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Intro Cutscene: Improvements #62
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Rusty-Box
commented
Aug 18, 2016
- Update intro.nut (so it works with the cutscene)
- Make the intro look more like a cutscene, instead of a level
@@ -207,13 +217,16 @@ function shake_bush_thread(table) | |||
table.shake_bush(); | |||
table.wait(3); | |||
table.shake_bush(); | |||
Text.set_text(_("Suddenly, Nolok jumped from behind\nof an ice bush!")); |
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That should be "Suddenly, Nolok jumped out from behind\nan ice bush!"
Squash the commits. And don't always say 'Improvements', it gets boring 😄. |
At the beginning I can see Tux falling on camera. Can we fix that somehow? Maybe hide tux first? |
Also, slight suggestion: After asking "Where are you, Penny?" Tux could maybe do searching motions? Not sure if that can be shown, though. |
@tobbi Weird... . When I was testing it, you couldn't see him at the beginning. And I also tired to make a search motion. |
@Rusty-Box Make tux look left right left right in quick succession maybe? |
-Make the intro look more like a cutscene instead of a level -Update intro.nut
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- Make tux look left and right, when looking for penny - fix some scripts - make logo fade in and out instead of make it appear instantly
I think it's almost done. Only problem is that Tux isn't invisible at the start of the cutscene, when starting it in the main game. (But it works when starting it in the level editor) |