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Found 6 results

  1. Chaximel

    Marsigne's Cutscene Workshop

    What's this workshop about? Cutscene making, of course! Struggling with move routes? I'm your man! Want to have your cutscenes taken care of? You're at the right place! Want to have 30 soldiers chasing you and fighting you at the same time? I can! (within a year of course) Have in mind though that I only work with VXAce and MV. I'm much more familiar with VXAce, so MV may take some time. The template must be sent via PM, and it must be composed of: Game Title: Directions: (outline, instructions, etc.) Project demo: (materials for the scene) Process: You send me the template, then I'll start working on it ASAP. I'll aim to make a fast first draft (shown via video) so you can see the progress and tell me what needs tweaking. After the scene's finished, I'll send the project file so you can copy the map/events. Terms of service: There is only one rule: that there are no rules! Samples: Workload: 1. 2. 3.
  2. Hey guys, I've been troubled by this a while now, and I've had enough of it. I feel like some cutscenes feel a little monotone and boring when the same music plays all the time. However, I have a hard time in fixing this. The change seems unnatural, or out of place. How do you change music in / between cutscenes? Do you fade out the old music and fade the new music in during a black screen? Do you directly fade out the old music and fade in the new track while the scene is playing or do you keep a brief moment of silence in between? Thanks in advance for sharing your opinions, I hope this will help me make better games!
  3. My Adviser and I was discussing this and wondered what you guys think. Do you prefer a cutscene to be evented or video? Some will say that a video would be better because it's more visually entertaining. Then others say that eventing looks better because the game is made in a sprite-based program. For me, it depends on the cutscene I am trying to make. If I wanted to do something like this then it would be video: Otherwise, if it was like this, I would event it: Don't get me wrong, I can do the top one without a video but I don't think it'll be as good. The bottom one seems like it'll be just as interesting. What do you guys think?
  4. Hi! I am making a few games where I need the player character to auto-follow an NPC around, but I have no idea how to do that. Do I need a special script or just some clever eventing? As for the Big-Sized Baddies portion, I have no clue how to use the Big Monster sprites in my game. Any help, there? Thank you in advance.
  5. Hi everyone! So I'm sure this has been asked a million times but I'm not able to find other forum topics on it -- I'm probably not using the right words -- but either way, I'm sure this is easy to learn and very useful to know. I'm basically looking for the whole "here's how to battle!" intro battle thing where it has dialogue in the battle. The whole "try attacking the enemy!" and then only Attack is available for the person to choose, and then they do the whole "now try using a special attack!" and repeat with Special, etc. I hope I'm being clear enough, and I'd appreciate any help anyone can give. Thank you!
  6. Nathan Pringle

    story RPG Addictiveness (Part 2)

