There are a number of circuit-driven blocks in the game. I'd like to see a new block type that allows a redstone action to trigger a pre-planned cutscene. This would have the ability to:
Build better in-game minigames (no more putting signs with "see note 13b" next to key items in your adventure)
Brings scripted Machinima to Minecraft (e.g. subtitles, silent film cuts, controlled camera, etc)
Play back sequenced events from within an external jar/file that is in the savegame folder or mods folder
Have redstone computers output text or images onto the MC 2d rendersurface
Play specific sounds or music inside the mods jar file or a specific location within the minecraft folder
Display regions for text or images on the users screen with basic visual effects (e.g. fade in, out, slide up, down, etc)
Be able to position text and/or images within these boxes on the screen
Have the ability to offer multi-lingual text based on the users culture settings (if available in the resource file)
Have simple abilities to control the camera (e.g. sequence of keyframes for moving the viewport during the cutscene)
A way of queueing (chaining) other triggers after a delay or user prompt (e.g. mouse click / key press)
The block would be available in creative mode, but probably not in survival simply because it would require the external cutscene file to be generated or built somehow and building this into the game environment probably isn't going to happen (too complex). The block would be activated just like a note-block: e.g. a redstone circuit goes hot and the linked cutscene id is triggered. I imagine that (like me) most people author their adventure games and challenges in creative mode or in MCEdit and then switch the game mode in the savegame when releasing their world to play.
I'd imagine that alongside the ability for MC to play back the cutscene elements when they are triggered there would be a secondary app (like MCEdit) that could load the world map and help design the cutscenes recorded in it - particularly the camera keyframing - and build the mods jar file, etc. The file would probably be packaged into a JAR file called "cutscenes.jar" that sits in the savegame folder - or similar standard named location.
I've worked out a basic json-type structure that might work or be a starting point. The emphasis here is on simplicity and human readability - camera keyframing or effect queueing could significantly complicate a cutscene system so I've tried to leave that kind of complexity out of the idea, just looking at the basics... you know, something that someone could relatively easily interpret and implement in a first pass.
Assumptions:
{ key : value } - assigns the value to the key. Values can be string, float, integer, or array
[ ... ] encalsulates arrays of objects (one or more, separated by commas)
[{ id: 1234,
block_trigger_id: 5784395312,
sound: [{
delay: 100,
file: "~/mods/mymod.jar/sounds/clunk3.ogg",
volume: 0.7
}, {
delay: 1500,
file: "~/mods/mymod.jar/sounds/chain_rumble1.ogg",
volume: 0.3
}
],
mask: {
fillcolor: rgba(0,0,0,0.3),
filter: "fade-in",
filter_start: 1500,
filter_end: 2500,
overlay: "~/mods/mymod.jar/effects/brick_bg.png",
position: {
top: 0.7,
left: 0.0,
width: 1.0,
height: 0.3
},
padding: {
top: 5,
left: 5,
right: 5,
bottom: 5
},
content: {
image: {},
text: [{
lang: "en-us",
strings: [{
color: rgba(255,192,63,0),
value: "You hear a distant rumble deep under the earth, as if a great chain were uncoiling.\nAfter the dust settled, you could see that the way ahead is now clear.\n"
}, {
color: rgba(255,255,255,0),
value: "You have completed this puzzle! Well done."
}]
}, {
lang: "fr",
strings: [{
color: rgba(255,192,63,0),
value: "Vous entendez un grondement lointain profond de la terre, comme si une grande chaîne ont été déroulement.\nAprès la poussière retombée, on pouvait voir que la voie est maintenant clair.\n"
}, {
color: rgba(255,255,255,0),
value: "You have completed this puzzle! Well done."
}]
}
]
}
},
camera: {
kind: "firstperson",
keyframes: [{
length: 3150,
start: {
position: [2883.43243256, 89.343425, -113.54989454],
rotation: [226.32324, -90, 25.43234],
lookat: [2853.2434256, 89.34432125, -115.9895454],
fov: 0.6678
},
end: {
position: [2883.43243256, 89.343425, -113.54989454],
rotation: [226.32324, -90, 21.3],
lookat: [2853.2434256, 89.34432125, -115.9895454],
fov: 0.7334
}
]
},
on_end: {
require_keypress: true,
delay: 0,
next_id: 1235
}]
When placing the cutscene block the user would have to enter the matching cutscene trigger id; alternately while authoring the cutscene.json file the user could also insert the triggering block id number if readily known.
