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Code layout advice for JRPG in-game cutscenes

Discussion in 'Programming' started by _brushie, Feb 10, 2017.

  1. _brushie

    _brushie Guest

    I've got a general idea of how to go about making cutscenes, making separate objects for cutscenes from the controllable objects, and I'm definitely doing all the planning and story writing before starting on one of them. My question though is how to layout with only one copy of the cutscene character objects and pass them into a script. An example like [act1_scene3(objects)].

    I know to pass in object pointers as arguments in the script, and can have the dialogue written in it. The part I'm stuck on is timing the objects to move when they're suppose to (ie char1 dramatic exit-> char2 change sprite to faint-> text box says "swoooon"). Most of the tutorials I'm coming across are using alarms but that would require multiple objects wouldn't it?
     

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