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Messages - DavidGabriel

#1
Thanks for the comments. I do like the 'consistancy' that doing it in-game presents. For the static talking shots this wouldn't be too hard if the quality of the sprites were good enough as said above. I think in the case of FT however, there was definitely pre rendered material, such as the track in and pan around ben when the game's Title is introduced. The consistancy could easily be maintained by having pixelated artwork/animations in the pre rendered videos. If you were aware of manintaining consistancy, this would be a deliberate art/design choice.

Im in odd ends now.

A part of me feels the need to do it all 'in-script' as is much harder and more therefore more benifical in improving my scripting skills.
#2
Firstly, thank you for your indepth reply.

I totally overlooked the fact there can only be 5 backgrounds. So yes, your right. That wont do.

By full screen I was speaking about 'cinematic' cutscenes where advanced animations would take place, head turns, close up eyebrow raises etc. Stuff more advanced than the default views (or LockView(s)) that might look a little silly close up or. I think in the case of full throttle, the cinematic cut-scenes were pre-rendered videos. This would also remove the need for the tedious scripting of such cutscene. So this would be the way I would need to go. Will have to find out more about that.
#3
Hey, Im wondering what the best way to incoporate full screen cutscenes would be? Ive thought of perhaps exporting each frame of an cutscene and setting them as alternating room backgrounds but I am yet to figure out a way to make the cutscene END rather than loop (ie. make the player automatically leave the room once the animation is over.

I figure this isn't the best way.
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