Ambrosia Garden Archive
    • quick time movies as a cut scene


      In my game, i plan to have quick time movies play as a cinematic / cut scene type of way to move my story along. i have not made any of these scenes yet, and i was wondering , before i start working on these can coldstone play quicktime movie fullscreen, or do they have to apear above dialogue??

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    • Yes, Coldstone games play QuickTime movies fullscreen. To do this, use the Teleport action (in the Event Editor) to "teleport" the player to the movie (all movies will show up in the Teleport list), just as if you were teleporting the player to a location.

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    • Thanks! that was a huge help

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    • Quote

      Originally posted by Cafalll:
      **Yes, Coldstone games play QuickTime movies fullscreen. To do this, use the Teleport action (in the Event Editor) to "teleport" the player to the movie (all movies will show up in the Teleport list), just as if you were teleporting the player to a location.
      **

      ?

      mmmh... I may not recall well but the only way to play a quicktime movie is to execute an event, which contains a dialog action with no text but a quicktime movie selected. (You can also select the display ratio you want.) In PoG, we first teleported the player to a black screen to give the "fullscreen" feeling.

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      Dee Brown
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    • How does one control the actions after the movie has played? How does Coldstone when the movie has finished? How do you teleport after the movie has completed?

      I'm trying to integrate movies now but I keep encountering odd crashing.

      Cheers,
      CG

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    • When you create a movie event (a dialogue with nothing but a movie), CS plays the movie through once and ends the event. Whatever background the player is at is visible around the edges of the movie unless it completely fills the screen, so teleporting the PC to a black map (using the save/restore location events to keep his current location) would make the whole thing look cleaner. Placing the events "Save Location--Teleport--Movie--Restore Location" in that order will do all that nicely.

      If you include text with a movie event, the movie loops until the player clicks out of the dialogue. This is good for making blinking, shifting NPC portraits to enhance dialogue. Only takes a couple frames to make a blink.

      myshkyn

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      "I'll give the fans just what they want, and nothing else at all."

    • Ok. When I teleprt to a black map and call a local dialog event to play the movie full screen, it flickers and I can see the character on top of it. If I use a main location and try the sam techique, the game crashes.

      I'm not getting it. Please help.

      Cheers,
      CG

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    • Well, I didn't try using a local event in the black map to play the movie, so that might be the problem. I put the actions I listed ("Save Location--Teleport--Movie--Restore Location") all in the one event.

      Let me know if this was the problem, cause I'd like to know what's causing your difficulties in case I run into them myself eventually.

      myshkyn

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      "I'll give the fans just what they want, and nothing else at all."

    • Quote

      Originally posted by Dee:
      **?

      mmmh... I may not recall well but the only way to play a quicktime movie is to execute an event, which contains a dialog action with no text but a quicktime movie selected. (You can also select the display ratio you want.) In PoG, we first teleported the player to a black screen to give the "fullscreen" feeling.

      **

      Was this how the beginning cutscene for POG was done?

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    • So,

      How do you launch the event when you go to the "black map" if it is not a local event?
      How do keep the player from showing up on top of the movie?

      Thanks.

      CG

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    • Quote

      Originally posted by cgoran:
      How do you launch the event when you go to the "black map" if it is not a local event?
      How do keep the player from showing up on top of the movie?

      Just initiate it from the teleportation event. Ie, create the following event to play the movie:

      • Save location
      • Map Position Change : (whatever coordinates)
      • Teleport : (to the black map)
      • Dialog : (play movie)
      • Restore location

      Then place the event whereever it should be in order to trigger the movie to play(ie, if it should play when the player enters an area, put it in the areas local event. If the player should step on a tile and be shown the movie then attach the event to the tile).

      To make the player not appear in the top left hand corner you need to use Map Position Change to move the player out of the corner of the map. If you moved the player to 1,1 then the camera can not center around these coordinates(the camera usually centers around the player). So move the player to something like 20,20 in a 40X40 map and you should be fine.

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    • Quote

      Originally posted by Madman:
      Was this how the beginning cutscene for POG was done?

      Which beginning cut-scene?

      PoG has only 2 movies that use quicktime: The learning tree movie(first time you enter the area with the learning tree you are shown a movie zooming in on the learning tree) and the ship movie(when you first sail from Berglum to Reef's Island).

      If you are talking about when the player starts the game and faints in front of the gates of Fantrima and the innkeeper comes trudging down... This is all done with events, I believe. The player's controls are locked during this point(something I found out when I was developing something and was in a hurry... started a new game and immediately teleported and found I couldn't move! heh). You are then forced into a dialog(which says it is from the guard, but I suspect it is a simple starting event that calls a dialog and not an NPC player contact event). When you finish the convo the player's animation is changed to that of the fainting sequence, and the guard "calls" for the innkeeper, which is most likely a stamp control. A "travelling" innkeeper is then loaded on the screen out of the player's sight which is set to reach the player. The innkeeper trudges down and when he reaches the player an event is called(from within the NPC reaches player event) to fade the screen, restore the player, move the player up to the inn, and replace the innkeeper with the normal innkeeper that walks around the inn and can be conversed with.

      Granted, the above description of the opening sequence may not be entirely accurate, but I would guesstimate that it is fairly close to what Beenox did. It was not, however, a quicktime movie.

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