ID:175324
 
OK, is there a demo for this, and if there is, where? I ran a search for it but couldn't find it... also, I need to know how to have it reset so every player who gets to the spot sees the cutscene... I know for sure I would have to prevent entry while someone is viewing the scene, so i'm wondering how to do that as well... don't tell me it is not possible because I've seen it before in one of the Dragon Warrior games and also some other game where it actually had the cutscene mobs moving around (kirby sucking in papa smurf)... please tell me, it is a matter of importance for the game i'm going to be making...
It depends on how you want to make them. The version you described with Kirby is basically a puppet show. Basically one main proc uses the mobs movement procs too move them around.
What I prefere too do is the classic NES style cut scene. The type where it has a still picture, then some text underneath. It works better then the puppet show in multiplayer games due too the fact you dont have too wait for someone too finish watching it before someone else can start.
What you do is draw a bunch of pictures onto the map (Ideally using a .png file) the size of world.view. Then you move the players client.eye too the center of them when they need to view them.
So the proc too show a 3 page story would look like this.
mob/proc/StoryA()
client.eye = locate(5,5,1) //Move the client.eye too the center of the first page.
sleep(60) //Wait 6 seconds.
client.eye = locate(5,15,1)
sleep(60)
client.eye = locate(5,25,1)
sleep(60)
client.eye = src //Move the client.eye back too the player.


One thing you'll have too look into no matter what style you do is client.eye.
In response to DarkView
ok... so how do I add the words to it? and do you mean by making a seperate section of the map way out of the way just for the cutscenes where it has all the mobs for the scene?
In response to Blueseed15
Yeah that would generally be the best idea. Otherwise players will walk through and I dont think you want that.
Adding words too a cut scene is realy simple in the NES style system, since you just draw them onto the .png.
In the puppet show however its just as easy. You just add a src << "what they are saying" at the right times, you can doo that in the NES style as well, just add src << "What they are saying." just after the client.eye part and before the sleep().
In response to DarkView
ahh... ok... sounds easy enough, thanks
In response to Blueseed15
I forgot one small thing... what do I put to have entering somewhere activate the scenes?
In response to Blueseed15
There is a built in proc called Entered(atom/O). This is where you would put your cutscene trigger. For example:
turf
trigger
Entered(atom/O)
//Cutscene stuff.


Now make sure to remember while making it all, O is the thing that entered the turf, and src is the turf itself.
In response to DarkView
ok thanks again