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  How to add cutscenes to your game  (Read 6727 times)
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Offline jonjava
« Reply #30 - Posted 2012-06-17 21:57:02 »

I have to agree there's certainly a place for cutscenes. But they should be used sparingly and only when absolutely necessary and or when they're definitely worth it.

Offline Cero
« Reply #31 - Posted 2012-06-17 22:02:21 »

You can certinaly try in a 3D game. in 2D, I dont see how you would do that, without sacrificing complex scenes.
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if player enters cutscene zone
    trigger music
    add letterbox / vignette / effects
    limit/prohibit player movement outside of the zone
    play story voiceover
    run NPC AI

Well that part is obvious and I wrote it years ago... It doesn't replace real cut-scenes though.
Also they do not have the details you need. If a scene wants to point out that the character now does a very subtle movement: using video you can do it very cinematic; ingame, you could hardly even tell, since a finger is maybe one pixel... and even if you could, it wouldn't look cool.
If you want 3 Dimensional things to happen, rapid changes in scenery...

Especially a space battle is something you cannot do with youre engine, if your game is not a spaceship game, and creating such a 3D scene is not all that hard of course

Or I dont know... What if you want to focus on a Pool table as the players have a little match. But you're game is a sidescroller.

Making video doesnt mean 3D render scenes, but now you can show all scenes and all details you want.
And its very convenient.

Offline princec

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« Reply #32 - Posted 2012-06-18 00:21:57 »

I come back and visit the topic of Java video every 6 months or so Smiley I've actually been working with Java and video on and off for over a decade. It genuinely is a sorry state of affairs but last time I looked Xuggler was getting closer to being useful (albeit pretty large). VLCJ when I last looked was useless but this seems to have changed.

Cortado might be working better now too. I will possibly be reinvestigating Cortado in the near future. It is particularly appealing for being a) pure Java and b) unencumbered, apparently.

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Offline Cero
« Reply #33 - Posted 2012-06-18 00:49:23 »

Cortado might be working better now too.

I looked at it this year... and it was horrible.
Give us a ring when it changes =P

Offline Riven
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« Reply #34 - Posted 2012-06-18 00:50:19 »

Shipping VLC is not ideal either. Uncompressed it's about 80MB, with 60MB worth of codec DLLs.

With some LZMA and discarding all codecs that your game doesn't use, you could probably trim it down to a few MB.

Having said that, I'm delighted with the ease of creating a player. If only Windows natively supported creating a ramdisk like Linux, I'd call it solved.

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Offline Cero
« Reply #35 - Posted 2012-06-18 01:43:03 »

discarding all codecs that your game doesn't use, you could probably trim it down to a few MB.

Yeah I did that - 13 MB uncompressed.

Offline ReBirth
« Reply #36 - Posted 2012-06-18 02:23:34 »

If it's for a simple 2D game, why don't create animation using e.g Tween lib?

Offline SimonH
« Reply #37 - Posted 2012-06-18 19:15:19 »

I think it's possible in applets, I did a quick test for an applet/js/ytplayer combo which isn't too bad -
See it here.
I believe it's possible to hide the player controls but I didn't get that far!
I got a horrible user experience from that applet Smiley

When I hit [space], it played the movie for 1 second, then it showed me the black screen again, telling me to hit [space]. I tried keeping [space] pressed, but that didn't make it play fully either.
I tried it in Chrome and you're right!
A much better version is up, but I can't get rid of that youtube logo even though I own the copyright...  Undecided
I think this could work ok with a better embedded player.

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Offline deepthought
« Reply #38 - Posted 2013-01-08 00:44:10 »

I know this topic is old, but there is also jjmpeg for decoding.

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Offline Eli Delventhal

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« Reply #39 - Posted 2013-01-08 01:32:41 »

It's fairly easy to write a Flash exporter using JSFL, then taking the data from a Flash file to animate stuff in-game. I wrote a version of this for iOS in about 3 days. JSFL exported the data to JSON then I used a JSOn library to convert to the iOS HashMap equivalent, then it's easy to read the data and write a simple animation player.

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Offline ReBirth
« Reply #40 - Posted 2013-01-08 03:06:24 »

That's how I do with libgdx too, Json Smiley With external resource like that you can have your non-programmer team to modify it and cry by themselves.

Offline Eli Delventhal

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Medals: 42
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Game Engineer


« Reply #41 - Posted 2013-01-08 19:22:09 »

That's how I do with lingdx too, Json Smiley With external resource like that you can have your non-programmer team to modify it and cry by themselves.
Yes, exactly. The artists always shower praise on me when I make them tools, but they never realize that I am just sealing their fates. "Oh it's broken? Well that's your fault, go fix it." Ah yes, sweet silence.

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Offline kappa
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« Reply #42 - Posted 2013-01-10 10:32:44 »

Not sure why such an old thread was resurrected, anyway by way of update there was an attempt a while back on JGO to sort this problem which lead to YUNPM and GstLwjgl.
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