cutscenes
#1
Posted 21 October 2004 - 06:44 PM
#2
Posted 21 October 2004 - 06:52 PM
#3
Posted 21 October 2004 - 06:59 PM
#4
Posted 21 October 2004 - 07:08 PM
#5
Posted 21 October 2004 - 11:48 PM
For overworld maps, you can use the same DMap. For everything else, you'll have to set aside one map for all your cutscenes in a certain area (or else it will "draw" the cutscene screens onto your big map). Try to consolidate DMaps that use the same palette and midi. That's the important bit if you need to conserve DMaps.
Now, when I first read your question, I misinterpreted it. But I went ahead and took a few screenshots before I realized the question, so what the hey... I'll tell you about this method, too.
Anyway, this is how I manage cutscenes:
* The conveyor is going down.
* Flag #79 is set as a normal, solid block just like the one you see.
* Flag #16 is another down conveyor.
* And as you've probably guessed, the south edge contains a side warp.
* Check the "Invisible Link" and "No secret sounds" and "No subscreen" screen flags.
* Put the cutscenes on layers 3-6. (You can use layers 0-2 as well, but you'll have to work around a few obstacles)
The downsides:
- Possible to run out of layers occasionally
- Player hears the "sword swipe" sound (this actually sounds good with some SFX files)
- Unless your hero starts off with a sword, this method can't be used until the character finds one
The upsides:
- Does away with all confusion over which button to push
- Feels natural and looks more like a real game
That's about it. By the way, I'm going to recommend you use Mr. Z's SFX file -- the one intended for Link's Birthday 2 -- as the SFX file to use for the DoR demo. Hopefully I'll make my own at some point in the future.
Edited by Radien, 21 October 2004 - 11:50 PM.
#6
Posted 21 October 2004 - 11:59 PM
[edit] oh, and what triggers the secret combo?
Edited by link3505, 22 October 2004 - 12:02 AM.
#7
Posted 22 October 2004 - 01:37 AM
The effect? Hmm, okay. It fits just fine for me. The narrowed screen looks like widescreen, as in the movies and Ocarina of Time.
In other words, Ninja Vision!!!
Gee, that was a silly thing to forget. It's the Sword flag. I've used it so much I remember "#79" right off the bat......
Anyway, you can actually use whatever flag you like. But the sword flag, of course, equates to pressing the A button, regardless.
#8
Posted 22 October 2004 - 08:57 AM
To begin with:
Step 1.) Make all the screens for your cutscene. (Tiles too. . .)
Step 2.) Create your dmaps. (Depending on the cutscene, you can just make one Dmap. Use levels 100 and high for thats what I use.)
Step 3.) Now this is the tricky part, using Tic-Warps if you don't know how to use them. Do to Data/Screen data/ Time Warps. (Which are done like this. . .60 = 1 Second. Multiply it to get loner cutscenes. . . Also to use time warps, you need to use side warps as well. Just open the side warp propertie and type the information as needed for the cutscene to work.)
If i left anything out, someone else well help you out. . .
#9
Posted 22 October 2004 - 03:14 PM
#10
Posted 22 October 2004 - 05:37 PM
#11
Posted 22 October 2004 - 07:45 PM
#12
Posted 22 October 2004 - 09:12 PM
Well, the way I dealt with it, that won't be a problem even after the new version is released. I have my "press A button" icon on a layer, and it disappears once the flag is triggered. So if it still says "press A," the cut scene will advance when you press A, regardless.
Hmm... You have a level number for your DMap, right? And you've set the Guy for all of those screens? Does it skip through the scene, or just sit there with no text?
Also make sure you've assigned the strings after you create them... simple as it may be, I forget to do that every now and then...
Ian:
Simple for the designer... maybe not as simple for the player. For me, it's pretty easy once I make the first screen, then Paste All to the other screens and add layers.
#13
Posted 22 October 2004 - 10:06 PM
#14
Posted 22 October 2004 - 11:36 PM
- Set level number other than 0 for DMap
- Set Guy
- Select String
- Make sure Link does not appear in upper half of screen
You might conceivably have problems if it's an overworld map, but the level number should take care of that. Still, consider trying Dungeon or Cave if you continue to have problems.
#15
Posted 23 October 2004 - 12:18 AM
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