Cutscene Skip. Plug-and-play COMFORT for your players!

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Started by ♥SOURCE♥ 26 posts Page 1 of 2 View original ↗
  1. Freebies_CutsceneSkip.png
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    Cutscene Skip is a way to pause cutscenes and have the ability to skip them at will!​
    We specifically designed this system so you can easily add it to any existing game with minimal effort, no matter the development stage!​
    Everything gets executed properly. Event commands and their results are not changed, your game will be exactly the same, except that now it will allow your players to pause or skip any cutscene that you mark as skip-able.​
    Everything is executed exactly as if the cutscenes were never skipped!​
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    Read the header for more info and watch the video below to see it in action.​
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  2. Please update your topic title so that it includes the name of the script. Thanks.
  3. Mr. Bubble said:
    Please update your topic title so that it includes the name of the script. Thanks.
    Done! :3
  4. This is such an amazing, handy little script. :D I think it saves developers a lot of time play-testing their games. Thank you very much!
  5. I've got an error when I try to skip scenes. 

    Script 'Cutscene Skip' line 381: NoMethodError occured.

    undefined method 'bgm_volume' for Audio:Module. 

    Not sure what's causing it since this is supposed to work without changing anything that was already made isn't it? Or we need to try it on a new game, not by loading saves?

    EDIT: Ah. I apologize. I think I got what the problem is, but now, I just get a black screen when I finished selecting to skip the scene.
  6. Hello! You need Audio Fade In (put it in a new slot above Cutscene Skip).

    Are you using any commands that would need player input in your cutscene? Like choices or custom stuff where the player input is required.
  7. Ah. I have actually. If what I thought on player input is correct, I have Yanfly's Message System script that has the Text Skip option for fast-forwarding message boxes. Also, Message Visibility by efeberk which allows hiding the message box in the middle of events with a key press. I haven't tried the script with an event with choices, but I assume that the "Cutscene End" label just has to be before the choice, right? 

    Also, if it counts, I have PK8's Speed Up Frame Rate During Test Play snippet that I can use through a key press, but not limited to events/cutscenes.

    EDIT: I disabled Message Visibility by efeberk but it still causes the same results.
  8. Yes, that is correct, the "CUTSCENE END" label should be right before the choices. Could you link me to Yanfly's Message System? I'll check if it adds something that would require a special case to be skipped.

    Alternatively, you could PM me a link to a demo so I can take a direct look into the problem. :)
  9. This is where I got the script: https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/

    EDIT: I tried using the skip function of this script and here's what I observed: After pressing Yes to skip the cutscene, I can go and press X again and it'll fade in to a random part of the cutscene that's within the labels. Pressing X makes it fade-out again and if done once more will make it skip a bit forward the scene. This can occur repeatedly if I press X.

    Also, it does take me to the part where I put the end label, but I notice that it's taking a quite a few seconds to reach it and has the issue above. And for some reason, even with the fade-out of the BGM/BGS or the like, a BGM still plays.

    EDIT2: I tried doing the same for your demo by putting a fade-out BGM command and the BGM still continues when the skipping is done. I can also still press X to access the skip function even when I did it the first time as well. I do not mean to be rude, but the problems may be from the script alone and I hope my reports could help on the matter.
  10. Updated to 1.1.0! Grab the latest version from Pastebin!

    For the last problem you mentioned, try putting the following in a Script command before the cutscene:

    $game_temp.ms_cutscene_ignore_bgm = trueSet it to false after the cutscene end label. Let me know if it works. (If it does, I'll add instructions or make it easier to use.)
  11. I tried the using the line for the Script command but it doesn't fix the error, but adds to it. While the screen is black, the other BGMs fade-in and fade-out, assuming that they are being executed/played while the scene is getting skipped. The last BGM before the cutscene end label still plays too.

    The other errors before such as the ability to still enter the Skip options even after choosing to do so already is fixed. I'm wondering though, is there a way to speed up the waiting time until the cutscene is finished? With the length of my cutscene, I feel like the black screen is taking a bit long. But it's not really all that bad, just a thought to improve this script even further.
  12. I would have to take a look into the cutscene itself to know what is making it take so long for you, could you PM me a demo? It will also help to see where the audio problem comes from for you. :)
  13. I checked it with the previous demo you had, updating the script too with 1.1.0. Without the line for the Script command, if you have multiple BGM commands between the labels, they don't play but it ignores the fade-out BGM command before the cutscene end label too. Putting the line for the Script command before the cutscene start label, the BGMs will play consecutively until they reach the last BGM. If there is a fade-out BGM command, it accounts for it though. I opted checking this with a cleaner project as your demo to make sure if the problem is mine alone, or an issue of the script, in which I think is the latter. I hope this information helps.

    EDIT: I also noticed that SEs are not affected by this line.

    $game_temp.ms_cutscene_ignore_bgm = trueI do notice that it's specified to ignore BGM, but no matter if you have the line before the SE or not, the SE still plays. Notably, it's the last SE that plays and the previous ones do not.

    EDIT2: Also, if you exit back to the title screen by F12, even when the script line above set to false (after setting it to true), the BGM on the title screen doesn't start playing at all. If you load a save file with a BGM playing, it doesn't play either. 

