defined roles" - which we considered to be a good thing - appears:

Surge's ears are clipped in the last slide

If you (KZR or SilverstepP) can do it, please do it! Even if you're not an artist, can you fix that? Don't wait for someone to do it, because someone will also wait for someone else to do it, and no one will do anything!

Re: [SUBPROJECT] Introduction cutscene

http://upload.surgeswarehouse.com/upload/loading.png

Alexandre wrote:

Surge's ears are clipped in the last slide

I can fix it.
But,I not seen the cut-scene yet.
Alexandre, you could put a picture that shows me this problem?

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Creating and Editing Sprites.

Re: [SUBPROJECT] Introduction cutscene

Very well done, Race. smile

Race the Hedgehog wrote:

Alexandre, you could put a picture that shows me this problem?

SilverstepP and KZR use dropbox, an online service which stores files, as an auxiliary tool to develop the cutscene. They host the cutscene in there. SilverstepP will tell you how to use it.

http://upload.surgeswarehouse.com/upload/Friday15thofApril2011053658AM.png

@kzr, silverstepp: as a suggestion, you guys could learn about Subversion, so you can update the game repository directly. Please take a look: http://en.wikipedia.org/wiki/TortoiseSVN

Re: [SUBPROJECT] Introduction cutscene

Oh, and Race:

if you have any problems (accessing dropbox or whatever), please share them with us smile

You have to register in www.dropbox.com and silverstepp or kzr must add you to their project. If I'm not mistaken, the address is this

You guys can work the way you feel most comfortable with, but I strongly suggest the use of our central and open repository, Subversion. It's like dropbox, but it's more transparent, accessible to everyone and it's got version control. If you guys want to give it a try, I just need your usernames on sourceforge.net

Re: [SUBPROJECT] Introduction cutscene

Alexandre wrote:

Also SurgeChris, please note that we're not making a clone. Although we get some inspiration from the Sonic series, we're making a different game - and innovation is good.

KZR wrote:

390 kb shouldnt make a difference, unless someone's using really slow internet.

On second thought, that's true.
Thanks for reminding. smile

Your teacher asks you. What to answer? Say this:
"I thought the teacher is supposed to know."

Re: [SUBPROJECT] Introduction cutscene

http://upload.surgeswarehouse.com/upload/opensurge.PNG

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Creating and Editing Sprites.

Re: [SUBPROJECT] Introduction cutscene

hmm, the small ears made him bit worse. Race, if we shrink it vertically a bit, will it get better?

The characters should be within a rectangle of at most 320x180 pixels. Here's my attempt:

http://upload.surgeswarehouse.com/upload/heroes.png
there's some ugly aliasing in there, but it's something wink

Does it solve the problem? Can you please try that out, SilverstepP?