I have not looked into the Game Maker yet, but from what I have heard it's also basically a toolkit aimed towards creating generic action games. I want to avoid the RPGMaker it's really hard to create some unique gameplay with this very limited tool imo. So I'm asking for your experience with game makers. Well actually, I know the very basics of Python but I guess that won't help much. That info is also in that attribute's description in the Events Manager behavior itself.I want to make a game but don't know shit about programming. Go to the Events Manager explanation, and look for the "Events" explanation. You can check the specific of those events in the Behaviors List file. If you create actors through the cutscene script, you can store them and reference them later to be targeted by events like this. Only I'm changing between the Player Actor and a Stored Actor at key 0. This is a script that has an example of back and forth, using the "Get Player Actor" event. The Set Actor event basically switches which actor is being target by the events. It becomes a sort of back and forth between two scripts. You set a global value to increment by 1 after each dialog, and the scripts just use that global value as a condition to play the dialog for each actor. Then, use the same method described in 2. The player actor must be on screen for that event to work.Ĥ- If the dialog doesn't involve the player actor in any way, you can use Instance Customization for the actor that has the cutscene script, configure the "Cutscene Actor" attribute to the other actor you want to take part in your dialog, and again use the Set Actor event, now setting it to Cutscene Actor (check the attribute's description in the Events Manager behavior).ĥ- This is a bit more convoluted: you set up a script in each of the actors you want to speak in the dialog.
If you are using the dialog like speech bubbles at each actor's position, use the other mehtods.Ģ- If your player is pressing a key to activate the cutscene when near an actor, then you have to use the "Set Actor" event to switch between "Self" and "Player Actor." That way, when you reach the dialog events, you'll be calling the dialog for different actors.ģ- If your actors are not colliding or interacting via key press, you can use the "Get Player Actor" event. I recommend using the Events Manager behavior in your "NPC" actor.ġ- If your dialog is set on scene coordinates, you can just make the same actor use different presets to represent different actors speaking. There are a number of ways to do it, depending on how you setup the dialog interface for each actor. If you've used my Miscellaneous Behaviors or RPG Elements resource packs, all of the behaviors in them are included here, everything integrated with the scripting methods.
#Stencyl tiles full#
It can be used for simple cutscenes, and hopefully will give you a taste of what you can get with the full version.
#Stencyl tiles how to#
This additional documentation will teach you how the sample game was made, and provide you with more resources and ideas on how to create and organize your own scripts.Ī free version is also available for download, the Simple Events Manager, which is a simplified version of the cutscenes manager behavior. You also get the sample game project file, made entirely with this resource pack, its documentation and all the scripts used in that sample game.
You also get a variant of the resource pack that includes RPG element behaviors, such as managing skills list, experience, character status, combat statistics, damage type and status condition resistances. If you want to see some of the possibilities of this resource pack, you can play the HTML5 version of the sample game on this page.īy purchasing this pack, you get the resource pack proper, documentation and some sample scripts. Finally, a behavior to configure gamepad and keyboard controls is included, allowing you to create your own menu to change controls in-game. This pack features versatile day and night cycle system, enabling you to create NPCs with their own schedules, as well as a robust dialog customization system. From NPC interactions, dialog and treasure chests to enemy AI patterns, and even entire Visual Novels, this resource pack gives you the tools to create scripts, which can be used in a variety of ways. This is a resource pack made for Stencyl that will enable you to create cutscenes for your games.