RPG Maker Good vs Bad Cutscenes

แชร์
ฝัง
  • เผยแพร่เมื่อ 27 ก.ย. 2024
  • In this video, I go over what it takes to make a good cutscene and I compare the differences between it and a bad version of its self. I forgot to mention a couple of things, like using battle animations as demonstrated when the fairy came out of the water, and using the emoticons above the characters head for example, but overall you should get the point.
    Eventhough I used MV for this, the same stuff said applies to all versions of RPG Maker.
    Production Music courtesy of Epidemic Sound: www.epidemicsou...
    Facebook: / rpgmakergames
    Twitter: / theunpropro
    Stay anonymous online! Hide your IP Address with Private Internet Access VPN! click here to get it: www.privateint...

ความคิดเห็น • 270

  • @MatthewCenance
    @MatthewCenance ปีที่แล้ว +30

    For the people complaining that the second cutscene is too drawn out and exaggerated for such a scene, answer these questions.
    What if the same fairy re-appears multiple times later in the game and if you appease her enough, she becomes a playable character - would that justify the latter style of cutscene?
    Is the latter type of cutscene good for important party interactions and story moments only, or is it never good?
    Also, why is it important to you to be able to speed past the RPG cutscenes?

    • @TeamUnpro
      @TeamUnpro  ปีที่แล้ว +4

      Pinned.

    • @666maka
      @666maka ปีที่แล้ว +1

      I think, no.

    • @robertnett9793
      @robertnett9793 ปีที่แล้ว +11

      Interesting question. One one hand you need a way to inform your players. And obviously you as a dev want to tell a story, and give your players the rich lore of your game.
      On the other hand... I want to play the game and not watch a movie. So in a way the effects of the second one are clearly better, no doubt. But the first cut-scene was more on point with it's text.
      So while the improved cutscene shows - very good - what one can do with effort to make a scene feel nicer... Pacing mustn't be overlooked.
      For example in the first version - every line of text advances the story. There's not much re-itterating the same thing. This may feel artificial - as people don't talk that way, but I have the feeling in the second example we have been on the upper end of how drawn out the dialogue for this situation was.
      I also acknowledge that pacing wasn't the focus of this tutorial, so this isn't meant as a critique on this here video, but more as a further tip to improve this scene from a non-technical story-telling standpoint:
      You should establish what to do with the fairy beforehand. In multiple dialogues, books, etc. that inform the player about the sword, about the fairy, even about the idea that they will need some kind of present.
      (In this regard, some kind of Quest-Log seems to be very useful)
      With that informations already out, you can cut right to the calling of the fairy, with maybe one line like 'We are here, let's hope the villagers stories were right...'
      Then all the effects and show to introduce the fairy.
      Make the minigame finding the present optional (and give the players the chance to encounter that object beforehand) and keep it as a last resort, if they sold the last berry.

    • @TeamUnpro
      @TeamUnpro  ปีที่แล้ว +1

      @@robertnett9793 I can't argue with that! Nor would I, just like Matthew's post this is an extremely solid point =D

    • @beholdthegoober
      @beholdthegoober 2 หลายเดือนก่อน

      Maybe this is just me and my weird perception of language but your comment feels lightly condescending. But here's my response.
      1. If the fairy were to appear multiple times, I would still keep the cutscenes a little more concise so that way you don't bore the player, though I agree it's good to have more emphasis on dialogue if its an important character.
      2. I think the style presented in the video is much better for bigger moments like Pro/Epilogues, and Boss Intros. But for an interaction like the example's, it feels overkill, especially when the "bad example" is around a minute, and the "good example" is
      3. There's a chunk of people who don't like long cutscenes, and usually prefer getting into the action more. And most players don't want their time wasted with something mundane and too drawn out, especially with gags in them like the "Game Over" fakeout as seen in the example. I myself don't enjoy longer cutscenes, though I do understand where exposition and or story development is important.
      If I were to make a long cutscene, I'd save it for something bigger, like what I said in #2. And I'd add an option to speed through text and a toggle to make it appear instantly for players who want to spend less time with dialogues.

  • @lugbzurg8987
    @lugbzurg8987 6 ปีที่แล้ว +521

    The second definitely looked more "professional", but the first succeeded in not dragging on for way too long with unnecessary chit-chat, along with the text boxes being so narrow that they often can't hold one line.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +51

      yeah I went a little overboard lol

    • @houseliska9984
      @houseliska9984 4 ปีที่แล้ว +20

      BOTH of them drug on for a long time with chit chat. The second was just waaaay slower and had more transitions.

    • @DraiksDracula
      @DraiksDracula 4 ปีที่แล้ว +51

      @@houseliska9984 26 second is too long for you? what the hell? its a fucking rpg who wants a game that when you come to the area for a quest you get like
      Quest Giver: i need you to bring me a herb
      MC: Okay
      (Quest Recieved Collect a Herb)
      (Quest Objective Completed)
      Quest Giver: did you bring the herb?
      MC: yes, here it is
      Quest Giver: good, heres your reward
      (Quest Completed)
      Eight lines, and only 5 of them are words.. seriously that is how you want your rpg? it will be the shortest rpg ever..

    • @DraiksDracula
      @DraiksDracula 4 ปีที่แล้ว +17

      @@calebscoville2585 quality over quantity have no existence if the game scenes can be skipped.. i prefer and many prefer to have a story you can either skip, or watch, if you just want it to be short then you can never make a game that everyone will enjoy, take for example Yanfly Message Core, you can hold Enter to skip through words and even scenes, its like fastforwarding time, that way you can make a game for everyone, because make no mistake, not everyone wants "Quality Over Quantity" in all games you can skip, so Yanfly Message Core, makes you able to skip scenes that would take minutes in seconds, or you can just do what people who tried the game for the first time do AND WATCH THE WHOLE DAMN THING, if you have no idea what i mean try Message Core first, and believe me, a long story you can skip, is a million times better than a short story you can watch..

    • @calebscoville2585
      @calebscoville2585 4 ปีที่แล้ว +2

      @@DraiksDracula You said
      "Eight lines, and only 5 of them are words.. seriously that is how you want your rpg? it will be the shortest rpg ever.."
      So if I'm gathering this right, what you prefer is a game with long story cutscenes, but make them skippable if the player wants to. And then outside of the cutscenes you prefer the gameplay to be really short. Is this correct?
      I also want to clarify my point, that I'm not saying I prefer the story should be short, just the cutscenes to be shorter. The story can be long, but I prefer it to come about in simpler terms. Here a little, there a little, sprinkled throughout the gameplay, showing just enough to tell the entire story. Cecil begins as a dark knight, betrays his kingdom and then discovers that there are deeper works of evil behind his king's apparent corruption. He has to fulfill various quests and meet new companions along the way as he discovers the true conflict behind everything that takes them deep beneath the earth and even to the moon and back. He even goes through a character arc of casting off his darkness and becoming a paladin. A long, epic tale, but with simple cutscenes and dialogue. This is just the style that resonates most with me.

