[Suggestion] More polishing on Intro Cinematic

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Fiohnel
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[Suggestion] More polishing on Intro Cinematic

Postby Fiohnel » Thu Sep 27, 2012 1:34 pm

* The use of JailDoorLarge for the house and church's entrance is quite jarring. Just use 2 Doors.

* The priest used "him" and "He" when referring to God. Best use uniform capitalization, such as "Him".

* The criminal's bedroom door in flashback is one tile to the left from where the door should be placed.
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Postby Furohman » Thu Sep 27, 2012 1:40 pm

I got the impression that stuff like the doors were placeholders. They made new assets for the furniture and such, I'd imagine they just hadn't got around to adding non-prison doors for cutscenes yet.
Heck, I wouldn't be surprised if that kind of door was an option for in-game too, for admin buildings/wings. Obviously weaker, but looks better and probably cheaper.
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Postby Fiohnel » Thu Sep 27, 2012 2:16 pm

Forgot one more small detail:

* While in the cutscene of escorting the criminal from his cell, the ambient sound is interior with people chattering, even though my scene is happening at evening while all the prisoners are away and none of them are in the indoor area / cells where the cutscene happens.
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gsuberland
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Postby gsuberland » Thu Sep 27, 2012 2:28 pm

During the murder scene, I was distracted by the bedroom door sprite being jiggled around all over the place. This is probably more related to the fact that the doors are broken in general, rather than the scene itself.
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Postby Illanair » Thu Sep 27, 2012 3:37 pm

Yeah the maps are obviously just placeholders.

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