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#1

Best method of showing text/cutscenes

Archive: 6 posts


Hello everyone!

Today I'm working on some cinematics, and for once I find the vast amount of choices given to me to be a bad thing, I'm not sure which method to pick! I want to show speech during a cutscene, with either speech bubbles above the speakers head, or with captions and a camera zoomed in on the speaker. Both methods have their ups and downs, and I'm here to ask you what method you think is better, and why. I plan to use sequencers no matter which method I choose, but I figure I have 3 main choices.

1. Use a still camera with magic mouth speech bubbles above the speaker. Straight to the point, but I hate the popup sounds it makes, as well as the "press o" prompt.

2. Use alternating movie cameras zooming in on the speaker with captions. Still identifies the speaker, and it is easy to modify the cams on their own.

3. Use the magic mouth movie camera. Simplified, and similar to the method above. It would be easier to modify the length of time displayed, but not as easy to replicate the views of my original cam (causing a jump when the cam switches from main to speech). This option would be for pure convenience if the others don't work out.

So there are the pros and cons of my methods, what do you guys think?
2011-07-13 02:28:00

Author:
sp0ngyraver
Posts: 407


A still camera during the whole speech will make it boring, so alternate the camera after each part of the speech. If you want a serious tone to the cutscene, use captions. If you want a relaxed setting, use bubbles. Bubbles also might work better if you want the player to feel as an distant observer, while captions are better if the player is inside the crowd.2011-07-13 02:47:00

Author:
gdn001
Posts: 5891


Hmmm, good ideas, but now I'm left with a whole new set of choices. It is a lighthearted chapter of a horror story, so I just used my 50/50, and I already asked the audience, looks like i need to phone a friend.

Also, the player IS part of the story, but AS one of the characters in the speech, so there is no real 4th wall here, still left with choices. I appreciate the input though, the more control I have over the way it looks cinematically the better.
2011-07-13 02:55:00

Author:
sp0ngyraver
Posts: 407


Well...i like captions for internal monologue, and pop-ups for dialogue, myself.

If you've already got cameras set up on the sequencer, there's no need to use the magic mouth camera as well (as you noted, it can cause a jump in the scene). You can use movie camera tilts to focus on the speaking character, if you like, with close-ups if they're saying something dramatic. Use a pulled back camera (either still or as a slow pan) if you want to have movement in the scene (that is the characters or things in the background moving, not the camera).

Think of dialogue scenes you've seen in movies or TV. If there's a director who handles dialogue well, cue up some of their stuff on YouTube, check it out, and see if you can replicate it.

....

You know, i could never do it, but....Orson Well's no cut opening to Touch of Evil, or Hitchcock's only cut when absolutely necessary Rope would be interesting to see done in LBP2.
2011-07-13 07:31:00

Author:
waffleking23
Posts: 535


I like the subtitles. I made a single magic mouth only in a sequencer just to have the subtitles option.2011-07-15 15:19:00

Author:
L1N3R1D3R
Posts: 13447


There is a relatively simple answer that can give a complex effect.

The technique is using speech bubbles (Set to 1 shot). When you reach the end of a conversation hook that last speech bubble's output into a counter set to 1.

When that speech bubble is finished, the output of the counter can set off a moving camera. It's ideal because it compensates for slow readers and fast readers as players can read through at their own pace (or ignore it).
2011-07-15 15:58:00

Author:
Tecnoguy1
Posts: 206


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