Ihad an idea where I start with a scene which is close to the climax, where the main character is to be punished (for inciting a rebellion) and she ponders over her mistakes and how different her life has turned out to be from what she thought it would be as a child, etc. And then the book skips to the very beginning of her story, her childhood, where we see the reasons that incite her to rebel, and then we see the rebellion itself, and ultimately we reach the plot point depicted in the first scene.
Basically, the plot progresses normally-- it is not an extended flashback, except we get a glimpse of the scene just before the climax just before the story proper begins, as a sort of hook. Is this really an acceptable way of beginning a novel? Are there any objections to it? Will it work out well?
Think about some of the greatest stories you've ever read and consider whether or not they were exciting and kept you reading simply because of some interesting viewpoint switching or if they were interesting simply for two reasons:
You will find that the examples where gimmicks work (like Pulp Fiction) are actually few and far between. And, even when they do work, it is probably because the writing is great and the story is interesting.
SIDEBAR: Interesting Viewpoints?Have you ever read one of those stories where the main character is in prison and he goes on to tell you about his captors and how they treat him. You get the idea he is on an alien planet, then it all ends something like the following:
Easily Determine Which Is CorrectYou can easily determine which is correct. Write the story the normal way and then read it. Does the story have enough conflict to keep the reader reading?
This technique is very widely used. It is known as in media res (in the middle of things), and as TV Tropes notes, it's a technique used in the Iliad by Homer, "and Aristotle diagnosed it in Poetics, making it one of the first identified tropes."
Off the top of my head, I can think of a number of films that have used this technique. For example, Walk The Line (about Johnny Cash), starts off with him about to go on stage, and he's looking at a saw, at which point we go back in time to him as a child and the memories he had of an incident with just such a saw. Pulp Fiction uses this to great effect (as do some of Tarrantino's other films). The Usual Suspects, Batman Begins ... there is a long list!
Since you're writing a book and not a film, then this technique is also widely adopted in written form: Starship Troopers by Robert A. Heinlein used this method, as does Margaret Atwood in some of her novels, and ... the list goes on!
Yes, it's called a hook, and it's a legitimate way of grabbing the reader's interest before settling down into the more mundane elements of setting up the story. Many episodes of Breaking Bad start, before the credits, with a hook that shows something from near the end of the episode or, in the case of season two, which culminates with the mid-air plane collision ("ABQ," season 2, episode 13), a few episodes begin with scenes from the aftermath of that crash. So by all means, seize your reader by starting in media res (in the middle of things).
You should most definitely use that technique. It's called the hook, because it "hooks" the reader's attention and envelops them into the story. This technique doesn't always have to be about the climax of the ending of the actual story; the beginning can be a hook without being related to the rest of the story at all. For example, a book could start out with a man skydiving into an island, and then the rest of the book discusses the plot that happens on the island that he skydived into. So whether if the hook is related to the story's other parts or not, you can use the technique to grab the reader's attention. This technique is notably used in many popular books and movies, and it definitely is successful in grabbing people's attention. One example that I can think of is the 2010 movie Megamind ( ), which starts the story with the climax, the part where the main character that has to fight with the primary antagonists. After a brief dialogue, the scene abruptly switched to the protagonist's childhood. Another example is the start of the famous Ray Bradbury novel Fahrenheit 451, where the main character discusses how burning pleasures him. It wasn't specifically state where he's at or what and how he is burning, but the sudden action of burning and the vague explanation is used to incite the reader's curiosity and successfully makes the reader want to continue reading. These two examples are the ones I know well, and there are countless other prices of works that use this technique.Hooks aren't really hard to do nor are they time consuming, so feel free to use it wisely and wittingly to create that hooking effect in the beginning.
I have developed a platform game with many scenes to show different levels. The levels are Intro, scene1 to scene4. How should I make my game to start from the intro scene after compilation. The current one after compilation will always start from scene4, is it because scenel4 is the first scene on top of the list of scenes in my project manager? If it is, how should I reorder the ranking of my scenes?