  • @davidangel64
    @davidangel64 4 ปีที่แล้ว +194

    As a rule, if you have to preface your cut scene with "Sorry, the cut scene goes way too long, but trust me--"... you probably should rectify whatever is causing you to feel the need to say that before releasing your cut scene. In saying that, you illustrate that you already know it drags on, before you've even shown it to anybody. As a player, I'd actually prefer the first one, because it respects the player's time.

    • @Vittrich
      @Vittrich 4 ปีที่แล้ว +7

      Sometimes less is more. I use something like a middle way. I try not to be too chaty but still with some attention to detail. i have one friend that tests it that is a lore whore and i have another friend that just wanna fight and do things. so every now and then i send them a demo and let em play, so the lore focused will told me, there needs to be more storytelling and the kill everything friend told me, that there is to much text, so ive adopted to optional readable books that tell background stories and information about the land, without smashing unrealated mainstory things into the face of the people who just wanna play. i rly need to stop watching the "xy misstake in rpg maker" videos because i put a lot of effort into my(sadly rpg maker asset) game and those videos just fire my insecurity that it will never be good enough for anyone to enjoy it.

    • @davidangel64
      @davidangel64 4 ปีที่แล้ว +7

      @Dovahgatr Yeah boi. Context matters for sure. The point still stands that the creator knew the cutscene was overly long (never a good thing in any context) and watching the video, it's plain that, yes, indeed, it does drag on needlessly. You're not wrong though. Long cutscenes aren't inherently bad. (See: Metal Gear; Final Fantasy.)

  • @LucisLou
    @LucisLou 6 ปีที่แล้ว +408

    There's a mistake I see a ton of RPG Maker users make as well as some that are even present in tutorials and thus teaching other users the same mistake.
    A good cutscene is not necessarily a long one unless something very significant to the story happens. It is important to note that once you take away too much time of the player to actually play the game, you make them lose interest, especially with 2D games.
    Another mistake I often see is that there's so much unnecessary dialogue in addition to too much information at once or just overall a cheesy dialogue. (For example "Besides, you're adorable." without there being a comedic effect to make it not seem out of place or forced, which I felt being the case with the example shown.)
    Often shorter sentences are the best in normal dialogue and then you should let the game itself handle further explanation or giving the player more info through moments during gameplay (great if done before a lengthy cutscene or directly afterwards) or through random facts given via NPCs, side quests, etc.. If you have to make the cutscenes give the player all kinds of information so that they understand the world better, you're not doing the world you're creating a favor. The world won't feel alive. Imagine if you went to a info center in a shopping mall and the informant there decides to tell you why she or he's standing there or why there's a shop for this and that there, etc..
    Play games that are well received like Chrono Trigger, Xenoblade Chronicles, etc. etc... The characters never say more than they need to and very often the main characters have a background that gives them a reason to need to learn more about the world, just like the player themselves. The NPCs and the little things you do in these games help make you understand the world. The world is an important part of the story and the whole game, but do not make it the center either.
    (continuation in my own reply...)

    • @LucisLou
      @LucisLou 6 ปีที่แล้ว +92

      (.. cont.)
      Another thing I see used incredibly often are screen effects like a tint or something. Don't do that. If the place you're in doesn't have an afternoon glow, don't add it to the cutscene. It looks awkward if the colors turn back to vibrant day-time colors afterwards. Consistency is key. Also don't use flashy effects very often either. I know it's nice to play with effects, but there's a reason that when you go to arts school they tell you "Less is more". I highly recommend the movie "The white Ribbon"... It's a superb movie that uses the bare minimum and still totally immerses the user , same thing that Kojima also did in the Metal Gear series during important cutscenes.
      Also for the love of all that's nice in the world do not force comedy or romance. I mentioned this before but forced comedy (Especially romance, please please *please* don't force it) can make a player hate your game instantly and feel awkward going through dialogue, especially if it's incredibly out of place. Know that not everyone shares the same sense of humor and we often see our own jokes very differently compared to others.
      You are making a game, yes, but if you intend to add a lot of cutscenes, make sure you also look into film making and theater and know what makes a good movie/play because very often the same applies to cutscenes in games BUT please do not forget that you are in fact making a game and you shouldn't draw your cutscenes out for more than 5 minutes.
      I highly recommend the games Finding Paradise, To the Moon and the other games made by the same creator, which are all RPG Maker games. Even though they are story-focused games and have more cutscenes, you don't feel like saying "Man, when I can I control the characters already!?". Also it has good examples of how to make a good comedic atmosphere while still being serious when it needs to be imo.
      If you're serious about making a game, you have to learn to look critically at other media and apply the same critique to your own work, even if it's unpleasant since we're all biased towards the things we have created ourselves.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +38

      I pinned this, thanks for your feedback!

    • @thesexelentsoldier8132
      @thesexelentsoldier8132 6 ปีที่แล้ว +6

      He lied.

    • @JaxieWorld
      @JaxieWorld 5 ปีที่แล้ว +4

      Xenoblade has a lot of unnecessary dialogue. Have you ever played it? Lol

    • @leeh5948
      @leeh5948 5 ปีที่แล้ว +6

      Nowdays I just hate long scenes that eventually boil down to go and fetch this. TW3 is full of these type of epic cinema.

  • @arthurlima4728
    @arthurlima4728 6 ปีที่แล้ว +47

    Second one was a tiny bit too long, but definitely better than the first one.
    With a few adjustments, an overly-extended cutscene can be shortened without sacrificing the feel of it. I'll definitely take all these tips in, though, because they're good for writing.
    Good video.

  • @Xilefian
    @Xilefian 6 ปีที่แล้ว +186

    Longer cut-scenes with more drawn out animations are not necessarily better. These are games we're making, not movies, so keeping the player involved is important.
    I think I'd have the player themselves walk up to the pool and have the fairy splash out of it with lots of sound effects, splash effects and maybe a cackle from the fairy - then I'd have her say the vital information and at the end of it ask the player a gated question like "Isn't that great?" with two positive answers "Yes!" and "It sure is!" before having the fairy then explain where they need to go next.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +11

      I agree, too long a cutscene for a simple action (like this one but longer) without an option to skip it would be bothersome, any longer than this and I'd probably have a "Skip" option if I was actually making a game with this style of cutscenes

    • @connordarvall8482
      @connordarvall8482 6 ปีที่แล้ว +6

      Sorry to reply a month later, but also the cutscene's length might depend on what you're explaining. A tutorial for unique mechanics would have the information delivered in the most efficient way possible to get on with the game, but a scene that shows a character's development might be longer.

    • @marc4770
      @marc4770 6 ปีที่แล้ว +3

      The problem with the skip is that most players will start skipping since its too long and then ruin their own experience with the game. While their experience would have been way better if the cutscenes were just shorter and done in a better way.
      I agree that the "good example" in this video is very long for something of low importance. The content and emotions could be delivered way faster.

    • @whiskizyo2067
      @whiskizyo2067 6 ปีที่แล้ว +13

      i dont know about you but i hate those dumb multiple choice answers where it's basically the same thing. When they're just put in, because? Your situation isn't even a "you can answer no but then you'll have to answer yes" it's just 2 different flavors of yes, making a person ask - what's the point? why not make 3, or 4 flavors of yes then? Etc. Just having the hero respond with something like "ok i got it!" would imo be alot better and more immersive. the illusion of choice especially is such an obvious/blunt way of showing it really isn't a choice, is never good design. Better to not have that "choice" at all.

