Topic: Cutscenes?
The level specification section says a level can be a cutscene, however in that article and How to make a level don't say how to make the levels unplayable and just a cutscene. Could someone tell me how it's done?Please?
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The level specification section says a level can be a cutscene, however in that article and How to make a level don't say how to make the levels unplayable and just a cutscene. Could someone tell me how it's done?Please?
you may want to disable_player_movement in a script. everything else is controlled by scripts, so you may want to jump to that section and learn how objects are created. then there's two ways of making a cutscene:
chain events
one object controls all the others in a sequence of states
i don't have a video example of this because i usually prefer:
consequential events
all objects have reactions programmed, and the progression through the cutscene is triggered by the objects involved.
example
rat pokes surge.
surge moves and counts how much time has passed.
after 3 seconds he gets up and "tells" the rat to get scared.
when rat is scared he moves the camera.
Michio waits for the camera to be close to throw a kunai.
kunai tells the camera to follow.
mouse waits for kunai collision to change animation and spawn blood objects, then tell the kunai to stick to him.
rat dies when the animation finished, showing the text.
it's all about planning what should happen during the cutscene, and translating that into the objects' behaviors. That requires a bit of scripting knowledge, as there aren't any "universal" cuscene objects, or cutscene templates.
Last edited by KZR (2012-04-02 16:16:38)
Thanks. But is it possible for version 0.1.4., or is the technology not implemented in that version?
I'm making a MOD named T3 Sonic (the demo will be available soon).
Plus, was that video an engine test? It was kind of creepy
Last edited by S32X (2012-04-05 23:43:51)
i think it is, but will probably be a bit hard. Look into the wiki to see what is supported in 0.1.4 . If i remember correctly, basic commands for moving and changing animations were implemented at the time.
Thanks.
Wait, I have another idea. (Alexandre could probable answer this) Could (a modified version of the engine) 0.1.4 and 0.2.0 (and maybe even 0.2.1) use movie files such as .avi,.mpeg,.mov be converted to .lev files and put in .qst files?
Last edited by S32X (2012-04-06 03:17:19)
Thanks.
Wait, I have another idea. (Alexandre could probable answer this) Could (a modified version of the engine) 0.1.4 and 0.2.0 (and maybe even 0.2.1) use movie files such as .avi,.mpeg,.mov be converted to .lev files and put in .qst files?
S32X,
it's important to realize that the 0.1.x series are no longer being developed.
video playback is a somewhat complicated issue (as a FOSS project, we don't endorse proprietary formats), but it's already on the todo list.
today, you can create your own simple video playback system using scripting, though. Transform the video into an image, create the sprite definition and develop a script to synchronize it with the audio.
Hmm. Never thought of that. Thanks. I'll keep that in mind.
P.S. I know the 0.1.X series aren't being developed. I'm just saying they shouldn't be forgotten.
Last edited by S32X (2012-04-06 18:11:18)
When I saw Open Surge 0.2.0 698 I saw the allegro and creative commons animations, and thought: Wow! Video support already?! Then when I discovered the trickery then I went instant jaw drop! You gotta understand that video files takes up more space than a small animation does.
It's been months since I created this topic. I've learned.
No worries. I've been off the forum for several months too. ![]()
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