Written By: Obsession
Last Updated: 05/07/09
You what to introduce you game, or make an ingame cutscene be told in a cinematic fashion used in alot of RPGs, but when you make your scene, you don't think its as good as it could be. This tutorial will give you helpful pointers upon how to make impressive looking scenes in your game.
Plan out events
I discovered important planning and an invison on what occurs in your scene is the most important aspect of developing it. Ask yourself Who, What, When, Where and Why before proceeding with actually making it. I find writing down a series of notes of what occurs in the scene and take note of its significance to the rest of the story. If find also that if your story is planned out you have a good invision on what is to happen next and thus don't lose motivation in developing the game.
Abuse Wait command
Probably one of the primary commands in the event window. If its not a fight scene, you do not need any less than about 50-90 frames. (Using RPG XP framerate, not RPG maker VX) More is less if find, if you slow down your scenes it leaves way for more emotion. Taking heed of the screen colour tones on the situation, i find 100 frames fade can be quite effective for reminicing scenes.
Sound Effects for... effect.
Although quite obvious, it is suprising to see that in a majority of games, sound effects used during events are very underused, in fact the only ones you'd probably hear is through possible battle animations that activate during the event. When engaging in move commands, which should be happening quite a bit in your cinematics, try to implement sound effects where you can to make the player buy the games atmosphere. I make use of the sound effect named '013-Move01' a fair bit before the character begins walking during a cinematic. Explore and experiment, you'll be suprised how much it influences your work especially if your aiming for a particular mood in your project.
Background sound effects or BGS can sometimes even be used as a replacement for a BGM in some instances.
Use the commands for full effect
The event command window has a whole rooster of different functions that will help you with your work. My favourite ones is the Scroll Map, Show Image, Set Screen Tone, Set Move Route, Fadeout and Transfer Player. There are many other functions as well. Simply having an event consisting of message & wait commands isn't enough (Unless its a text based game. But if so, why are you here?)
Test, test, test!
Although it is a drag, testing your cinematics repeatedly is a must to ensure all the events are executed correctly. If you go back and look at your completed project after some time, you will realise the work put into it will pay off. What you give is what you get, as they say. I think the moral works well here as well.
Last Updated: 05/07/09
You what to introduce you game, or make an ingame cutscene be told in a cinematic fashion used in alot of RPGs, but when you make your scene, you don't think its as good as it could be. This tutorial will give you helpful pointers upon how to make impressive looking scenes in your game.
Plan out events
I discovered important planning and an invison on what occurs in your scene is the most important aspect of developing it. Ask yourself Who, What, When, Where and Why before proceeding with actually making it. I find writing down a series of notes of what occurs in the scene and take note of its significance to the rest of the story. If find also that if your story is planned out you have a good invision on what is to happen next and thus don't lose motivation in developing the game.
Abuse Wait command
Probably one of the primary commands in the event window. If its not a fight scene, you do not need any less than about 50-90 frames. (Using RPG XP framerate, not RPG maker VX) More is less if find, if you slow down your scenes it leaves way for more emotion. Taking heed of the screen colour tones on the situation, i find 100 frames fade can be quite effective for reminicing scenes.
Sound Effects for... effect.
Although quite obvious, it is suprising to see that in a majority of games, sound effects used during events are very underused, in fact the only ones you'd probably hear is through possible battle animations that activate during the event. When engaging in move commands, which should be happening quite a bit in your cinematics, try to implement sound effects where you can to make the player buy the games atmosphere. I make use of the sound effect named '013-Move01' a fair bit before the character begins walking during a cinematic. Explore and experiment, you'll be suprised how much it influences your work especially if your aiming for a particular mood in your project.
Background sound effects or BGS can sometimes even be used as a replacement for a BGM in some instances.
Use the commands for full effect
The event command window has a whole rooster of different functions that will help you with your work. My favourite ones is the Scroll Map, Show Image, Set Screen Tone, Set Move Route, Fadeout and Transfer Player. There are many other functions as well. Simply having an event consisting of message & wait commands isn't enough (Unless its a text based game. But if so, why are you here?)
Test, test, test!
Although it is a drag, testing your cinematics repeatedly is a must to ensure all the events are executed correctly. If you go back and look at your completed project after some time, you will realise the work put into it will pay off. What you give is what you get, as they say. I think the moral works well here as well.