    • @jesseroberts9960
      @jesseroberts9960 5 ปีที่แล้ว +1

      @@whiskizyo2067 I had a cool idea, (actually got it to work as well.)
      But, the lord of hell kind of revisits his home town. And he has a minion with him. Shes very, deadpoolish, and breaks the fourth wall with the player. Asking. "Hey, you want him to explain more about what this place meant to him??!!"
      If you answered yes, Kakashi, the lord of hell would be annoyed but explain quickly anyway. And if you answered no, well then...ye...he'd be relieved you didnt wanna waste time on it. And would move the scene on much faster lol

  • @nuketastical524
    @nuketastical524 6 ปีที่แล้ว +11

    You can make a good cutscene with just portraits, you can make portraits have emotion too.

    • @kathycoleman4648
      @kathycoleman4648 ปีที่แล้ว +1

      Both of these skills--knowing how to use all the director / scene stuff the program has and WHEN to use it, and knowing how to make multi-expression character sprites, are valuable traits. But either one will collapse if the writing is crap and lacks direction and focus.

  • @misssunnysyu
    @misssunnysyu 3 ปีที่แล้ว +4

    First "bad" cutscene is suitable for certain games that focus more on the objective of the story.
    Second "good" cutscene is good for adding more personalities into the characters in order to make them memorable and natural.
    Depending on the game, I have no preference.
    I actually watched this years back when working on a project, I can say your video helped me a lot. :)

  • @TheErickbear
    @TheErickbear 6 ปีที่แล้ว +97

    I get what you mean by the comparison, but the "good" cutscene is inherently bad as well. I won't touch the anime love tropes or the incorrect grammar and spelling, but insofar as the cutscene itself... it's far too long, and tries to add too much exposition to an otherwise dull moment. Depending on the length of the game, you want to be careful where you have the "deep dive" moments and not have too many of them. People get bored easily.
    I do agree that production value should always be important. Emotes and using animations where they won't clash are key.

    • @DryTEKGI
      @DryTEKGI 5 ปีที่แล้ว +7

      Thank you, sir. Finally someone that understands that long cutscenes doesn't have to be good. And short one (like the first one) can be useful for some more basic or not super important story telling. People here are mentioning "show, don't tell".. that would work in 3D game, not so much for 2D game with limited customization.
      I find text boxes useful in most cases. Cutscenes withou any text boxes when there are clearly 2 or more characters interacting with each other feels just weird.

  • @hexxvixtar3283
    @hexxvixtar3283 6 ปีที่แล้ว +15

    Nice tip, but take note that the second one is a bit annoying for the beginning part as it's slow, and for a cut scene that isn't that important make it weird looking. Other than that it's not a bad tip video on how to make a good cutscenes (but please take not that only the player can judge if the cutscenes is good or not, we can't read their minds you know?).

  • @biggayzai
    @biggayzai 6 ปีที่แล้ว +326

    Good cutscenes have spelling mistakes

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +43

      Lol damnit, where was it?

    • @Adamturner2
      @Adamturner2 6 ปีที่แล้ว +41

      *you're @ 2:30 :D

    • @the-NightStar
      @the-NightStar 5 ปีที่แล้ว +17

      @Niriel It's also spelled "Aw", not ""Awe", "How come" is two words, not "Howcome?". Yeah, this entire thing was FILLED with grammatical errors all over the place.

    • @dmas7749
      @dmas7749 4 ปีที่แล้ว +4

      one more
      Geeze instead of Geez

    • @d5rmantis
      @d5rmantis 3 ปีที่แล้ว +3

      Also it’s “beeline” not “b-line”

  • @Silvershockwave
    @Silvershockwave 5 ปีที่แล้ว +4

    You know it's bad when you find yourself skipping the cutscenes that the entire video is about...

  • @ALVAROPEREZtoday
    @ALVAROPEREZtoday 6 ปีที่แล้ว +24

    The funny thing is, I liked the 'bad' cutscene more. :)

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +6

      Its fine, I kinda regret titling it this way but its also in the video itself so I'm not updating the title~ was a 'bad' choice of words I guess. xD
      What I was aiming for was a 'effort vs no effort' kind of thing, this included grammar and lazy typing.

  • @radicaldonutstudios91
    @radicaldonutstudios91 4 ปีที่แล้ว +8

    I’m rewatching this video after 3 years just because it’s literally just so........ good......

  • @EclesysGalaxy
    @EclesysGalaxy 4 ปีที่แล้ว +2

    Let's be objective, the second one is way better. Yes, it's a long cutscene for a moment in the game which may be not important, but this was just done as an example.

  • @Sozan5
    @Sozan5 5 ปีที่แล้ว +3

    Hm, I'm quite late to the party, but...
    Honestly, I think I'd prefer to see the "bad" cutscene in game than the "good" one. While I do agree that the second one is way more impressive from visual and technical standpoints, ultimately, it got plenty of issues that are way more severe than the ones in first one.
    1. Unnecessary exposition to a lot of things, that player probably won't care about.
    2. Cutscene should always be prepared depending of importance of the scene to the story. Getting directions rarely is huge breaking point.
    3. Getting into cutscene mode just to talk with her seems out of place.
    4. Adding chores to the cutscene. Like "Go and pick up something that's literally next to you" - this should be done by the character during the cutscene itself.
    All in all, the whole thing can be summed up by two words: "Too long". The first, bad cutscene has higher chance of keeping your player interested than second one.

  • @marc4770
    @marc4770 6 ปีที่แล้ว +10

    Did you really compared a 1 min cutscene to a 5 min cutscene?
    I think the length should be the same to be fair.
    Your "good cutscene" is way too long for a lot of players.
    You should give yourself the challenge to show a good cutscene that is just 1 or 1.5 min max.

    • @MythicAlys
      @MythicAlys 6 ปีที่แล้ว +5

      I'm sorry but, 5 minutes is "too long"?
      Holy shit, I never fully comprehended just how different tastes can be.
      I personally like long cutscenes if the cutscenes have things in it worth being long. The little "love" thing going on seemed a bit forced, but I enjoyed it nonetheless. And everything else seemed fine for me.
      By any chance, mind giving me your opinion on Visual Novels - since they're all JUST one really long cutscene with choices?

    • @Pe6De
      @Pe6De 3 ปีที่แล้ว

      @@MythicAlys Visual novels are the thing I hate most of the time - choices don't matter most of the time and there's no gameplay. It's supposed to be like a book, except for that there are Wattpads and real books. When I see the title screen, I'm amazed and expecting an interesting game, until... I see typical "save", "load" and box that characters will use to talk with for the whole game. That's the moment I close the game with words "ANOTHER vn?", disappointed.

  • @kathycoleman4648
    @kathycoleman4648 ปีที่แล้ว +1

    As a person with vision issues, I do like the larger box / print in the first.
    The second has much better directing, emotion, pacing and cinematography, however.

