Using Cutscenes, Choices, Busts and Affinities

Brandon Thomason

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Hello. Can someone tell me if this is possible? I have cutscenes, choices, busts, and affinities with my game.

Cutscenes - A scene with motion outside the normal Tilesets.
Choices - A multiple choice scenario where you choose one of the choices that appear on screen. Usually with dialogue queries.
Busts - An upper body shot of a character, as seen as in modern games. Usually used in conjunction with dialogues.
Affinities - How much the character likes or dislikes you. Usually used for romance in games (However, for my game, I'm using it for special endings.)

My cutscenes are intricate animations, similar to but much more crisp in quality and fps than Pokemon. They utilize non-pixels, but rather vector graphics (Possibly, depends on budget)

Choices can include one or more sets of selections.

Busts are simply that, a picture that includes the bottom up. However, in my game, the full body, including legs and feet is seen. This is for special unique leg expressions.

Affinities are used in conjunction with dialogues, when you say something, you may or may not raise the affinity of one of the main six or another character.

Example:

Captain of the Royal Guard: <AVATAR NAME>, are you ready for battle?


Choice 1: No.

Choice 2: Yes.


Choice 1:

Captain of the Royal Guard: This is no time for games! Prepare for battle!

Captain Rio Affinity: -1 (Temporary)

[Initiate Tutorial Battles]

Choice 2:

Captain of the Royal Guard: Good. Prepare for battle!

Captain Rio Affinity: +1 (Temporary)

[Initiate Tutorial Battles]

Are all of these possible?
 

slimmmeiske2

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I'm a bit confused what you mean with "A scene with motion outside the normal Tilesets." Do you mean just a normal cutscene or do you want something more fancier? That said you can event cutscenes. There's also a script that allows you to play Videos if that's more what you're thinking about.
For choices, there's the "Show Choices" command.
Busts - Yes, you can use the Show Picture command to do so or use a script that allows busts/facesets.
Affinities are basically done with variables. So yes, completely possible.
 

DerVVulfman

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Just as slimmmeiske2 had stated, completely possible. EXCEPT where you stated that you would be using vector graphics instead of pixel artwork. Throughout the RPGMaker series of engines, all graphics are displayed as bitmap cel animation. The engine does not support 3D modeling.

The only way I perceive that you might have Vector / 3D modeling within your game would be by way of using a 3D modeling engine (blender for example) to create your models, and then screencapture and edit them into a final cel animation work.
 

Brandon Thomason

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Just as slimmmeiske2 had stated, completely possible. EXCEPT where you stated that you would be using vector graphics instead of pixel artwork. Throughout the RPGMaker series of engines, all graphics are displayed as bitmap cel animation. The engine does not support 3D modeling.

The only way I perceive that you might have Vector / 3D modeling within your game would be by way of using a 3D modeling engine (blender for example) to create your models, and then screencapture and edit them into a final cel animation work.
Oh no, I mean something like this:

Cutscenes with vector 2-D graphics, similar to style of my little pony - friendship is magic, without the outlines.

I'm not sure if it's even possible to make a game with vector graphic sprites in the actual map-based interface, as all sprites are 48x48
 

DerVVulfman

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...as all sprites are 48x48
*BRZZZZ!!!* Wrong! :D

Though you got me curious, suggesting an RMMV tileset size of 48x48 within an RMXP board where tiles are 32x32.

A little understanding. The maps are rendered with a 32x32 grid pattern, 20 tiles across and 15 down. Each event (player, or otherwise) takes the position of one of these 32x32 tiles, but events themselves need not be 32x32. As you see, events may be smaller or larger than the tile it is occupying. Just by looking at the Treant (walking tree) characterset (aka 095-Monster09.png) has a size of 384x384... each frame being 96x96.

So you will not be burdened by the physical width/height size of the sprites.
 

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