Ive never downloaded any mods, ive isable firewall and antivirus, i dont overclock or underclock (ive even tried while doing so), ive ran on DX11 and also DX12, uninstalled and reinstalled 4 times, ive manually deleted anything related to conan and reinstalled everything, and ive verified steam files multiple times but continue to get this error.
my game cant even get past the funcom logo, if i run on dx11 i crashes right after intro scene and if i run in dx12 via command it crashes with blank fatal error on UE4 logo as soon as the game is launched, if i run the conansandbox.exe from the win64 folder inside binaries i dont get fatal error however the game just launches to a black screen where it remains unresponsive, these devs need to pull their heads out of where the sun dont shine before they lose all of their fan base and collapse like many other devs before them
have you adjusted settings within the nvidia control panel for the app and if so could you grab a ss of it so i may compare, id really like to try and figure out how to fix this so i can play because i cant even refund the game due to too much play time while trying to troubleshoot
I use the default empty scene, but pick from some of my custom starter scenes immediately after starting DS. Those scenes use abstract/non-real world HDRIs (to give some pastel backdrops), a null object with 2 or 3 ghost lights parented to it, the BOSS Lights cameras, a render camera, an inspection camera (for adjusting figures, clothing, props, etc.) and (sometimes) a ground plane with a circular opacity map applied. I do full body and face portraits for the most part. My preset empty scenes work well for setting up characters/clothing/etc. and most of my final renders.
My work is quite varied ... so I use a lot of different effects. I open Daz with it's standard layout. I have made a folder inside of the presets with my most used items including custom mesh lighting, etc. The presets folder works well for my style.
As shown above, use a single rule to call the Scenes. This approach is pretty simple if the command is the rule UID of the scene to call. If can become more complicated if not. In Blockly it would look like this.
The manuscripts that did start in a scene pulled me in right away, because they left an enticing bread crumb of questions for the rest of the pages (and the full manuscript!) to answer. Why was the character in this setting? Why were they making the choices they were making? What motivates them? What is at stake? By telling me very little about the world of the story and showing the character moving through this world, these manuscripts intrigued me and made me want to read on.
The Highlights Foundation positively impacts children by amplifying the voices of storytellers who inform, educate, and inspire children to become their best selves. Learn more about our impact.
For now, when I call game.scene.start(...) from outside a Scene object, nothing happens. My current solution is to keep a global variable pointing to the latest started Scene (In all my scenes, I reset that global variable in the create() function with something like currentScene = this;) So when I want to start a new Scene I call currentScene.scene.start(...). But obviously that's not reliable because I could forget to reset my global variable (currentScene) in all my scenes, etc...
To clarifiy what I'm trying to acheive: I'm making a small multiplayer game with a couple scenes and a few GameObjects. I've a "socket" module that handles all traffic between the client and the server (I'm using
socket.io). I would want to do something like:
You really shouldn't use game.scene at all in Phaser 3 (indeed, this won't even work as of Phaser 3.50.0). Scene operations should go via the ScenePlugin, which is accessible as this.scene from within any Scene. I.e. this.scene.start('otherScene') will stop the current Scene, then start the given one, in order, at the next game step. Where-as game.scene.start just blasts on through with no care to the game step or what's calling it.
There is no way to 'stop all running scenes' however, but then unless you have started multiple Scenes (via launch or a similar method), then there won't actually be any other running scenes. Show some actual code, then we can give a more targeted response.
Where myCurrentScene would be the key of the current running scene.You can see the scene key at game.scene.keys property where all scenes are listed by key name.However, this would only work if you know what's the key of the current running scene.Probably there's a way to get the current running scene but I can't answer that one.
There is however a more of a brute force workaround if you don't know the key of the current running scene. You could run a loop through all scenes, regardless if it is running or not, from the array of game.scene.scenes and call scene.stop on all scenes and then run just the one you need.
3a8082e126