  • @hikoplays
    @hikoplays 5 ปีที่แล้ว +1

    that game over part was pure genius

  • @DarthEquus
    @DarthEquus 6 ปีที่แล้ว +10

    Sorry to be nit-picky, but it needs a little proof-reading. "Your loud" should be "You're loud".
    Bad grammar and punctuation can also make a cutscene feel tacky.

    • @ATP980
      @ATP980 5 ปีที่แล้ว +3

      Screws immersion as well. Hate it when I'm thrown out of being completely invested in the story when I'm trying to make sense of what I just read.

  • @Milennin
    @Milennin 6 ปีที่แล้ว +18

    I never liked the fade-out before a cutscene, I prefer it going seamlessly going over into a cutscene instead for greater immersion.
    I think one thing the first cutscene did better was cutting to the point of the scene, whereas the other one seemed dragged out longer than was necessary (mainly considering it didn't seem to cover an important plot point). Games are made to be played, so minimising time spent on watching cutscenes should be a priority in my opinion.

    • @fruitman2426
      @fruitman2426 5 ปีที่แล้ว

      Yea. It only really works if there is a flashback or if you are entering a room. If you stop in your tracks and the screen fades to the same location you are in, then it feels clunky.

    • @sebastianwagner7334
      @sebastianwagner7334 4 ปีที่แล้ว

      I agree with your first half. However, it always depends on what you are trying to achieve. This was more of a charakter moment, not a plot cutscene. I don't care about these charakters, so for me this was just unnececarily drawn out. But an RPG in particular often needs to show of the characters and some background, so cutscenes like those have their place as well and are pretty important too.
      Just not in the middle of an ongoing gameplay segment as this seems to be.

  • @Frostyflytrap
    @Frostyflytrap 6 ปีที่แล้ว +5

    I really like those effects for the second cutscene. :) The little picture thing in the corner is pretty interesting too. If it isn't as straightforward as I think it is, then I'd really like to see a tutorial for that type of effect.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว

      Its pretty straightforward and simple :P

  • @bruhvenant
    @bruhvenant 5 ปีที่แล้ว +2

    The first one was pretty barebones, but honestly I feel it could easily be salvaged with some minor dialogue edits and also maybe adding in some formatting to the dialogue so there’s pauses and such.
    The second one meanwhile is just overwrought and overproduced. I mean sure, clearly there was quite a lot more effort put into it. But that doesn’t make it good.

  • @Allplussomeminus
    @Allplussomeminus 5 ปีที่แล้ว

    That game over screen put a smile on my face. Stuff like that shows effort and spirit put into the game. Not just a churned out "product".

  • @Lars_Ziah_Zawkian
    @Lars_Ziah_Zawkian 5 หลายเดือนก่อน

    I think a comprimize in the middle would be perfect

  • @puppethound
    @puppethound ปีที่แล้ว

    And there was a typo (I will avoid saying it was a grammatical error) "your loud", should be you are or "you're". Simple mistake, but after there, their and they're, it's probably a common one that is used incorrectly.

  • @whiskizyo2067
    @whiskizyo2067 6 ปีที่แล้ว +1

    So basically a fade-in, screen pan and a ton more dialogue.

  • @stonethemason12
    @stonethemason12 4 ปีที่แล้ว +1

    Definitely getting some Tales of Symphonia vibes from these people

    • @TeamUnpro
      @TeamUnpro  4 ปีที่แล้ว

      In the comments i link a tutorial you can check out :)

    • @stonethemason12
      @stonethemason12 4 ปีที่แล้ว

      @@TeamUnpro thanks man, i appreciate it

  • @Arayashi
    @Arayashi 3 ปีที่แล้ว +1

    And im here still trying to figure how does one have another character appear from a different area. I tried doing all I can think off to make a character appear out of nowhere or have the other character walk off the scene. Im also on MZ but I think its the same... Im trying to make a cut scene but not knowing this is probably killing the vibe least for me lol

  • @Colin12475
    @Colin12475 2 ปีที่แล้ว

    The good cut scene has "Geeze, your loud!" it should be "Geez, you're loud!"

    • @TeamUnpro
      @TeamUnpro  2 ปีที่แล้ว

      Yeah that was uh, a test

  • @Nagytika
    @Nagytika 6 ปีที่แล้ว +2

    05:13 ...yeah...it's you fairy aren't you.

  • @palerider9952
    @palerider9952 6 ปีที่แล้ว +21

    I like the “Good” example, feels a lot more dynamic and professional.
    Might I ask how did you add the black bars? Did you set it as a common event?

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +6

      The black bars are pictures :) They're just shown using the Show Picture command. see here for a test file you can open up: th-cam.com/video/0Cwia_hkyr8/w-d-xo.html

    • @korytoombs886
      @korytoombs886 3 ปีที่แล้ว

      @@TeamUnpro I believe you also get the same effect by making a copy of the first map and teleporting there. But the second map has black tiles.

  • @goodlookingcorpse
    @goodlookingcorpse 3 ปีที่แล้ว +1

    I liked the first one better. But I don't play this sort of game much. From what little I know about the genre, people who play them seem to be quite happy to sit there and be told the plot. For me, I would rather be told "now you have to get this item" as efficiently as possible.

  • @screenwatcher949
    @screenwatcher949 6 ปีที่แล้ว +2

    The second cutscene had a LOT of filler. I think cutscenes should be short and sweet; with every piece of dialogue serving a purpose.

  • @poryg5350
    @poryg5350 6 ปีที่แล้ว +18

    Actually, I liked the first scene better. The dialogue speed in the second case was so slow. Also, if you intend to only use two lines where one line is the character name, don't use images. If you intend to use images, then don't use names! After all, once I know that red haired dude is called Harold, I'll recognize him anywhere. And if you do use names, make sure the text is formatted properly. Having a sentence like "Hello, could you please be so kind and buy me-" in one screen and "-some apples?" looks awful.A dialogue needs some formatting to look nice, or else it is merely blank text. And "Hello. Could you please be so nice-" "-and buy me some apples?" looks much better if you have to stretch one sentence over multiple screens.
    That's not all though. The scene was very drawn out. It's completely apparent that the cutscene is supposed to be a small cutscene, so you don't need to worry about it that much. But it was just sooooooo sloooooooow. There was literally not enough going on to justify the speed. Small speed is good for emotional scenes, not for small cutscene. Not to mention the map was awful and the music as well, so I wanted to escape the second cutscene as fast as I could.
    So the first one was much better than the second one. Because it exactly allowed that. It's by no means good though.

    • @devillass6025
      @devillass6025 6 ปีที่แล้ว +2

      Can you tell me what was so awful about the map? I'm not getting defensive or trying to come to this guy's rescue, I'm going to make RPG games myself in the near future so I'm trying learn and get as much advice as I can. It also helps me to see examples of certain things done poorly in RPG-making.

    • @MerkhVision
      @MerkhVision 5 ปีที่แล้ว

      The Sinful Fangirl I dont entirely agree with them, I thought the mapping was actually pretty good

    • @MatthewCenance
      @MatthewCenance ปีที่แล้ว

      There are further improvements that could be made to the map, such as making the trees not all the same size to make the forest less artificial looking. For example, big round trees mixed with tall but not so wide trees as well as small bushes.

