I came up with a simple, cheap, and quick storytelling method. Any interest in a tutorial?

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  • I had to give up on my Western solitaire game as I'm taking care of my 96 year old Mother and I just can't concentrate with all the constant interruptions. :-(

    Curious if anyone would be interested in my storytelling approach? Once I wrote a little bit of code I used AI to generate a comic panel and I was able to implement the entire scene below in about 5 minutes: (a bit more with the sound effects)

    youtu.be/f_fMZnokhaU

  • The AI generated comic panel isn't great, this was just a proof-of-concept. Also, the hand-held camera movement is a single parameter that I can turn on and off.

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  • Wow, I was just trying to be helpful. Not sure why my post got downvoted.

    I may remove it.

    UPDATE: Now I have even more downvotes. What is going on with this community? It used to be great! :-(

  • Feel free to share your storytelling approach. I am really interested in your process.

    Thank you for sharing your knowledge with us.

  • People probably just don't like AI-generated stuff.

    It will be interesting to see how you approach it. I'd probably use invisible sprites for each comic frame, then move the camera between them and scale the layout to match the sprite size.

  • Due to the lack of interest I'm not going to do a tutorial, but here are the basics, as I recall (it's been a while):

    1. I created a scene with my cartoon image.

    2. I added a rectangular sprite and made it semi-transparent. This is my "camera". If I scale this rectangle up or down the camera will zoom in or out appropriately.

    3. Using the timeline feature I moved my camera to where I wanted the scene to start and set a keyframe.

    4. I then moved my camera sprite to the next panel, scaled it to what I wanted players to see, and set a new keyframe. I did this for each panel.

    5. To get the handheld camera effect I simply changed the path mode to cubic bezier. Set it back to "Default" if you don't like the effect.

  • The events for this were SUPER simple. I tried to do a calculation based on the size of my image, screen sizes, etc., but I gave up on figuring that out. I eventually just hardcoded it to:

    -> System: Set layout scale to 1750÷spr_camera.Width

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