    Hey guys, this is the second part of my tutorial on how to create an addictive RPG. If you missed it, you can catch part one http://www.rpgmakervxace.net/topic/26193-rpg-addictiveness-part-1/. Go read that. Stop reading this, go read that. Have you read it? No? Go read it. Okay, you good? Let's go. So, my first tutorial went over the general format that I use personally when making games. I call it the Story and Rewards method, and relies on the high levels of dopamine. It generally goes like this: have a simple dungeon where the player is unstoppable, then a small bit of story, to set the scene. Repeat that once or twice. Then your dungeons should go up in difficulty. The first time they should feel a bit of a bump, where they can tell it's more difficult, then it should go up smoothly to the point that at the last dungeon, they're spending a lot of time in there and they really have to work for their big ending. So now, I'm going to go over exactly what happens in the story. First off, is character creation. There's lots of character generators out there to use if you'd like, but something I like to do is I put my music on shuffle and pick the first couple of songs. Each song will be the personality of each character. This only works if you have a variety of music, and the character generators will work too, in this case. That's when you start creating the actual character. The reason I use songs is so that I can listen to the song over and over while making the character. Each good song will have an overall feel and message in it, and that's what you have to listen to. There's many different information sheets out there to fill out, and it really depends how in depth your game is. My game, for example, is all about how every person has their own story, so most, if not all of my characters need in depth backgrounds. This website does a much better job of explaining this all around than I ever could: http://rpg.ashami.com/. Anyways, don't be afraid to have contrasting characters. These characters can't be exact opposites, because you need to make them have some sort common attribute that will bring them together. For example, a tough street thug and a rich cowardly man could be a good match if someone is threatening to steal the rich guys money so he offers some to the street thug to help him. That makes a common goal. Don't have the common goal be too stretched. The player will feel this and not be quite as interested. You'd be amazed as to what you can get away with, but you'd also be amazed as to what you can't. Now, let's talk about how the story relates to the Story and Rewards plan. When I'm planning my story out, this is the general path I follow. This is something that you can find in a lot of films to make the viewers sympathize with the characters. You'd be hard pressed to find a film that doesn't follow this to some degree. 0% - 10% - The first 10% of the film should draw the viewer into the initial setting of the film. What was life like beforehand? It should show the everyday life of the hero before the events of the film, show some flaws, what they're good at, etc. 10% - 10% of the way in they should be presented an opportunity. which will create a new, visible desire, and will start the character on her journey. The opportunity doesn't have to be quite what the main story is about, but it has to move them into a new situation. 10% - 25% - The next 15% of the story should show the character adapting to their new environment. They form plans on how to approach their new situation. Most of the time, they enter with excitement. 25% - About a quarter of the way through, something must happen to change their original, general goal into a visible, focused goal. The thing that the audience is rooting for the hero to do in the end is revealed.This is arguably the most important structural principle. If the hero's visible goal is defined too early, the story will run out of steam long before the climax. If it isn't defined until the halfway point, the viewer will have lost interest and moved on. 25% - 50% - This next quarter is simply the hero moving towards their goal. They could suffer minor setbacks, but they make a lot of progress here. 50% - At the midpoint, they must fully commit to the goal. Before, they could kinda get out of it and get around it, but now they need to burn their bridge back and go forward. 50% - 75% - For the next quarter, the obstacles become bigger and more frequent, achieving the visible goal becomes far more difficult, and the hero has much more to lose if he fails. The conflict begins to build until, just as it seems that success is within your hero's grasp... 75% - They suffer a major setback. This is a MAJOR setback. The audience should feel like EVERYTHING is lost. The hero's lies are revealed, the lovers break up, whatever it is. All hope must be completely lost. This just leaves the hero with one option. They can't go back to the life they lived before, since they burnt their bridge back already. Now they can only go out and launch one final, all out assault. 75% - 90-99% - Now they are beaten and battered, the fights are harder, the challenges are more difficult, and the pace has accelerated. They need to give everything they have. 90-99% - Several things must occur at the climax of the film. The hero must face the biggest obstacle of the entire story, they must determine their own fate (often overlooked) and the goal must be resolved, once and for all, for good or for bad. 90-99% - 100% - No movie ends with exactly what they were hoping for. The audience needs to feel something related to the excitement, emotion, sadness, romance, etc. in the end. Answer any unanswered question and show the hero after the battle. Now, that's quite a bit of information, but that's exactly what you should do with your game. Maybe make a few changes, specifically for the introduction. But there are two types of setbacks. Major and Minor. Now here's the information you're really looking for. When you're planning a game out with the Story and Rewards strategy, you need to plan out how many dungeons you have. Split it up into thirds. For example, twelve dungeons becomes 3 groups of 4. It doesn't have to be exact. Now, at the end of each group of dungeons (so, in the example of twelve dungeons, at the end of every fourth dungeon), you should have a Major setback. At the end of ones that don't have a Major setback, you put a Minor setback. The final major setback comes during the final dungeon, just before the final boss. This brings up the excitement, and the dopamine levels I went on about so much last part. The final part, at the 90-99% - 100% part of the story, this will generally be the final cutscene. I find the Final Fantasy series does that really well, where they tend to wrap up EVERY SINGLE @#$%ING CHARACTER. And I love it! It's brilliant. Anyways, your final cutscene should aim to do just that, unless you're going for a sequel or something like that. Again, don't forget, this is just one strategy. There are countless strategies. See if you like it. Anyways, here it is put in plain text for you, with the example of 12 dungeons once again. Introduction -> Simple Dungeon -> Bit of story -> Simple Dungeon -> Bit of story -> Simple Dungeon -> Bit of story -> bit more challenging dungeon -> Goal Change/Focus -> Dungeon -> Minor Setback/Progress -> Dungeon -> Minor Setback/Progress -> Dungeon -> Minor Setback/Progress -> Dungeon -> Point of No Return -> Dungeon -> Minor Setback/Progress -> Dungeon -> Minor Setback/Progress -> Dungeon -> Minor Setback/Progress -> Final Dungeon (Inside the Final Dungeon, there should be the Major Setback with all hope lost and the final battle). Hope this helped you guys! Feel free to comment if you had any questions about it
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