  • @SyndicateOperative
    @SyndicateOperative 2 หลายเดือนก่อน

    If you want to know how to make *actually* good cutscenes... play The Way, one of the best RPGmaker games in existence. The cutscenes in that game were true works of art.

  • @selenium9479
    @selenium9479 5 ปีที่แล้ว +1

    For the love of god read articles about script writing and rules of a good dialogue if you want good cutscenes!

  • @ADavidHD
    @ADavidHD 4 ปีที่แล้ว

    Excellent info man. I'm a big fan of great storytelling and you really managed to set the mood in the second version.

  • @dylanobedear
    @dylanobedear ปีที่แล้ว

    The first one looks like any cutscene from a JRPG on Super Nes. The second one looks like it's someone trying to show everyone that he knows how to add everything into one no matter how significant it is to the story.
    The first one is better because it's not taking over the feel of the game. The second one is better at making an impact but is also a lot worse because there's way to many text. Feels like Gamefreak trying to add a story to pokemon tbh

  • @avalonperez3806
    @avalonperez3806 5 ปีที่แล้ว +4

    Don't listen to all these people criticizing the length of the second cutscene. Good dialogue is crucial to developing attachment to characters. RPGs are KNOWN for having convoluted, overblown plots with lots of dialogue. I play RPGs because I LIKE CUTSCENES. So. Yeah.

  • @trubel_8879
    @trubel_8879 4 ปีที่แล้ว +1

    I like the second one! Good video

  • @X3m.Gaming
    @X3m.Gaming 2 ปีที่แล้ว

    the second cutscene looks like heroes saving the world for the first time long time ago and first cutscene looks like heros need to save the world again in future and everything is happening in same world. i also felt like they were not the same characters in both cutscenes

  • @beholdthegoober
    @beholdthegoober 2 หลายเดือนก่อน

    This is an old video, but I wanted to chip in an opinion. The video implies that theres an more linear proportion between effort put in and how good a cutscene turns out. Though effects can add more touch up where is needed, Id personally say that a cutscene of that caliber is a lot better off being used in a light amount of situations, like boss intros and other important cutscenes, instead of a more basic interaction like what seems to be the case with the fairy in the example, where the "bad example" goes on for roughly a minute, probably less, and the "good example" gets extended for over 4(?) minutes.
    Id say it comes a lot more down to how well the dialogue is written, and how is it able to put information in a reasonable amount of time. Don't waste the players time if the situation seems too mundane. And use effects if you think it contributes to the overall style of your game, and if it can add some good tension or flare when needed, but don't use too many. Also, this is just more of a personal nitpick of mine, but I think that 4th wall breaks are kind of silly, and should be reserved for secrets, where the tone of the game matters less.

  • @toddgilmore118
    @toddgilmore118 3 ปีที่แล้ว +1

    That's awesome. But I wouldn't want to do this with every story character!! OMG that would be so dramatically time consuming and frustrating.

  • @92SamSilver
    @92SamSilver 2 ปีที่แล้ว +1

    i have a question: if i want to make a cutscene like in a Visual Novel Dating Sim but mixed with this kind of cutscene as well(like, showing an ilustration for a few seconds and then show the rest of the cutscene like the way you showed) what kind of plugin and/or event should i use? how should i write it and how? do you have any help for that?
    im asking this cause im planning on making a dating sims game that also incorporates rpg exploration gaming style, and i would like to use VN characteristics in it.

    • @TeamUnpro
      @TeamUnpro  2 ปีที่แล้ว

      I'd def wanna use an animated pictures plugin, RPG Maker 2003 has this ability built in but for some reason it's not available without a plugin for the recent ones. Animated pictures (Talking busts, etc) will add the required 'emotional impact' a VN needs ^_^
      I'd keep the same layout, sorta, maybe instead of solid black, make the bottom / top bars barely see-through but the most important part is the animated busts

  • @xXMaoKittyCatXx
    @xXMaoKittyCatXx 4 ปีที่แล้ว +1

    I like the first cut scene imo

  • @ramongiovane
    @ramongiovane 6 ปีที่แล้ว +3

    The good one is amzing! But it demands so many time and money to get everything looks perfect. IMO the best is use the first one for normal scenes and the second at specific moments of the storyline which get more significance and don't bothers the player

  • @n-extrafries-surprise
    @n-extrafries-surprise 5 ปีที่แล้ว

    I really like the second one. Maybe its because I really like Heavy-Narrative JRPG stories.

  • @DecaulYT
    @DecaulYT 6 ปีที่แล้ว +4

    The first one was better the bad one. :/

  • @iluvlittenanimations2.010
    @iluvlittenanimations2.010 3 ปีที่แล้ว

    The dialogue in the first version...

  • @guymcaulay8996
    @guymcaulay8996 6 ปีที่แล้ว +3

    "Your voice"
    Y'know just having correct grammatical structure and proper word usage goes a long way lol. In all seriousness though great example. I recently finished my first full game and noticed I did a lot of pretty bland, unemotional cutscenes in it, and I'm making an active effort to do it better in my next one.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว

      Ah fml I can't believe I made that typo :'D Thanks lol, and best of luck! hope your game gets noticed by people :)

    • @guymcaulay8996
      @guymcaulay8996 6 ปีที่แล้ว +2

      TeamUnpro thank you! Would you like a link to it for yourself? I know you get busy with plugins and tutorials, but it'd be cool to get feedback from someone as knowledgeable as you. You can even use it as an example in your videos if you want.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว

      Eventually I'm going to start shoutouts again, ask me then since it'll also help promote your game a little :)

    • @Petq011
      @Petq011 6 ปีที่แล้ว

      Can you put a link I might try something new ! :)

  • @Zaire82
    @Zaire82 5 ปีที่แล้ว

    Boi, I can't even initiate a cutscene, nevermind make a good one.

  • @theolized
    @theolized 6 ปีที่แล้ว

    Agree with how the scene been done, but explaining message system is kinda out of context, since it's a style preference.

  • @flowerowl8342
    @flowerowl8342 6 ปีที่แล้ว +2

    Do you know how to make a cutscene in rpg maker MV? And could you make a video about how to make one?

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว

      I'll be doing just that :)

  • @sawk1875
    @sawk1875 6 ปีที่แล้ว +2

    Ill have to be honest; i prefer the first one. Less is more

  • @lozeldacamyt168
    @lozeldacamyt168 5 ปีที่แล้ว

    Whats the name of that game you made?

