How to make cutscenes in MV?

● ARCHIVED · READ-ONLY
Started by TehNuker 8 posts View original ↗
  1. Yeah, I'm just wondering how to make an opening cutscene in this version of rpg maker!

    Thanks for the answers in advance!
  2. okay first answer out my questionnaire...

    Q:what kind of cutscene?

    Q:animated or in game?

    Q:pixels or vector?
  3. TehNuker said:
    Yeah, I'm just wondering how to make an opening cutscene in this version of rpg maker!

    Thanks for the answers in advance!
    The same way it was done in Ace. So every guide for an Ace cutscene should work in MV too.
  4. This is something that should have updated. EVERYONE wants a ctscene. Sure you can figure it out, but this should have a streamlined function, for example: you have to make the "player/s" invisable and lock out player controls, and then start work on the scene. Then transport player to another map, make him visable, ect. Doable but man... Wouldn't it be SO much better to just have an event menu called "cutscene"? Boom. It asks what map, you select. It gives option cutscene ends when swith #___ is off. (Use last event in scene to turn the switch off) and bingo, auto fade out and back to playable game. Or I guess the same old way is fine. I was hoping for improved functionality for cutscenes, though.
  5. Ashouse said:
    This is something that should have updated. EVERYONE wants a ctscene. Sure you can figure it out, but this should have a streamlined function, for example: you have to make the "player/s" invisable and lock out player controls, and then start work on the scene. Then transport player to another map, make him visable, ect. Doable but man... Wouldn't it be SO much better to just have an event menu called "cutscene"? Boom. It asks what map, you select. It gives option cutscene ends when swith #___ is off. (Use last event in scene to turn the switch off) and bingo, auto fade out and back to playable game. Or I guess the same old way is fine. I was hoping for improved functionality for cutscenes, though.
    You can't do something like that because a cutscene isn't the same for everyone. There are many different variations of creating your cutscene. With "The same way as in Ace" I was talking about using event commands to decide how the cutscene should work. It's not possible to improve something that is completly different depending on who is creating his cutscene. There's not basic rule on what should be happening inside a cutscene, just basic tips on how to start doing a cutscene and learning yourself on how to improve it.
  6. Thanks for replying, everyone!
  7. I find creating cutscenes pretty easy to put together, especially with Orange;s MoveTo plugin for event movements, and the \| & \^ message box commands for advancing text automatically.  Being able to show images or animations via event commands also come in handy.  I just wish there was a way (or if there is a way, I wish I knew it) to play out Battler Animations, with weapons to play out battle scenes in our cutscenes.  Or if one wanted to create other sprite animations, be able to play them out as well.  And finally have access to control zooms (if there's not already a plugin for that...)...

    In fact, sometimes the gameplay of my games sucks because I spend all my time creating then perfecting cutscenes... lol
  8. Many eventing questions are already covered by ACE tutorials, since the eventing systems are so similar between MV and ACE.


    PLease see the list of beginner tutorials in my thread for help learning how to make cutscenes.


    The VX/Ace switches game is a great way to get ready to make a cut-scene.