    I have tested the things I mentioned on the edits on both your demo and my game, so I think it's an issue on the script itself. Hope this can help.
  14. Google Translator.

    I love this script, and I really want to use it in my project, but there is a problem: Although the scene has already been closed according to the label, and if not skip it, to want to open the menu, the option will be activated anyway, avoiding you can access the menu.

     

    I would like to tell me if I'm doing something wrong, and if not, tell me what I can do.

     

    Of course, thanks.

     

    EDIT: Sorry, I copied version in Spanish before. But to solve it, but I had to add a line.
  15. Hey, Source!  Extremely cool script, and nice aesthetics, but there are definitely some bugs to work out before it's usable.  Here are a few that I found in initial testing:

    1. Like Oozo, I found it took several seconds (usually three to five, but it seemed to vary a little) to process the Cutscene Skip when I used it on my intro sequence.
    2. With the new version (1.1.0), the BGM and BGS no longer persist after I end the cutscene and transfer the player to a new map, which is good.  But I do hear them for about one second while the cutscene is being skipped, which is jarring.  I used the $game_temp.ms_cutscene_ignore_bgm = true and $game_temp.ms_cutscene_ignore_bgs = true script lines before the CUTSCENE START label, and used the same lines except with "false" right after the CUTSCENE END label.  The Transfer Player is directly after that (at the end of the event).
    3. I threw in a Battle Processing command inside the Cutscene (because later on I'm going to include tutorial battles inside cutscenes) and this caused the battler sprites to appear on the screen and then the game froze without completing the Cutscene Skip.
    Let me know if you need additional info.  I'll keep an eye on the updates as this is something I'd love to include in my game.  Also bought Effectus yesterday - can't wait to try that out, and hope the implementation is a little smoother for me!
  16. Hello! I'm glad you like it! Could you PM me a demo showcasing each point? It would be easier for me to look into it and I would really appreciate it :3 
  17. I have a ton of proprietary stuff in that game, so I'll do my best to recreate the behavior I've described in a new file with the same eventing sometime this week, and if I still see it (which I expect to; I'm not doing anything too out of the ordinary with the event), I'll send it to you.

    Thanks for your kind attention!
  18. OK, it's been a few weeks but I finally had time to extract the map and eventing to a clean project and try again.  I'll send you the unencrypted file via PM.  Here's what I found with the bugs I previously reported:

    1) On a clean project, even using the same eventing, the time to process the Cutscene Skip was only about one second, as opposed to the 3-5  seconds average in my real project.  It works great on the clean project, but not on my real project (even after I moved your scripts to the bottom of all materials).  I have no idea why this is.  The only things I changed were a pair of script lines that have to do with Khas' Awesome Lighting (which don't involve long Waits to my knowledge), and used RTP sound effects instead of custom ones.  I also transferred to a considerably smaller, event-free map right before the end of the cutscene.  Any guesses?

    2) I'm still experiencing a lot of wackiness with this.  The BGS from within the cutscene seems to persist after I skip the cutscene, even on the new map that the player is transferred to, even though the BGS is supposed to fade out before the end of the cutscene.  Play around with it and see what you hear in the file that I sent you.  Also, try keeping or removing the "ignore bgm/ignore bgs" script lines at the beginning of the script.  I get less wackiness when the Ignores are used, but that also brings about the problem of the BGM being removed from the scene if I open the "Skip Cutscene?" prompt but choose No.

    3) Strangely, the Battle command worked fine the first time I tested it (I got the battle right before the cutscene finished skipping, won the battle, and then the cutscene finished skipping and warped me correctly to the new map), but the next ten times I tested I got the same error I reported earlier.  You should be able to recreate it with the copy I sent you.  Screenshot below.  If I add the "Battle Processing" command to the list of totally-skipped event commands, though, that gets around the bug.

    Cutscene Skip Battle Bug.png
  19. Hey there. I've been trying out your Cutscene skipper and like some of the other people commenting, I too have been having issues with sounds and music.

    In particular, I wanted to create a scene where a narrator is reading out a story to the player.

    One issue that I noticed is that if you press Esc or X to prompt the Skip menu, it doesn't pause ME or SE. Also, if the player chooses to press "No" on the Skip menu, to resume the cutscene, BGM and BGS start from the beginning again. Thus, if I put the narrator in as a ME or SE, he keeps talking while the Menu is up and if I put him in as a BGM/BGS, he starts back at the beginning, whenever players accidentally bring up the skip menu and want to continue the narration.

    I was thinking that since Vx Ace offers the option to save BGM and resume from saved position, a way to solve this problem of mine would be to incorporate that feature into the Skip menu.

    Also, is it possible to customize which buttons can be used to skip?
  20. I found another bug that I have been unable to solve.

    I tried creating a cutscene, using the 'CUTSCENE START' and 'CUTSCENE END' labels and played the game without skipping the scene.

    Now, when I press ESC, instead of getting the main menu, I get the Skip Menu. If I select No, I return to the game and pressing ESC brings up the same Skip menu again. If I select Yes, on the other hand, the game freezes.

    If I play the game again and skip the scene that I prepared with the labels, it skips normally and pressing ESC afterwards brings up the proper Main Menu.