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Posted By
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Message
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 weka
Registered 28/04/2009
Points 211
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4th May, 2009 at 00:15:26 -
What's the best way to make a cutscene like characters walking from point a to b and dialog?
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![]() Ski TDC is my stress ball
Registered 13/03/2005
Points 10130
         
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4th May, 2009 at 00:26:37 -
I'm lazy and just tend to use built in movements. Disable the player controls and make the movements happen via the event editor, whether it be bouncing ball movement or path movement, they'd both work fine using trigger objects etc.
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 OMC What a goofball
Registered 21/05/2007
Points 3519
     
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4th May, 2009 at 00:52:26 -
Adam summed it up: Path movement.
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 W3R3W00F Drum and Bass Fueled Psycho
Registered 08/11/2008
Points 377
 
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4th May, 2009 at 01:01:48 -
I love path movement, but I also hate it because it's so cheesy looking. Nonetheless, path movement is indeed the key.
An old and washed up once-kid
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![]() Ski TDC is my stress ball
Registered 13/03/2005
Points 10130
         
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4th May, 2009 at 01:11:53 -
Originally Posted by ωξяξW○○F I love path movement, but I also hate it because it's so cheesy looking. Nonetheless, path movement is indeed the key.
How is it cheesey looking? I guess it only looks bad if you're crap at using it.
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 OMC What a goofball
Registered 21/05/2007
Points 3519
     
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4th May, 2009 at 01:14:07 -
You can make path movements look very nice if you do it right. You have to make sure there are plenty of nodes when the object turns, and that you adjust speeds gradually to make things looks smooth.
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 W3R3W00F Drum and Bass Fueled Psycho
Registered 08/11/2008
Points 377
 
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4th May, 2009 at 01:21:56 -
Lol me being lazy I'll admit my path movements aren't the best. I think it'd be cool to have some kind of speed smoother tool that worked like an alpha channel. I'd be forever grateful.
An old and washed up once-kid
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 Sinclair Strange Has some jaffa cakes in his coat pocket 3
Registered 27/11/2008
Points 81
  
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4th May, 2009 at 01:23:02 -
Path movement is a good quick and simple way. Yup.
Or if your good a coding, I sometimes use my static engine's counters to make the character move and what not. It's a bit more long way around, but to be honest I hate TGF's path movement. Although MMF2's path movement is very nice indeed, (including the extensions)
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 UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49768
         
  
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4th May, 2009 at 04:25:56 -
When I made a cutscene, I just set up a counter and constantly added to it. Then in my events just controlled movements, text and whatnot by checking the counters value.
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 RedEnchilada formerly RedEchidna
Registered 01/08/2008
Points 301
  
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4th May, 2009 at 13:35:46 -
Originally Posted by Poobical to be honest I hate TGF's path movement. Although MMF2's path movement is very nice indeed, (including the extensions)
I believe it's pretty much the same as TGF's path movement. The only difference is you can change the color of the graphical interpretation of it.
It would be nice if the Path Movement had an interpolation system.
http://www.youtube.com/watch?v=WYrSD35vHo4
woooooooooooooooooaah maaaaaaaaaaaaaaaaaaaaan
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