Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://marketplace.yoyogames.com/assets/4808/gmlvideo
thank you.
But you could save the video as a .gif animation and save the audio seperately as well. Then you could import the .gif into a sprite in GMS 2. Likewise you'd add the audio much like regular game music in a project.
Then when you want to trigger your cutscene you could create an object that would be your "cutscene player" which would just play the sprite like any other sprite animations and have it play the sound file as well. There is even an object event for "animation end" which you could use to check if the cutscene sprites animation is done playing and then have it stop playing the audio, stop animating, and destroy itself.
Haven't tried anything like this myself. Can't say it would be ideal, but it should be fairly workable unless you've got some Pixar quality Final Fantasy length cutscene video or something.