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> [Eventing]How to make a GOOD cutscene(VX and XP), Making good cutscenes(RMVX + RMXP)
Marrth
post Jun 15 2010, 10:31 AM
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So, Ive seen some people's game cutscenes- And they are kind of cheesy, boring, and hmm... Stationary?

So to make a good cutscene. You should do the following:
1- Make your characters move around while the scene is going on. This will make the scene more interesting and fun to watch.
2- Include sound effects, Change in BGM, and Animations depending on the scene.
3- Use the Emote Bubbles. I know this doesnt seem like much... But these help ALOT. They make the scene more fun, exciting, and easier to watch.
4- If you have different face sets for your characters, try to use different emotion faces for more visualization on what the characters are thinking.
5- Include hints on future parts of the game. If you put a little hint in your scene for a future twist or part of the game, this will make it more exciting and leave your players saying "Whats going to happen next!?" and the game is then more enjoyable.

Hope this helps! Thanks for reading!

This post has been edited by Marrth: Jun 17 2010, 07:45 AM
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Kisuke Urahara
post Jun 15 2010, 10:38 AM
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Wow... I think this will help me a lot when I'm making cutscens in future.

Thank you. I don't think I agree always on make it long though


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Marrth
post Jun 15 2010, 11:03 AM
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QUOTE (Kisuke Urahara @ Jun 15 2010, 10:38 AM) *
Wow... I think this will help me a lot when I'm making cutscens in future.

Thank you. I don't think I agree always on make it long though

Yeah i wasnt really sure if i shoulda put that tip in. But your welcome!
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archeart
post Jun 15 2010, 11:13 AM
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hmm this seems good but it would have been better if you made instruction or a sample of fun...just saying thats all aside from that good job ^^


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Marrth
post Jun 16 2010, 08:59 AM
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QUOTE (archeart @ Jun 15 2010, 12:13 PM) *
hmm this seems good but it would have been better if you made instruction or a sample of fun...just saying thats all aside from that good job ^^

Hmm... You know... I just might edit this and put a link to a video of a cutscene.
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MyPhantomile
post Jun 16 2010, 05:39 PM
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Although you've made some fair points, it would be nice to elaborate on them. I must say, I don't agree about making them long though biggrin.gif I'd say to make them a suitable length without adding pointless dialogue. Otherwise, very nice. I think a video would help a great deal in what these tips can do for somebody.
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mudducky
post Jun 17 2010, 05:38 AM
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This is a good tutorial if the aim is to give quick ideas and tips on what the engines can do with cut-scene. What you've explained will help visualise the scene better; however this tutorial alone is not enough to make a good cut-scene. Writing is important too.

It's best to avoid grammar and spelling mistake and proof-reading the cut-scenes. Incorrect English in dialogue can be a huge turn-off for many.

Developer should know in advance WHY they placed the cut-scene in the project and all cut-scenes should have a purpose planted for them being there.

Giving the cut-scene a mood, or moods, allows for better writing towards a set of feelings or emotions too.

Number 4 depends. You can have short and long scenes done really well. It depends on the plot outline. While long cut-scenes written well are good at showing more character and realism to your actors, if you ever want to leave room for the player to speculate, sometimes less IS more with dialogue. Short or long cut-scenes depend on what you are aiming for in that particular scene. Short scenes can be used for illustrating fast-pace action.
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Marrth
post Jun 17 2010, 07:45 AM
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QUOTE (mudducky @ Jun 17 2010, 06:38 AM) *
This is a good tutorial if the aim is to give quick ideas and tips on what the engines can do with cut-scene. What you've explained will help visualise the scene better; however this tutorial alone is not enough to make a good cut-scene. Writing is important too.

It's best to avoid grammar and spelling mistake and proof-reading the cut-scenes. Incorrect English in dialogue can be a huge turn-off for many.

Developer should know in advance WHY they placed the cut-scene in the project and all cut-scenes should have a purpose planted for them being there.

Giving the cut-scene a mood, or moods, allows for better writing towards a set of feelings or emotions too.

Number 4 depends. You can have short and long scenes done really well. It depends on the plot outline. While long cut-scenes written well are good at showing more character and realism to your actors, if you ever want to leave room for the player to speculate, sometimes less IS more with dialogue. Short or long cut-scenes depend on what you are aiming for in that particular scene. Short scenes can be used for illustrating fast-pace action.

Again... Im editing the LONG part out.
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RPGmakerperson
post Jun 18 2010, 11:03 AM
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This is great tut it has very simple tricks but they do amazing things.


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Zackwell
post Jun 22 2010, 12:53 AM
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I can add a point, if I may.
Adding cinematic blinders can give a more emphasised look to it, so the player knows that it's a cutscene. It also gives the awesome widescreen look. I can't provide a universally useful picture of the blinders, as it depends on how wide you need them.
The easiest way to make them is to make a 640x480 image, and put black rectangles at the top and the bottom.
[Show/Hide] My blinders


All you need do is 'Show pictures > Blinders.png' and erase it at the end of your cutscene.

This post has been edited by Greigh: Jun 22 2010, 12:54 AM


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