In summary, this is a playback control addition suggestion for minecraft. By itself it adds no direct gameplay element - it enables MC to do something natively that it currently would take a mod to do. Authoring the file would be handled in a seperate application.
Rollback Post to RevisionRollBack
No, I will not subscribe to your channel because you asked... but I might if it's *good*.
There are a number of circuit-driven blocks in the game. I'd like to see a new block type that allows a redstone action to trigger a pre-planned cutscene. This would have the ability to:
Build better in-game minigames (no more putting signs with "see note 13b" next to key items in your adventure)
Brings scripted Machinima to Minecraft (e.g. subtitles, silent film cuts, controlled camera, etc)
Play back sequenced events from within an external jar/file that is in the savegame folder or mods folder
Have redstone computers output text or images onto the MC 2d rendersurface
Play specific sounds or music inside the mods jar file or a specific location within the minecraft folder
Display regions for text or images on the users screen with basic visual effects (e.g. fade in, out, slide up, down, etc)
Be able to position text and/or images within these boxes on the screen
Have the ability to offer multi-lingual text based on the users culture settings (if available in the resource file)
Have simple abilities to control the camera (e.g. sequence of keyframes for moving the viewport during the cutscene)
A way of queueing (chaining) other triggers after a delay or user prompt (e.g. mouse click / key press)
The block would be available in creative mode, but probably not in survival simply because it would require the external cutscene file to be generated or built somehow and building this into the game environment probably isn't going to happen (too complex). The block would be activated just like a note-block: e.g. a redstone circuit goes hot and the linked cutscene id is triggered. I imagine that (like me) most people author their adventure games and challenges in creative mode or in MCEdit and then switch the game mode in the savegame when releasing their world to play.
I'd imagine that alongside the ability for MC to play back the cutscene elements when they are triggered there would be a secondary app (like MCEdit) that could load the world map and help design the cutscenes recorded in it - particularly the camera keyframing - and build the mods jar file, etc. The file would probably be packaged into a JAR file called "cutscenes.jar" that sits in the savegame folder - or similar standard named location.
I've worked out a basic json-type structure that might work or be a starting point. The emphasis here is on simplicity and human readability - camera keyframing or effect queueing could significantly complicate a cutscene system so I've tried to leave that kind of complexity out of the idea, just looking at the basics... you know, something that someone could relatively easily interpret and implement in a first pass.
Assumptions:
{ key : value } - assigns the value to the key. Values can be string, float, integer, or array
[ ... ] encalsulates arrays of objects (one or more, separated by commas)
[{ id: 1234,
block_trigger_id: 5784395312,
sound: [{
delay: 100,
file: "~/mods/mymod.jar/sounds/clunk3.ogg",
volume: 0.7
}, {
delay: 1500,
file: "~/mods/mymod.jar/sounds/chain_rumble1.ogg",
volume: 0.3
}
],
mask: {
fillcolor: rgba(0,0,0,0.3),
filter: "fade-in",
filter_start: 1500,
filter_end: 2500,
overlay: "~/mods/mymod.jar/effects/brick_bg.png",
position: {
top: 0.7,
left: 0.0,
width: 1.0,
height: 0.3
},
padding: {
top: 5,
left: 5,
right: 5,
bottom: 5
},
content: {
image: {},
text: [{
lang: "en-us",
strings: [{
color: rgba(255,192,63,0),
value: "You hear a distant rumble deep under the earth, as if a great chain were uncoiling.\nAfter the dust settled, you could see that the way ahead is now clear.\n"
}, {
color: rgba(255,255,255,0),
value: "You have completed this puzzle! Well done."
}]
}, {
lang: "fr",
strings: [{
color: rgba(255,192,63,0),
value: "Vous entendez un grondement lointain profond de la terre, comme si une grande chaîne ont été déroulement.\nAprès la poussière retombée, on pouvait voir que la voie est maintenant clair.\n"
}, {
color: rgba(255,255,255,0),
value: "You have completed this puzzle! Well done."
