Graphics, Characters, Text & Rooms: Difference between revisions

m
mNo edit summary
Line 252: Line 252:
''How would I add an intro and/or a cutscene to my game? Like with characters walking around, talking to each other, animating, and moving the story along?''
''How would I add an intro and/or a cutscene to my game? Like with characters walking around, talking to each other, animating, and moving the story along?''


First off, this is an easy one, only because it's not that hard to figure out on your own. If you want your characters to animate and talk and all that, just do it! If you want to add an intro, make it so that the starting room of the player character has the intro/cutscene in the "'''Player enters room (after fade-in)'''" interaction. Scripting is a better choice than using the pre-made interaction commands, because it gives you better control and it's better organized that way. Check out all the scripting commands in the AGS manual, such as '''MoveCharacter()''', '''DisplaySpeech()''', and '''AnimateObject()''' ('''cEgo.Walk()''', '''cEgo.Say()''', and '''oBird.Animate()''' for AGS V2.7 and above). Using those commands and others like them will greatly help you with your cutscene.
First off, this is an easy one, only because it's not that hard to figure out on your own. If you want your characters to animate and talk and all that, just do it! If you want to add an intro, make it so that the starting room of the player character has the intro/cutscene in the "'''Player enters room (after fade-in)'''" interaction. Scripting is a better choice than using the pre-made interaction commands, because it gives you better control and it's better organized that way. Check out all the scripting commands in the AGS manual, such as '''MoveCharacter()''', '''DisplaySpeech()''', and '''AnimateObject()''' ('''cGuy.Walk()''', '''cGuy.Say()''', and '''oBird.Animate()''' for AGS V2.7 and above). Using those commands and others like them will greatly help you with your cutscene.


As for non-intro cutscenes, simply add the cutscene script to whatever event will trigger it. For example, if you want a cutscene to occur when you talk to character "'''OLDMAN'''", then go to his interaction editor, add an interaction under the appropriate event, and add the script there.
As for non-intro cutscenes, simply add the cutscene script to whatever event will trigger it. For example, if you want a cutscene to occur when you talk to character "'''OLDMAN'''", then go to his interaction editor, add an interaction under the appropriate event, and add the script there.
0

edits