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PostPosted: June 25th, 2005, 11:39 am 
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I've had RPG Maker 2 for over a year now, and have practically mastered every aspect of it except for Cut-scene creating. Basically, whenever I try to create a scene, I exchange my party members for my custom made Invisible character. Then, I place all of the events I want on the map, then start messing around with the camera settings. From there I make my Invisible character run around while I control the camera-the only problem is that my character runs over mountains, and cliffs and stuff, and therefore the camera changes elevation dramatically really fast ever time that happens. I've tried countering this by making my character float (to dodge hitting anything), but it doesn't seem to work. Any suggestions of making cut-scenes?


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PostPosted: June 25th, 2005, 11:26 pm 
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ravenx2 wrote:
Any suggestions of making cut-scenes?


Buy RPGM3...


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PostPosted: June 29th, 2005, 4:10 pm 
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Lone_Knight wrote:
ravenx2 wrote:
Any suggestions of making cut-scenes?


Buy RPGM3...



lol

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PostPosted: July 2nd, 2005, 1:06 pm 
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Yeah, judging by the videos, RPGM3 will have some seriously improved camera movement.

As for RPGM2, my best guess is to have an invisible path suspended on top of the mountain. Put your party on it and have them move on the path.

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PostPosted: September 13th, 2005, 2:54 am 
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Your specific question seems to be more about camera movement...

What I recommend for camera movement during cutscenes is relying more on the Effects: Camera: ViewPoint Height, Effects: Camera: Horizontal Angle, Effects: Camera: ViewPoint Angle, Effects: Camera: Distance, and Effects: Camera: Rotate commands than moving an invisible player. Hell, most cutscenes involve the main character anyways, and often times he's not moving much in them anyways. I've only had to use an invisible party member camera once so far and my game has 14 cutscenes in it, and (trying not to be conceited) my cutscenes are the best, or tied with the best, I've seen except for one other person. I'm referring to my game Paladin - download it and see what I mean first-hand if you wish.

Alas, regarding cutscenes in general...

The real trick is basically using LOTS of commands and not being afraid to expend memory. The commands I like the most are...

Event: Control: Change: New: (pick event) - changes which event the Event commands affect.
Event: Movement: Direction Move - move event a certain direction a certain number of spaces with in a certain number of frames.
Member: Movement: Direction Move - same as prior command but for members.
Event: Movement: Directin Change - turn event to face a certain direct within a certain number of frames.
Member: Movement: Direction Change - same as prior command but for members.
Event: Effects: Motion Change - change event's motion to/from Wait, Walk, Happy, and Special.
Member: Effects: Motion Change - same as prior command but for members.
Event: Effects: Single Action - same as Motion Change, except only occurs once
Member: Effects: Single Action - same as prior command but for members.
Event: Effects: Look - change event's facial expression to/from Wide-Eyed, Sleep, Happy, Sad, or Angry.
Member: Effects: Look - same as prior command but for members.
The Aforementioned Camera Effects - use them and see for yourself.
Text Box - open text box anywhere on screen.
Close Text Box - close all text boxes on screen. Note that at least 1 frame must pass in between a Close Text Box command followed by a Text Box Command or else the first Text Box will not close.
Message Window - display message in standard message window.
Input: Buttons: Wait X Frames or Constant Wait - wait for player to press a button. The button is then stored in variable 'User Button'.
Input: Multiple Choice - give the player a choice of how to respond (yes/no, etc.). The choice is then stored in variable 'User Choice'.
Data: Flag/Variable/Input - change current data of the game.
Script: Condition: Flag/Variable/Input - do stuff depending on current data of the game.
Script Branch: Repeat: Flag/Variable/Input - make something keep repeating until a certain condition is met
Script Branch: Sort: Variable/Input - - do stuff depending on current data of the game.
Apply Together and Apply In Order - press start on these ones for detailed steps in how to use them. Also note that certain commands cannot be applied together.

For say, try entering this:

Party begins looking South.

Member: Effects: Motion Change: Wait
Apply Together
Effects: Camera: Distance: 170: 30F
Effects: Camera: ViewPoint Angle: 24: 30F
Effects: Camera: Rotate: NW: 30F
Apply In Order
Wait 45F
Member: Effects: Look: Sad
Text Box: 'William' (left side above message window)
Message Window: 'Man, " (close window not checked)
Input: Buttons: Constant Wait
Member: Effects: Look: Happy
Member: Effects: Motion Change: Happy
Message Window: 'my game is SO awesome!!" (close window not checked)
Input: Buttons: Constant Wait
Message Window: Clear Message
Member: Effects: Look: Normal
Member: Effects: Motion Change: Wait
Message Window: 'But, " (close window not checked)
Input: Buttons: Constant Wait
Member Effects: Look: Sleep
Message Window: "I just don't get it.(new line)" (close window not checked)
Input: Buttons: Constant Wait
Member: Effects: Look: Sad
Message Window: "They don't play it as much as they should..." (close window not checked)
Input: Buttons: Constant Wait
Message Window: Clear Message
Member: Effects: Look: Normal
Member: Effects: Single Action: Happy
Message Window: "I know!! " (close window not checked)
Input: Buttons: Constant Wait
Member: Effects: Look: Angry
Member: Effects: Single Action: Special
Message Window: "They're all stupid!" (close window not checked)
Input: Buttons: Constant Wait
Message Window: Clear Message
Member: Effects: Look: Normal
Member: Effects: Motion Change: Happy
Message Window: "Yes! (new line)" (close window not checked)
Input Buttons: Constant Wait
Member: Effects: Look: Sleep
Member: Effects: Motion Change: Wait
Message Window: "That must be it..." (close window not checked)
Input: Buttons: Constant Wait
Close Text Box
Close Message Window
Member: Effects: Look: Normal
Member: Effects: Motion Change: Walk
(reset camera)

See? That's just one person saying, "Man, my game is SO awesome!! But, I just don't get it. They don't play it as much as they should... I know!! They're all stupid! Yes! That must be it..." DO keep in mind that I had to quit my game because I used up ALL the memory.

Anyways, when it comes to the various Makers, each are very different. Keep in mind that the people that say 'forget about rpg maker 2, buy _______' are the ones that quite rpg maker 2, most from something along the lines of 'it's too hard'. If, as you say, you have mastered everything, most, or even a decent amount of rpg maker 2 you shouldn't give up, since RPG Maker 2 is still the most powerful and customizable of all.

And, for future referrence, if you don't get any good responses try posting at Doan's Domain, the RPGM Pavilion, and/or here.

Doan's Domain: http://doansdomain.proboards27.com/
RPGM Pavilion: http://www.pavilionboards.com/forum/for ... ay.php?f=5
RPG Maker Links: http://williampaladin.tripod.com/id6.html


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PostPosted: September 13th, 2005, 4:30 pm 
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ravenx2 wrote:
I've had RPG Maker 2 for over a year now, and have practically mastered every aspect of it except for Cut-scene creating. Basically, whenever I try to create a scene, I exchange my party members for my custom made Invisible character. Then, I place all of the events I want on the map, then start messing around with the camera settings. From there I make my Invisible character run around while I control the camera-the only problem is that my character runs over mountains, and cliffs and stuff, and therefore the camera changes elevation dramatically really fast ever time that happens. I've tried countering this by making my character float (to dodge hitting anything), but it doesn't seem to work. Any suggestions of making cut-scenes?


Have you tried using apply together and apply inorder. That's a good way to use if you want to move characters and the camera's at the same time. Also you could just use the party disappear command instead of using invisble characters.


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