Cutscene Integration – BB – Update 6
Posted: December 12, 2024
Last Updated: December 12, 2024
Cutscene Integration – BB – Update 6
Timeframe: December 2, 2024 – December 12, 2024
HIGHLIGHTS:
Cutscene Waves:
- WaveBuilder: Mark a wave as a cutscene wave and select an existing cutscene made in the Cutscene builder.
- LevelBuilder: Add a cutscene wave as a wave in the level. It will automatically start the Visual Novel cutscene when the wave starts.
- Bugfix: Registry folder for Cutscene Builder was not being correctly set. Fixed.
Sprite Asset Manager:
- Prefabs to Atlas: Added prefab sprites to the main texture atlas. Deregistered those materials from the NSprites system as well. This should reduce the number of NSprites render calls by reducing the number of materials/textures being rendered.
Debug Overlay:
Previously, my debug information was pretty sparse and displayed on a case-by-case basis. There was information I wanted to know, so I made a new MonoBehaviour with a TMP_Text component, and in Update I would just query for the information I wanted and change the textbox accordingly. This was not cool. It creates a bunch of junky single-use components, and I have to click through a bunch of canvas elements to see which script this information is coming from. I modified how I approach this by just creating a central debug displayer for managing debug information.
- DebugOverlay: A central debug information display. Information strings can be separated by Section and their contents amended or set.
- DebugInfoManager: An interface between debug data collection and the DebugOverlay. Responsible for generating a debug string for a section and setting the corresponding section in the DebugOverlay.
- BulletHellDebugInfoManager: An info manager that assembles and creates debug information for the bullet hell maker (bullet count, enemy count, wave and level information).
- BasicDebugInfoManager: Displays FPS retrieved from an FPSTracker behaviour. Could add more in the future.
Video Maker:
- Improved Usability: Button option for selecting and making a firing point from an mp4 video file.
- Caching: Extracted video frames are placed in a new project Temp folder at “Projects/<project_name>/Temp/Builder“. To tweak the video firing point parameters easier, you can build the FP from the cached image files.
- FPS Changes: Video FPS now uses the proper frames and adjusts the bullet lifetimes accordingly. For example, playing a 30fps video at 15fps results in using every other extracted frame and having each bullet last x2 as long.
- Chromakey: The Bad Apple firing point was made by thresholding images into black-and-white, which was easy given the source material. But, now I can set a chromakey to mask out a greenscreen color instead.
Video Demos

Cutscene example. Wave 1 plays, and after all enemies are gone, the cutscene begins after which the next wave starts.

Loading a video firing pattern from cached video images.

A greenscreened video used to test video chromakeying. Greenscreen value was: (0, 216, 0, 255). You can specify a tolerance value, so any color matching (0,216,0,255) +/-tolerance will be counted as background. Video link.

The resulting firing point for the greenscreened video.