Intro slides and camera cutscenes
by Andy Hawkins · in Torque Game Engine · 09/22/2008 (6:47 pm) · 6 replies
I want to put in a couple of things for my game (most games needs them) and I was wondering how to do it in Torque.
1) An intro that plays music (trivial) while showing several static bitmaps fullscreen to tell a story with fades in between.
2) Moments in the game where the player control is taken away so I can switch to an in-game camera move to introduce a new enemy or exit opening.
How are these done in TGE/TGEA?
1) An intro that plays music (trivial) while showing several static bitmaps fullscreen to tell a story with fades in between.
2) Moments in the game where the player control is taken away so I can switch to an in-game camera move to introduce a new enemy or exit opening.
How are these done in TGE/TGEA?
#2
09/23/2008 (12:12 am)
What if I want crisp images - like concept art? Is there a full screen image overlay or something that plays nice with TGE/TGEA?
#3
09/23/2008 (2:02 am)
Andy, can you not just use a GUI bitmap like the splash screens?
#4
Oh.. found a couple...
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3610
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9690
Just a thought though. How do I stop the enemies and things happening while I do this? Like I wouldn't neccessarily want a bad guy shooting me while I was being shown that an exit had opened. Is there a time hold variable or something?
09/23/2008 (3:36 pm)
Okay thanks guys. These both sound good. For the screens I thought there may have been a screen anim format that did a difference optimisation like the old Amiga DPaint. I'll hunt around for the pathed camera resource. Oh.. found a couple...
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3610
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9690
Just a thought though. How do I stop the enemies and things happening while I do this? Like I wouldn't neccessarily want a bad guy shooting me while I was being shown that an exit had opened. Is there a time hold variable or something?
#5
(terrible example)
1.trigger fires
2.trigger sends AI's peace variable to 1
3.AI loops targetting/firing/etc but gets peace=1
4.cutscene/guibitmap shows
5.guibitcutscene/guibitmap is deleted
6.trigger sends AI's peace variable to 0
7.AI loops targetting/firing/etc and gets peace=0 so he/they kick off
//terrible psuedocode
//on your AI's loop
if(%this.peace) != 1;
{
%this.shootyshooty();
}
else
{
%this.schedule(5,"think");
}
//end of terrible psuedocode
In fact rather than scheduling things it might be better to use the Unreal-type subscription resource. It's somewhere in the resources section, do a search.
edit for glaring error
09/23/2008 (4:57 pm)
Andy, to stop AI you could just add a variable in their script, so that when it loops to the point were they check for targets it checks the variable first to see whether it should.(terrible example)
1.trigger fires
2.trigger sends AI's peace variable to 1
3.AI loops targetting/firing/etc but gets peace=1
4.cutscene/guibitmap shows
5.guibitcutscene/guibitmap is deleted
6.trigger sends AI's peace variable to 0
7.AI loops targetting/firing/etc and gets peace=0 so he/they kick off
//terrible psuedocode
//on your AI's loop
if(%this.peace) != 1;
{
%this.shootyshooty();
}
else
{
%this.schedule(5,"think");
}
//end of terrible psuedocode
In fact rather than scheduling things it might be better to use the Unreal-type subscription resource. It's somewhere in the resources section, do a search.
edit for glaring error
#6
09/24/2008 (4:33 pm)
Awesome thanks guys!
Torque 3D Owner Viren Thambidorai
2) You can use path cam for in-game camera/cutscene.