I'm just beginning to approach the topic of cutscenes for the project I'm going to be working on and I'm doing some research on how to implement them in GM - from what I can see there's two potential approaches - a) hand coding them or b) using sequences - first of all I'd like to know if I'm correct in both of those, and if there are any others options I'm unaware of - the other main thing I'm wondering is, if I opt for option (b) and I want to have voiceovers playing and subtitles appearing on screen and I want to "pause" the cutscene until those have finished playing out will I have to create multiple sequences for one cutscene and manually match them up at the starts and ends and call them sequentially via some other manager object - or am I going down the wrong track altogether? apologies for the somewhat rambling question, the tutorials and info I have seen so far show how to make a sequence, but here I'm needing to effectively use them in a project
#Implementing Cutscenes with subtitles and voiceovers - should I be using Sequences?
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Sequences are a good option IF the cutscene is always the same, they're a pain in the butt if the cutscene needs to be dynamic at all. For your situation, I actually don't know if pausing a sequence also pauses any audio playing from the sequence, so that'd probably be the thing to check on
Ok great thanks. For our project the cutscenes themselves will always be the same static art moving and changing in predefined ways but the voiceovers and subtitles may vary in length due to the selected language so I'm trying to figure out how best to sync up those various elements