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    Cinematics/Custom BGM questions

    Is there any way to make the party instantly move from one spot to another? I'm wanting to have several scenes where the camera jumps from person to person, and while simply changing the camera height/angle works in some cases, there are others where the camera (party) actually has to move to a different spot on the map in order for the camera to see what needs to be seen. Right now I can make the party/camera move to a new spot fast, but not eye-blinking fast. If not, I'll just have to plan my events and everything to be in the right positions for camera twirling.

    Also, is there any possible way to have a command to let the party move to a certain spot, while still having a custom song going in the background?

    I've been trying to get this stuff to work for the past hour or so, and to no avail (though I've found that Apply Together doesn't seem to work with the Wait command, and boo to that).
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

    #2
    Re: Cinematics/Custom BGM questions

    "Is there any way to make the party instantly move from one spot to another?"

    You can't move in that manner without warping, but you can disable the sounds and delete the wait commands in the "To Map / Facing" Script to make the process faster. In The Clean Underwear Quest I have the party leader invisibly standing in the center of a table while the party sits around the table talking. Camera rotations in zero frames work well, but not perfectly, in that case.

    "Also, is there any possible way to have a command to let the party move to a certain spot, while still having a custom song going in the background?"

    Yes.

    I have not played with custom music much so can't say how... but I'd wager it involves called scripts.

    That relates to your "apply together and wait" commands question. Using called scripts you can make that happen. Just take the things related to the wait command and put it all in a seperate script (you obviously are doing two things at once), then call that script from your "master" script. Both will run together. That is the key to getting multiple things moving at once, just give each event it's own movement script (if you use "change control" you do not need to attach these scripts to any event at all!) and call them as needed.

    If that is unclear, let me know... it can get hoopy, but it works!

    I hope that helps.

    Peace.

    MOO!




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      #3
      Re: Cinematics/Custom BGM questions

      Actually, I found out a long time ago that if you are teleporting from cinematic to cinematic, it doesnt do all of those commands, it just instantly goes there.

      Comment


        #4
        Re: Cinematics/Custom BGM questions

        I kinda figured on the movement deal. The main thing is, if I were to have custom music during the cutscene, it would pause if I used a warp command. Even without custom music, warping just isn't quick enough moving to another spot what with that little load time in there. Like, here's an example scene. (True name replaced so as to not spoil.)

        "Jack Sparrow?!"
        *quickly move to a couple other people*
        "Who?" "Who?"
        *quickly move to another person*
        "Whoops, wrong button."

        And while I could probably make it work with simply twisting the camera around an invisible player, at one point the camera would be looking out of the map near the edge, making the viewable area's "horizon" awefully close to the screen. But, if it can't be helped, I'll have to make due.

        As for my second question, the reason why I asked is because I want to have a bunch of occasions where the player will step on a certain special spot, and then the player will be moved to wherever that spot leads (such as on a conveyer belt for example). The custom music would have to be playing in an action script. When the player would step onto the spot, even with some Apply Together commands, the music would stop while the "conveyer" took the party to the new spot. If I tried calling that script at the same time as the party started moving, the music would play, but from the beginning, and the party would no longer be able to move until I told that script to stop running.

        I have figured out a way around this, but keeping track of the song with variables (like maybe each 1/3 of a second it would increase the song variable by 1), which would make it so that when the script is called in the script that moves the player, it would start playing the song from wherever the variable last was. The problem is, having so many case commands would make it take a bit more memory than I'd like, and custom songs take up a lot of memory if they're long. Plus there'd be a slight inconsistency with the song if it's slightly into a variable when the script is called; it'd wind up playing a note or two twice real fast. Making the variable increase after shorter periods would help fix the problem, but again, that would mean more script cases taking up memory.

        Of course, there's also the problem where RPGM2 can't handle more than 4 sound effects at a time; when it tries to go to the 5th, the oldest is cut out. Makes complex music kinda hard to create (fast drums in the background? Notta chance), especially in a game where other effects like explosions and screeches take place frequently. But that can't be helped.
        "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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          #5
          Re: Cinematics/Custom BGM questions

          You're right about the custom music. That's the only way to get it to work through action and content scripts (together), and it does take quite a bit more memory. It's up to you what to do. Yes, custom music is way harder than people think, because of the sfx limit. It's very annoying!!!

          As for the camera question, I'm a little confused on what exactly you have in mind. Perhaps there's another way to show the scene.
          Last edited by WilliamKirk; 12-03-2005, 06:16 PM.

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            #6
            Re: Cinematics/Custom BGM questions

            Essentially I want the camera to quickly jerk between different spots on a map, the problem being that some of those spots are either too close to the edge of the viewing area around the party or completely offscreen. Instead of the camera panning to the spot, I want it to be there in an instant. But as far as I can tell, I can't do that outside of the regular camera commands, and warping is too slow.
            "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

            Comment


              #7
              Re: Cinematics/Custom BGM questions

              If it is really important to the story, and you want to do it at all costs, you could make a duplicate map just for the cut scene and move everything close together.

              That would help dramatically.

              I love memory wasting on such things!

              Good luck with it.

              Peace.

              MOO!




              Comment


                #8
                Re: Cinematics/Custom BGM questions

                Nah, that wouldn't fix the problem. Fortunately, I only have like 4 cutscenes planned out, and only one of them so far requires movement of an invisible party. I can make that one and all the others work within these limitations without too much trouble.
                "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                Comment


                  #9
                  Re: Cinematics/Custom BGM questions

                  If the cutscenes are in the same map, set the movement to the fastest and black the screen out. It may have a short wait but if they aren't too terribly far off it isn't to bad. Or just make your own custom enter exit map scripts for the cutscene, you can even make it so there isn't a blackening between the two.
                  Everything is a Riemann sum of a lot of nothing.

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                    #10
                    Re: Cinematics/Custom BGM questions

                    I always hated it when commercial games blacked out temporarily to move the camera. I don't think I could stand doing that with RPGM2. The lack of instant movement won't be too big of a deal.
                    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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