  • @peterssonamancio5641
    @peterssonamancio5641 5 ปีที่แล้ว +4

    (Look, this is just me but), I think the 2nd part is WAY too long, i'm saying the start of it, well, here it comes guys, the cinema sins thing, so be ready!: 1:07 These characters walk too slow (not much but still), come on guys, are u some kind of snail!? Go fast! (Number of sins: 1) 1:30 Are u serious ur asking this, man? I mean, ready for what, ready to a monster pop up out of nowhere and get u, good job whoever did this ''magnificent'' cutscene, u really choose some words that are very ''O R I G I N A L'' (Number of sins: 2) 1:44 Wow, the very known and i guess its very used: ''Love,'' come on, u can do better than this! (Number of sins: 3) 2:03 Still love, u can take my word. (Number of sins: 4) 2:22 -1 Sin for the ''pissed'' word bc it's funny for me, that's something. (Number of sins: 3) 2:25 ''Geez, u have bad grammar, (at the geeze word) can u work on that!?'' (Number of sins: 4) 2:32 Really? adorableness is a thing for sparing?! welp, there's the ''Ralsei's Fluffy Side'' thing now, i would put that as a -1 sin, but i don't think it'll ''pass'' so yeah (Number of sins: 5) 2:38 Oh nvm, they think they aren't so -1 sin then. (Number of sins: 4) 2:56 Oh really? Why diden't u choose ur f*****g mind then!? If u rpg heroes know palces then u know swords! Geez, this is some the legend of zelda shit, u need things just to do other things, isn't that annoying!? (Number of sins: 5) 3:03 Wow, the ''Sword Of Spark'' Very creative name i can say. (Number of sins: 666)

    • @peterssonamancio5641
      @peterssonamancio5641 5 ปีที่แล้ว +3

      Also, it was worth it to make that long comment, idc if u say that this is wrong, respect ppl's opinion.

    • @TeamUnpro
      @TeamUnpro  5 ปีที่แล้ว +1

      @@peterssonamancio5641 this is how everyone should comment- respectfully criticizing the video or methods used in the video, while explaining the purpose of the dislike, etc
      Yt comments need more of you. Lol

    • @peterssonamancio1470
      @peterssonamancio1470 5 ปีที่แล้ว +1

      @@TeamUnpro Hey unpro, fun fact: The "Petersson Amâncio" You were talking to was actully me in the cpu! (Computer)

  • @AflorAStudios
    @AflorAStudios 3 ปีที่แล้ว

    thank you

  • @gabrielsalvatore3156
    @gabrielsalvatore3156 6 ปีที่แล้ว

    Oh, men, great idea! Thanks for the video! ☺

  • @dragonforce7148
    @dragonforce7148 3 ปีที่แล้ว

    To me it's just a matter of context. Imagine having a wonderful 3 minutes cutscene just to open a chest. Would be annoying as hell.
    On the other hand a 3 minutes final/middle of the story cut scene is good. Keep in mind that you are playing a video game, not watching a youtube video.

  • @TeaquestSagas
    @TeaquestSagas 4 ปีที่แล้ว

    Ok so: black lines and give characters actual character. I think you could have easily shortened the video or renamed it. cuz I feel like I learned nothing that I didnt know and I just invested 10 minutes.

  • @Nagytika
    @Nagytika 6 ปีที่แล้ว

    the problem the battlesprites that they're in the right....I almost missed them. On the left would have been better since its literally tires me looking back and forward.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +1

      Yeah, that was a bad choice on my part lol

  • @eveblossomed
    @eveblossomed 4 ปีที่แล้ว +1

    The second example was much worse, in my opinion. The text boxes can't fit even a single idea in them unless it's a filler like "uh". The spacing between the last bit of the sentence and the first bit was just terrible (such as "Anything in exchange? I don't think.............I have any). I enjoyed the first example much more. It's straight to the point, it gets the question asked and answered, and the player is quickly back to playing the game. Having to watch pixelated figures slowly move to a pond and then go on too long with talking that doesn't matter would instantly lose my interest. With the second one, you have to wait through 2 and a half minutes of useless dialogue before the actual question crucial to the game's plot would even be asked. Showing the annoyance of the fairy to get to the game over screen is also entirely irrelevant to the video, and I'm not sure why you showed it. Also, the exchange for the fairy makes no sense. Why would the fairy want something she can easily obtain? There's no worth in something just lying on the ground, especially on the ground *right next to* the fairy herself. At least make it something worth while.

  • @clinicaldumbass9061
    @clinicaldumbass9061 4 ปีที่แล้ว

    Idk its cool and all but long cutscenes kinda bug me

  • @VendonJura
    @VendonJura 6 ปีที่แล้ว

    Hey nice made. I would like to ask you the name of the 1st music. It sounded so godlike.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว

      idr which one I used sorry, I just know it was from Epidemic Sound: www.epidemicsound.com

    • @VendonJura
      @VendonJura 6 ปีที่แล้ว

      Uff then it'll be like finding a needle in hay mountain and also problems with licenses. I thought it's from an rpg maker website where you just can buy it cheap but thanks for the response.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +1

      Dance In France 7 - Björn Skogsberg
      I found it

    • @VendonJura
      @VendonJura 6 ปีที่แล้ว

      Oh that is indeed the 1st one but I meant this one here 00:40 xD sry

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +1

      That's from a DLC xD idr which one it was tho (I think its from DLC idr it being originaL MV)

  • @Ehmbar
    @Ehmbar 6 ปีที่แล้ว +12

    The first one was better :D

    • @poryg5350
      @poryg5350 6 ปีที่แล้ว +1

      Max Westphal I have to say that I agree with you.

    • @Magge1992
      @Magge1992 6 ปีที่แล้ว +1

      Indeed..

    • @aliciafraser1835
      @aliciafraser1835 6 ปีที่แล้ว +3

      This is why tutorials of this nature are completely worthless. What makes a good/bad cutscene, outside of poorly written dialogue, is completely subjective. What's good to one person will be bad to another... and vice versa.

  • @gore4975
    @gore4975 5 ปีที่แล้ว

    It's not that the first one was bad, rather the second one was very good xD yeah, pretty much try to make professional visuals and charming/expressive characters, that's it

  • @davidlemper3843
    @davidlemper3843 6 ปีที่แล้ว

    this was actually rly helpful tanks !

  • @smallg9109
    @smallg9109 4 ปีที่แล้ว +4

    both are fine in their own right... depends how significant that scene actually is to the story.
    the first one would be fine for a less important event as it doesn't really break up the game play that much (feels more like the normal game play which a lot of modern games are leaning towards now that graphics are improving)

  • @FunnyandInteresting4
    @FunnyandInteresting4 2 หลายเดือนก่อน

    As someone who uses RPG Maker VX Ace for games more like interactive movies, I don't get the hate (I'll admit, I didn't watch the whole video).

  • @skyshadow6617
    @skyshadow6617 6 ปีที่แล้ว

    1:46 is this really the time to ship?

  • @sussbob
    @sussbob 6 ปีที่แล้ว

    How bout some good cutscenes in xp ?

  • @the-NightStar
    @the-NightStar 5 ปีที่แล้ว

    The only thing I took from this was that having way more events like characters slowing down their speeds, and looking around and having more pauses in dialogue makes your scene feel like it's more polished, but your "good" example still sucked. It was WAY too long, and painfully dragged out, featuring a completely pointless fetch quest in the middle of it for no good reason at all, and was filled to the brim with childish and amateurish grammatical and formatting mistakes everywhere. It was almost like "Breath Of Fire 2" levels of poorly written. If you were trying to go for the feeling of a 90's JRPG that was localized and translated in as little time as possible by Japanese people that took a semester of English class in high school then it fits that style exactly. It needed to be shortened by half, take out the pointless fetch quest entirely, cut all the digressive chit-chat that has nothing to do with the point of the scene, and it also really needed an extra layer of proof-reading.
    I get what you were trying to convey, but I think you went overboard, and also didn't really feel professional, either way.

