Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: JJJAC55 on Tue 15/03/2005 20:30:42

Title: Startup events
Post by: JJJAC55 on Tue 15/03/2005 20:30:42
ok i want to have a cutscene at the very beginning of my game; how do i do it
Title: Re: Startup events
Post by: Freydall on Tue 15/03/2005 21:29:19
Alas, I cannot aid you. I have tried myself to make a cut-scene at the beginning of a game but I did not prevail. I do not think you can unfortunately, for I have read the manual many times and have found nothing on the subject. The only thing I can suggest is that you make your cut-scene like in the game 'Spellbound' (to find out, download the game... it is under short games.) The author made a cutscene using flash 5 or another version and had it seperate. If you do not have the Flash 5 or any other version then sadly I don't think there is anything you can do.
Title: Re: Startup events
Post by: DoorKnobHandle on Tue 15/03/2005 21:33:06
Didn't you hear of that "Make My Game..."-Function? Go to "Help" and then you'll find everything you need to create your game...

Have fun!
Title: Re: Startup events
Post by: JJJAC55 on Wed 16/03/2005 01:38:03
whoa whoa whoa - ok, so you can't make like two characters talk and move aroudn in the beginning of the game?!!! What is AGS A PIECE Of crap!?
Title: Re: Startup events
Post by: Kinoko on Wed 16/03/2005 01:43:10
*sigh* This is actually funny.

People, people, calm down. Of course you can make a cutscene at the beginning of a game. Which room does your game start in? Just write the code for the cutscene in that room's script. Probably the 'First time player enters room' section would do the trick. It's as easy as pie.
Title: Re: Startup events
Post by: JJJAC55 on Wed 16/03/2005 02:27:28
lol kthen
Title: Re: Startup events
Post by: JJJAC55 on Wed 16/03/2005 02:44:53
wait what? there isnt a first player enter rooms section
Title: Re: Startup events
Post by: strazer on Wed 16/03/2005 02:47:24
I think the "First time player enters screen" interaction runs before the fadein, so it isn't suitable for a cutscene.

Open the room the player character starts in, go to "Room settings", click the "i" button, double-click "Player enters screen (after fadein)", then add the interaction editor commands or choose "Run script", click the "Edit script..." button and enter your cutscene script, for example:


  // script for room: player enters screen (after fadein)

  MoveCharacterBlocking(EGO, 120, 100, 0);
  DisplaySpeech(EGO, "Nice place!);
  MoveCharacterBlocking(EGO, 160, 50, 0);
  Wait(40);
  FaceLocation(EGO, character[EGO].x, character[EGO].y - 10); // face up
  Wait(40);
  DisplaySpeech(EGO, "What is this?");
  DisplaySpeech(EGO, "I have never seen anything like it.");
  MoveCharacterBlocking(EGO, 200, 150, 0);
  FaceCharacter(EGO, GUY);
  DisplaySpeech(EGO, "Hello sir.");
  DisplaySpeech(GUY, "Oh, hello Ego.");
  DisplaySpeech(EGO, "Have you seen that thing over there?");
  DisplaySpeech(GUY, "Yes, what about it?");
  Wait(40);
  DisplaySpeech(EGO, "Nevermind.");
  DisplaySpeech(GUY, "Ok, I'm off. Bye");
  MoveCharacterBlocking(GUY, 330, 150, 1);
  NewRoomNPC(GUY, 2, 100, 100);
  DisplaySpeech(EGO, "Well, that's it then.");
  Wait(80);
  NewRoom(2);
Title: Re: Startup events
Post by: Kinoko on Wed 16/03/2005 03:46:24
"First time player enters screen"... doesn't it run after fadein? I was sure it did.
Title: Re: Startup events
Post by: strazer on Wed 16/03/2005 03:52:09
You're right, I've checked the manual, it does.

So instead of "Player enters screen (after fadein)", choose the "First time player enters screen" event. Also, this way, the cutscene doesn't run again if you re-enter the room later.