Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Shockbolt on Mon 30/03/2009 16:48:02

Title: Cutscenes - I'm going crazy here
Post by: Shockbolt on Mon 30/03/2009 16:48:02
I've been roaming all around the forums, tutorials, manual and the tutorial vids on Youtube but I can't find an answer to what I'm looking for.

There's two problems actually, both regarding cutscenes:

1. I want my game to start off with a cutscene sequence not involving any of the views/character animations loaded into the game, but instead using images (.png, . jpg) perhaps AVI movies and text overlays over the images. The images in mind will be 800x600 pixels, and should be able to be scrolled either up/dow or sideways if larger.

This should then in the end of the cutscene/intro bring the player to the starting point of the game.

2. Then in the second room, there will be another cutscene triggered, the player gets into a cutscene conversation with an NPC and is told to bring it something. This cutscene WILL have to make use of the regular views loaded into the game.

When the player leaves the room to get it, the npc should have switched view to a sitting-view.

How would I go about creating cutscenes like in the two above, should I have to create new rooms for each cutscene or what?

I'm looking to know the actual cutscene scripting, as I already have scripted all the conversation and movement and such between the characters.
Title: Re: Cutscenes - I'm going crazy here
Post by: Khris on Mon 30/03/2009 17:05:02
In the first room's before fade-in, turn the player character invisible.
Put all the cutscene code in its after fade-in, then call player.ChangeRoom(2);

In the second room's before fade-in, turn the player visible again; then put the 2nd cutscene's code in the function of the event that's going to trigger it.

I'm not sure at which point exactly you're stuck; we might be able to be more specific if you are.
Title: Re: Cutscenes - I'm going crazy here
Post by: Shockbolt on Mon 30/03/2009 17:33:20
Quote from: KhrisMUC on Mon 30/03/2009 17:05:02
In the first room's before fade-in, turn the player character invisible.
Put all the cutscene code in its after fade-in, then call player.ChangeRoom(2);

In the second room's before fade-in, turn the player visible again; then put the 2nd cutscene's code in the function of the event that's going to trigger it.

I'm not sure at which point exactly you're stuck; we might be able to be more specific if you are.

I'll try, my main problem is not knowing how to "attack" the task at hand. I don't expect You guys to fill in all the code for me, just pointing me in the right directions would help alot.

Ok..here's a list of what I want to happen.

1. Game starts, player comes to a start new game/load game/options/about page with perhaps an animated background (I think I know how to fix this one myself)
2. player clicks new game, the intro will begin and will go something like this:

     1: jpg image 800 x 600 pixels loaded into screen, narrator text will be shown over the image, several switching lines
      2: switch to new jpg image this time it will be something like 800 x 1200 or taller and start on the top, then scroll to the bottom
         of the image, also this time narrator   text will be shown over the image.
      3: switch of image again to another zoomed up image , 800 x 600 pixels , narrator text shown over it.
       
      and so on.

    Problem is the parts involving jpg images, how to put them into the intro when I want and where I Want, and to be able to do the scrolling part when I want and at the scrolling speed I want. I think I'll be able to add the narrators text from watching densmings Youtube vids.

Also, how would I add an AVI clip inbetween any of those .jpg images, lets say jpg image 1 is shown for 10 secs, then the 20 sec AVI clip is played, then jpg image 2 is shown etc.


Title: Re: Cutscenes - I'm going crazy here
Post by: Shockbolt on Mon 30/03/2009 17:37:29
I'm doing some testing regarding to the cutscene involving room no 2, so disregard that problem for now as I might be able to "fix it" myself :)
Title: Re: Cutscenes - I'm going crazy here
Post by: Trent R on Mon 30/03/2009 19:07:40
As for cutscene two, if you already have the dialog and movements scripted. That's what AGS cutscenes are. The only thing to add would be StartCutscene() and EndCutscene(), which allow the play to skip them. (Like if they've played the game before).

*spot reserved for more posty-goodness*

~Trent
Title: Re: Cutscenes - I'm going crazy here
Post by: Shockbolt on Mon 30/03/2009 20:06:46
Quote from: Trent R on Mon 30/03/2009 19:07:40
As for cutscene two, if you already have the dialog and movements scripted. That's what AGS cutscenes are. The only thing to add would be StartCutscene() and EndCutscene(), which allow the play to skip them. (Like if they've played the game before).

*spot reserved for more posty-goodness*

~Trent

Thanks for the tips. I've been at it, trying to understand the logics behind the codes and I've finally been able to create the cutscene, and what sets it off etc.
Now all I have to do is figure out how to script the intro :)
Title: Re: Cutscenes - I'm going crazy here
Post by: Khris on Mon 30/03/2009 22:25:57
If you put the New game/Load game/etc. on a GUI, you can switch it off after the click on New game.

To make the background scroll, you could make the (invisible) player character slowly walk down. Make him start at 100,299, then make him walk to 100,901.
If the scrolling is supposed to continue while the narrator's text is on screen, use overlays. If not, simply make the player character say something (use player.SayAt to position the text).
Trigger the lines using multiple regions and their walk onto event.

If necessary, change the character's y walk speed.
Title: Re: Cutscenes - I'm going crazy here
Post by: Shockbolt on Mon 30/03/2009 22:34:42
Quote from: KhrisMUC on Mon 30/03/2009 22:25:57
If you put the New game/Load game/etc. on a GUI, you can switch it off after the click on New game.

To make the background scroll, you could make the (invisible) player character slowly walk down. Make him start at 100,299, then make him walk to 100,901.
If the scrolling is supposed to continue while the narrator's text is on screen, use overlays. If not, simply make the player character say something (use player.SayAt to position the text).
Trigger the lines using multiple regions and their walk onto event.

If necessary, change the character's y walk speed.

Ah, I guess that should do the trick. Thank You!
Title: Re: Cutscenes - I'm going crazy here
Post by: Khris on Mon 30/03/2009 22:37:50
Also, note the "Reply" link directly beneath the last post (as opposed to the "Reply with quote" link) ;)
Title: Re: Cutscenes - I'm going crazy here
Post by: Shockbolt on Mon 30/03/2009 23:23:05
Yeah I know, I just thought It'd be nice for other people, reading this thread, to see what I'm replying to :)
Title: Re: Cutscenes - I'm going crazy here
Post by: Khris on Tue 31/03/2009 00:58:31
That certainly applies if you reply to a paragraph that's a good deal further up the page ;)

IMO, quoting the complete post directly above yours is unnecessary and sometimes even confusing.
It's just a bad habit and very prominent in forums, so it's not a big deal though.