  • @aysama1473
    @aysama1473 ปีที่แล้ว

    even good one shouldnt have this BGM very loud
    my ears are dead

  • @tobiaspause1775
    @tobiaspause1775 4 ปีที่แล้ว

    Well the good Cutscene was clearly more work. But in my Opinion, the only aspects to make the bad one good are the emotions and Movements of the sprites.
    To change the Textbox and the Portraits to tiny bodies is an matter of Taste. You already have Sprites, so in my Opinion portraits work too, maybe even better. If you have different facial expressions.
    Also, the start of the good Cutscene breakes the emersion a little. And on top of it, it is too long. Fine later in the Game if the plotpoint is clearly important, but if you start with that, danger is high that player skips the text.
    All in all, im honestely not even convinced that the second one is so much better. Maybe 6 out of 10 instead of 5 out of 10.
    Also why is the Fairy teleporting if you talk to her in the good cutscene?
    Well the "both sprak at the same time" effect is nice. I admit.

  • @ufkingwotm9260
    @ufkingwotm9260 5 ปีที่แล้ว

    Cutscenes wont matter it is just the gameplay

  • @rederickcrown4514
    @rederickcrown4514 6 ปีที่แล้ว +1

    The Good cut-scene was worse'r then the so called bad one.

    • @rederickcrown4514
      @rederickcrown4514 6 ปีที่แล้ว +1

      Ooo and if you want the reasons why i think that keep reading this text that
      your already reading
      1.The Screen is more compressed and that's annoying by itself.
      2.The cut-scene is playing very slow not that smooth and its long!
      3.The Text does not pause for a second or more then you see . . . dot dot dots.
      4.The Emotions in the text could've been used at the screen cause its boring.
      and unfun to read them then look at the game itself.
      5.The Water Pixie or what ever the heck it is, did a emotion that she sits at land
      when shes next to water and every time you talk to her, her character or
      sprite how ever you like to call it moves at the right side when you talk to her
      that's annoying as heck for a artist as myself that like to pay annotation to
      every detail such as myself and i bet am not the only one.
      6.The music is distracting and annoying for the cut-scene but that's not my
      problem right? only the guys that will play the game would find it annoying
      right?
      Welp that's about it thank you for reading this and have a nice day or night.

  • @cuckoobrain7999
    @cuckoobrain7999 ปีที่แล้ว

    I thought this was a tutorial?

  • @lucidlywaking7286
    @lucidlywaking7286 6 ปีที่แล้ว

    im TIRED OF HAVING OUT OF GAME CHATTING GUHHHRRRRRRRRRR IT RUINS THE STORRRRYYYYYYY

    • @lucidlywaking7286
      @lucidlywaking7286 6 ปีที่แล้ว

      plus! your making them talk like there in the internet less in the good cutscene BUT STILL ITS ANNOYIIING apart from that ya it is a good video just change fourth wall breaks because they ruin the story

  • @dodutchernaut
    @dodutchernaut 6 ปีที่แล้ว

    What tog maker is this

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว

      Tog maker MV (Kappa)
      Nah, but yeah its RPG Maker MV

  • @brandonschannel5537
    @brandonschannel5537 6 ปีที่แล้ว

    The second cutscene was not that good. Always think pacing, it had too much dialogue that wasn't important. Me personally I would just keep hitting the a button as quick as I could to get through the scene as quickly as possible. In real estate they say it is all about location location location. In RPGs it is all pacing Pacing PACING!

    • @MythicAlys
      @MythicAlys 6 ปีที่แล้ว +2

      I disagree, respectfully so. I believe the cutscene deserves however long it needs to build a world, relationships between characters, and filler text that gives a fun read. Short and Sweet has it's times of course - but the more world building the better if done right.

    • @eruneknight6706
      @eruneknight6706 6 ปีที่แล้ว

      @@MythicAlys Filler text is okay if used right. Filler text for the sake of filler text and padding the cutscene length? That's not okay. The ones in the second cutscene didn't even contribute to world building.

  • @MrAwesomePoopz
    @MrAwesomePoopz 3 ปีที่แล้ว +1

    the "bad" cutscene was way better and it got to the point so you' don't have to be bombarded with a wall text of cliches xD

    • @TeamUnpro
      @TeamUnpro  3 ปีที่แล้ว

      cliches are the best tho :3

    • @light_fos
      @light_fos 3 ปีที่แล้ว +1

      If you liked the bad cutscene then you should go check out how many awful rpgmaker games on steam use them. They are made quickly and with little effort.

  • @jamiemontreuil1597
    @jamiemontreuil1597 6 ปีที่แล้ว

    First was better

  • @shirakawamaseru
    @shirakawamaseru ปีที่แล้ว

    Hmmm i don't know. They are both not that good. The second one is just lazy as ass and the second one is a show off "Look how good i can handle the RPG Maker" which is something a player is not the tiniest bit interested in.
    So the best cutscene would probably in the middle.

  • @wedwoojy2520
    @wedwoojy2520 6 ปีที่แล้ว

    Ijud pengen beli

  • @game4us_Splatuber
    @game4us_Splatuber 4 ปีที่แล้ว

    i dont like macking cutcenes a fricking anime!

  • @voidling2632
    @voidling2632 6 ปีที่แล้ว

    i hate chibis

  • @mosescollierjr
    @mosescollierjr 5 ปีที่แล้ว +1

    "Geeze, your loud!" *You're* The better cut scene was better but still needed some revision.

  • @danoqamyasharahla6544
    @danoqamyasharahla6544 6 ปีที่แล้ว

    This was elementary knowledge. Even the "Good Scene" was mediocre.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว

      Ofc, despite using RPG Maker a lot I still don't actually know a 'lot' about how things should really be working, I just try to do what I can~

  • @torpid7135
    @torpid7135 6 ปีที่แล้ว

    you're

  • @UglyStru
    @UglyStru 6 ปีที่แล้ว

    Question about cutscenes - do you normally put it all into one event window? That's how mine currently is and it's a gargantuan-sized event. Not sure if this is OK, if there are ways to consolidate it, or if it should be broken up into numerous events. Ideas?

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว

      I usually do too, but if you want to separate them, you can create a variable called Scene_Progress and add it by 1, then create a new event page and select the variable you created and set it to 1 higher than w/e it was. If it was zero for the first event page, set the second event page to 1.
      The scene should continue to play regularly

  • @MrNinjafreak
    @MrNinjafreak 4 ปีที่แล้ว +7

    It's all about taste I think. If you want Kojima long cutscenes, you'll go for the 2nd one. But if you're the kind of player who's ok with cutscenes but you don't want them to be too long, you will probably appreaciate the 1st one over the 2nd.