}]
}
]
}
},
camera: {
kind: "firstperson",
keyframes: [{
length: 3150,
start: {
position: [2883.43243256, 89.343425, -113.54989454],
rotation: [226.32324, -90, 25.43234],
lookat: [2853.2434256, 89.34432125, -115.9895454],
fov: 0.6678
},
end: {
position: [2883.43243256, 89.343425, -113.54989454],
rotation: [226.32324, -90, 21.3],
lookat: [2853.2434256, 89.34432125, -115.9895454],
fov: 0.7334
}
]
},
on_end: {
require_keypress: true,
delay: 0,
next_id: 1235
}]
When placing the cutscene block the user would have to enter the matching cutscene trigger id; alternately while authoring the cutscene.json file the user could also insert the triggering block id number if readily known.
In summary, this is a playback control addition suggestion for minecraft. By itself it adds no direct gameplay element - it enables MC to do something natively that it currently would take a mod to do. Authoring the file would be handled in a seperate application.
Sounds complex.
But i like that idea
Rollback Post to RevisionRollBack
~Check out my PvP Mini-Game, 15000+ Downloads: Click Me~
The block would be available in creative mode, but probably not in survival simply because it would require the external cutscene file to be generated or built somehow and building this into the game environment probably isn't going to happen (too complex). The block would be activated just like a note-block: e.g. a redstone circuit goes hot and the linked cutscene id is triggered. I imagine that (like me) most people author their adventure games and challenges in creative mode or in MCEdit and then switch the game mode in the savegame when releasing their world to play.
I'd imagine that alongside the ability for MC to play back the cutscene elements when they are triggered there would be a secondary app (like MCEdit) that could load the world map and help design the cutscenes recorded in it - particularly the camera keyframing - and build the mods jar file, etc. The file would probably be packaged into a JAR file called "cutscenes.jar" that sits in the savegame folder - or similar standard named location.
I've worked out a basic json-type structure that might work or be a starting point. The emphasis here is on simplicity and human readability - camera keyframing or effect queueing could significantly complicate a cutscene system so I've tried to leave that kind of complexity out of the idea, just looking at the basics... you know, something that someone could relatively easily interpret and implement in a first pass.
Assumptions:
{ key : value } - assigns the value to the key. Values can be string, float, integer, or array
[ ... ] encalsulates arrays of objects (one or more, separated by commas)
[{ id: 1234, block_trigger_id: 5784395312, sound: [{ delay: 100, file: "~/mods/mymod.jar/sounds/clunk3.ogg", volume: 0.7 }, { delay: 1500, file: "~/mods/mymod.jar/sounds/chain_rumble1.ogg", volume: 0.3 } ], mask: { fillcolor: rgba(0,0,0,0.3), filter: "fade-in", filter_start: 1500, filter_end: 2500, overlay: "~/mods/mymod.jar/effects/brick_bg.png", position: { top: 0.7, left: 0.0, width: 1.0, height: 0.3 }, padding: { top: 5, left: 5, right: 5, bottom: 5 }, content: { image: {}, text: [{ lang: "en-us", strings: [{ color: rgba(255,192,63,0), value: "You hear a distant rumble deep under the earth, as if a great chain were uncoiling.\nAfter the dust settled, you could see that the way ahead is now clear.\n" }, { color: rgba(255,255,255,0), value: "You have completed this puzzle! Well done." }] }, { lang: "fr", strings: [{ color: rgba(255,192,63,0), value: "Vous entendez un grondement lointain profond de la terre, comme si une grande chaîne ont été déroulement.\nAprès la poussière retombée, on pouvait voir que la voie est maintenant clair.\n" }, { color: rgba(255,255,255,0), value: "You have completed this puzzle! Well done." }] } ] } }, camera: { kind: "firstperson", keyframes: [{ length: 3150, start: { position: [2883.43243256, 89.343425, -113.54989454], rotation: [226.32324, -90, 25.43234], lookat: [2853.2434256, 89.34432125, -115.9895454], fov: 0.6678 }, end: { position: [2883.43243256, 89.343425, -113.54989454], rotation: [226.32324, -90, 21.3], lookat: [2853.2434256, 89.34432125, -115.9895454], fov: 0.7334 } ] }, on_end: { require_keypress: true, delay: 0, next_id: 1235 }]When placing the cutscene block the user would have to enter the matching cutscene trigger id; alternately while authoring the cutscene.json file the user could also insert the triggering block id number if readily known.
In summary, this is a playback control addition suggestion for minecraft. By itself it adds no direct gameplay element - it enables MC to do something natively that it currently would take a mod to do. Authoring the file would be handled in a seperate application.
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Curse PremiumSounds complex.
But i like that idea
I love this idea!
http://raptr.com/UrbanNinja6?src=em_gamesm" target=""