Phant0mB0nnie wrote:Yeah, good luck with a cutscene!
Some parts of the dialogue are a bit repetitive. Also, when the Time Machine starts malfunctioning, it would make more sense for the people in the room to start going ballistic. When the time machine first starts to show signs of a problem, the people should start shouting at each other in an attempt to resolve the situation. It's unrealistic for people to not give a damn while a time machine in the same room starts going haywire. At least towards the end we see people making a run for it. Nicely done with that part.
Overall, good job. Would be interesting to see more of these kind of maps.
Yeah, that's probably due to when I first thought of the idea I was going to include some more characters and such but that was before I've done some research on PB lore series which apparently have shown that some characters are unknown and such or simply due to lack of information like where were the origins or other questions that weren't answered and yes I may have encountered them and I also had to answer them on my own ideas and hoping that it made sense as to why since some questions are unanswered.
Luckily I've done some research before I finished the project or should I say when I somewhat started the project but already added some but then left those characters such as Hermes and Hexagon from the cutscene as they were obviously lacking information that I needed to see if it made sense to have them there or not. - I do think that due to the time machine error explosion I'm pretty sure Correction IX will not abandon Marine and Noir Lime like that so they'll most likely fix the time machine and try to have a new volunteers to rescue Marine and Noir Lime which may be those characters Hermes and Hexagon or something but then again since their timeline is towards the end where Usurpations Forces are winning against humanity it may seemed that every other human faction will simply fall to them and lose which may state that it's too late for them to try to rescue Marine and Noir Lime but luckily Marine and Noir Lime were sent back in time but due to the calculations error they were sent at the wrong coordinates which was planet Mars, this also includes their weaponry and their technology being scattered as well, luckily they survived the teleportation otherwise there would be a chance that teleportation could of teared them to pieces but luckily they weren't as well as their equipment but unfortunately their equipment was scattered throughout but luckily they find it on Mars or at least I'm pretty sure that's why shop where you buy equipment is a real thing in PB: FttP but PB2 took note of it and instead of upgrading our armour we only upgrade our already upgraded weapons to make them further stronger however appearance stayed the same on those weapons.
Also when I was making the cutscene and testing how it played out, I did notice that due to how poor PB2 AI is I had to add more explosions in the room and essentially cover them all over the room to make sure that the end of the cutscene didn't took too long due to the AI staying in one spot for too long so I also made them be in investigating mode as well to force them to move around since it would be easier for that instead of individually making them have a path to where they have to go to since that'll take a quite a bit to make it work.
I made the furnitures that were in the room I made them turn black cause I thought it would be unrealistic if they weren't burnt or damaged by the explosions, would be nicer if there were damaged or destroyed versions of these decorations but unfortunately there weren't so I had to be creative and made them turn black to show signs of damage in a way due to the explosions and such and also added random sounds effects as well for more interesting explosions sounds.
I do like the cinematic camera I've made for the end cutscene where it would follow any random alive Correction IX unit in the end cutscene where you get to see where he/her running to as well as her/him dying due to the explosions as well as the exit doors that I have made that works whenever they run into it however I did notice that some units at the time machine won't quite make a run for it unlike the ones that are near the exit doorway but I guess it's due to the investigating mode for AI behaviour, maybe I should've added a custom one but it would mean I would have to individually add them for each character which would already take more time in the project.
Text to speech was an idea that I also added for more interesting listennings or something, I did find it funny at times at how the narrative reads them but it's probably because it was near the end of the project and when I was thinking about adding text to speech I added it cause why not and since I was in a bit of a rush I simply copy and pasted the text display into the text to speech, at first I was going to use a variable that detects any messages in chat but that method only worked whenever I typed something and not the cutscene if only that method worked it would've been easier but since that didn't work I had to use the varspeak to make it use for text to speech to make it work and luckily it did but it also meant that I had to delay the text messages as well to allow narrative to be able to read them fully, I guess somewhere in those developments I ended up making repetitive dialogue and such.
So thanks for your feedback so I'll take a look at what dialogue is repetitive and perhaps improve it to make it sound better but that does mean either I'm going to have to scrap text to speech or simply remake the entire trigger actions for the dialogue perhaps, depends on severity of the trigger systems that I have made.
So adding some dialogue to where time machine goes haywire but due to the text to speech I made have to delay them and making sure they work perfectly, maybe increasing the rate of speech could make it better but i wanted to make it so that you could hear what narrative is saying I do find it funny listening to him but I still kind of wished there was a way to make a variable grab messages that weren't sented by player but by a trigger action and could of have that variable come to text to speech in which it would be easier for it but it only grabs players messages and not the trigger actions ones that make dialogue which is quite unfortunately and obviously delayed my project.
Another disappointing thing is that text to speech doesn't work in standalone of PB2 which is quite sad, I do wish it did work at least somehow but it doesn't, probably due to it being alone from the internet and simply couldn't grab the text to speech which results in it not working but it would be nice if it did so in standalone you do have to read the text instead of listening and due to the delay of it, people might get bored due to how slow it goes perhaps.
Ok, I just made a whole paragraph about the project and how it was annoying of making it. Sorry about that.
Didn't really meant to make a paragraphs but I was just tired at the severity that it was to making of the cutscene and how I had to find some ways to make it work, it was just annonying and tiring but it was at least a short map that didn't really took much but still, it's severity was just too much.
Ok, I can't seemed to find parts of dialogue to be a bit repetitive?
Did you meant time machine system dialogues?
Also I did planned to add some music to it but after doing that they simply didn't seemed fitted and most likely were too loud to hear the narrative of what his reading so I ended up cutting the music off and didn't really brother with it just simply cause it didn't seemed fitted nor was too loud for it.
Ok, so I've added your feedback on adding more dialogues and reactions to time machine system by scientists and guards of course it was quite painful due to severity of bugs but I managed to make it work or at least as well as text to speech capable of reading them and not skipping dialogues.
So thanks and good luck!