  • @singletona082
    @singletona082 6 ปีที่แล้ว +107

    OK first 'bad' cutscene I'd expect out of... oh... say FF4.The second one, however, looks like something out of Tales of Phantasia where you don't just have your characters being dynamic, but also the little chibis, the popup balloons, and other dynamic bits to give personality.
    First one is 'bad' in that 'ok we've seen this before' and for small bits like 'welcome to random shmucko town' fine, works, but not for a 'cinematic' moment. However, the second one takes a whole lot more planning and thought which newbies (like myself) might give up on halfway because 'crap which variable hosed? Fine I'll just throw the simple one in till I get around to fixing this' and... never fixing the proper cutscene.
    I see time and again advice i quite frankly believe. Before you do anything on an actual project start planning. For tutorials or 'oh hey I want to try a thing to see if I can make it work' fine, improv. However for a game that goes past the tutorial phase where you want to make something to show off? You can't hold it all in your head no matter how good you are there's just tooo much you have to have ordered and sorted.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +6

      "which newbies (like myself) might give up on halfway because 'crap which variable hosed? Fine I'll just throw the simple one in till I get around to fixing this'"
      No worries, I'll be uploading a tutorial on how this was done. You'll be happy to know that no variables were used and only 2 switches were used to make the second cutscene.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +1

      It does take time however, this took 5 hours (including the editing for the video tho, but a majority of it was all in that one event, trying to make it look as good as I knew how)

    • @Petq011
      @Petq011 6 ปีที่แล้ว +2

      And a few self-switches for the fairy ? :P
      I liked this scene !
      I would gladly copy it and give you credit ! :P :D

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +1

      Sure, feel free, also I think I only used 1 self switch. I'm working on a tutorial rn on how to make a cutscene interesting like seen in this vid

    • @Petq011
      @Petq011 6 ปีที่แล้ว

      Looking forward to it ! :)

  • @Archeia
    @Archeia 6 ปีที่แล้ว +11

    Aside from what Mystic Song already said. There is another issue with this example. And that is the positioning of your character emotions. Personally, I think stuff like that should be in the character sets themselves, however if you are going for that faceset format, then it's more important that the image is actually starts from the left like the original faceset position. Unless you're in specific parts of the world that reads from Right to Left, this is not a good position.
    Think of it this way.
    As I'm reading the dialogue, I'm having my own interpretation, and suddenly an image to accompany that dialogue, then it becomes, oh. So that's what they're feeling.
    You want to show the player the emotion of the character with that image. But instead it becomes an afterthought.

    • @ALVAROPEREZtoday
      @ALVAROPEREZtoday 6 ปีที่แล้ว +2

      Yeah. If facesets normally are in the right side of window then its probably a good idea that character emotions show there too.

  • @Kryssy128
    @Kryssy128 6 ปีที่แล้ว +20

    I'm sorry but both cutscenes have their good and bad points. the 'bad' cutscene is better for games which focus more on telling the story through alternate means. Working so hard on a cutscene that looks visually beautiful, yet frustrates players because they have to sit through five minutes of it doesn't make it good. Ultimately it depends on the game.

  • @kpando4952
    @kpando4952 6 ปีที่แล้ว +3

    just trying to complement the video, honestly not trying to be an asshole.
    1.-the way the cutscene starts makes no sense for it changes the tone of the whole game, i feel like to make a cutscene you need to have cohesion more than anything and just having 2 of the 4 party members pop up in the cutscene really destroys the immersion.
    2.- it wastes a lot of time, sometimes i even get anxious on the battles scenes of pokemon so actually having 10 seconds of people walking a short distance is not quite the good way to make it.
    3.-kind of not that important, i bet most people will use the face creator instead but never use an overworld characer if it doesn't match the face or sv character you try to represent in a text box, it destroy the main point of the face it's better to not use a face at all.
    4.-the characters despite movement, talking and reacting to certain things during the cutscene still feel stiff, not because of them but of their surroundings, again this is a demo so i bet the map was made really quick so this is a plus but one should always make the backgrounds feel alive and in motion at all times, this will even make a cutscene with just two dudes talking for 15 minutes less hard to watch. things like kinds playing in the background, animals or particles will do.
    5.-mind the sound of everthing, indeed having just one static song won't make it but also try to add sounds based on the surroundings. it will add more to the experience, for example trees moving, the sound of water and insects or animals alike.
    what im trying to say is the rpg genre was once really static due to the lack of technology but now with the current power of an average pc you can make a world with the same simple design of ff with yet more complex world building, from the sounds, the background and the numerous npc's to the way people move, express and acts during a cutscene.

  • @Thunderhawk51
    @Thunderhawk51 6 ปีที่แล้ว +45

    Well, the good one was okay, but it simply comes down to a personal taste. I didn't care much about the black bars, or the two row text box, but I understood why they were there. My own cutscenes are probably somewhere between these two. There will always be those who love your work and those who hate it, no matter what you do. Personally, I like longer cutscenes and storytelling, rather than spamming enter and frustrate when I can't get back in the action. But that's just me.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +4

      "There will always be those who love your work and those who hate it, no matter what you do" This is so true, you hear all your life "You can't please everyone" and no matter how bad you want to, that's so true. "it simply comes down to a personal taste." Agreed, I felt kinda lame for using "Good" and "Bad" once I had realized how suggestive they are, but I'll keep the title the way it is simply because in the video I state "Good vs bad" as well, I'm actually expecting to get some hate comments soon about it since this video is getting pretty "popular", but hey, mistakes were made, can only learn from them right? :)

    • @Thunderhawk51
      @Thunderhawk51 6 ปีที่แล้ว +2

      TheUnproPro Yeah. This was a great video and it gave me a couple of ideas as well.

    • @TeamUnpro
      @TeamUnpro  6 ปีที่แล้ว +1

      Thanks! :)

    • @PluckyD
      @PluckyD 5 ปีที่แล้ว +1

      Yeah this is basically where I'm falling...I had the same problem with my D&D Homebrews. I would have 1 or 2 players that really soaked up the lore and worldbuilding, but the other 3 or 4 just wanted to either battle or get to doing goofy improv rather than dramatically uncovering a forgotten treasure or relic of the past. Knowing your audience, or preferably giving options for both camps, can get you a lot of traction.
      For me the small chibi sprites might have expressions, but that requires more focus to glance and see who's talking....not to mention they are on the right side of the text which means eyes bouncing back and forth just to get a grasp of who's speaking and what their mood when speaking is. May seem small, but during the course of a whole game, you gotta keep in mind that seconds make hours if you have enough of them. Besides that, the black bars didn't bother me at all and gives a great visual cue that something dramatic is happening, as the focus on the screen narrows which says "This is important!!!". I find that and the music changing + sound effects to be a primo touch that I liked. Will for sure be checking out more of your stuff when I finally pull the trigger on RPG Maker MV.

  • @TeamUnpro
    @TeamUnpro  6 ปีที่แล้ว +44

    Tutorial with a project file here: th-cam.com/video/0Cwia_hkyr8/w-d-xo.html

  • @fordusfiresoul
    @fordusfiresoul 6 ปีที่แล้ว +13

    dude, this is why you're an rpg maker legend. i learned a lot from this, thank you.

  • @mcclintick
    @mcclintick 5 ปีที่แล้ว +1

    wasn't even the same cutscene, the dialog and sprites when talking were different, they didn't have the same pace either. The second one dragged on too long. To me, the first one was better, and most of the comments agree. You should have used better examples as both were good and bad in different ways. this video is more like showing 2 ways to do a cutscenes.