The subtle technique of in-game cutscene (as opposed to cutscenes in between gameplay)

Hi all.
I'm here a lot but rarely post much.

So, to preface it, I'm a new(ish) wannabe developer who has gotten into openbor thanks to the joys of playing SOR Remake.

As a lot of you know, SOR Remake is a beautifully crafted game which even offers SOR Maker.
With this, you can create (to a limited extent) a game of your own creative desire.

So, I've been trying to figure a lot of things out for myself. Chrono crash as well as many other forums offers lots of insight and advice. However, some of it is sporadic, here and there, sometimes too advanced for beginners like me.

What I am trying to figure out is the subtle nuances of adding that little bit extra to a modified game. The basics is easy enough. I can make a very basic boring belt scroller so I'm not full on beginner.

But now I want to start adding more flavours; particularly in ways I haven't seen the rest of you do yet. I mean, I've downloaded tons of mods for SORR and Openbor.

So, something I don't see enough of you do is the inclusion of in-game cutscenes. What I mean particularly is the setpiece moment within the moments of action. I don't mean inbetween levels (cut scenes are quite easy to do there).

Best way I can reinforce what I mean might be to try and point out an example.
This is a nice short video of the first boss fight of SOR3 against Shiva. Well, notice how he entered into the fray? It was like an animation of him vaulting over the fence. And it was done so smoothly. Even his KO loss isn't a normal one as an in-game cutscene triggers where a jetpack flies him away.

Now, bomberlink team did this amazingly in SOR remake often. Such as the intro to Anotnio in SOR 1 level where he smashes his boomerang through two windows.

Sorry if this is a drawn out way of explaining. What I want to know is, have any of you ever pulled off this type of advanced animation and have you seen one being implemented in a mod/fangame/homebrew?
 
lots of these animations are spawn animations or model changes,
there are games that use an entity and then with script replace the entity with a player entity.

personally , i am trying to make "realtime" animations for intros or cutscenes that take into account player ranks , so whoever is top player is in the lead position, but the scripting is kind of a big challenge for me.

i am sure lots of openbor modules feature complex animations, but since i prefer to play games with company, i have not really been able to see much....
 
Well, notice how he entered into the fray? It was like an animation of him vaulting over the fence. And it was done so smoothly. Even his KO loss isn't a normal one as an in-game cutscene triggers where a jetpack flies him away.

It's easy by coding the movement in Shiva's SPAWN and DEATH respectively. Including the slowdown fx also.

What I want to know is, have any of you ever pulled off this type of advanced animation and have you seen one being implemented in a mod/fangame/homebrew
Play Avengers United Battle Force and watch how heroes enter the field.
 
Hi, thanks for responses.
Your avengers game looks like the perfect case study for learning various techniques.
I'm gonna watch that tutorial and try to attempt some of these techniques into a mod.
Thanks again.
 
Even his KO loss isn't a normal one as an in-game cutscene triggers where a jetpack flies him away
@AzizKhattou You can get many code examples added in the SOR2X.

Download
 
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