This is a resource pack made for Stencyl that will enable you to create cutscenes for your games. From NPC interactions, dialog and treasure chests to enemy AI patterns, and even entire Visual Novels, this resource pack gives you the tools to create scripts, which can be used in a variety of ways. This pack features versatile day and night cycle system, enabling you to create NPCs with their own schedules, as well as a robust dialog customization system. Finally, a behavior to configure gamepad and keyboard controls is included, allowing you to create your own menu to change controls in-game.

If you want to see some of the possibilities of this resource pack, you can play the HTML5 version of the sample game on this page.

By purchasing this pack, you get the resource pack proper, documentation and some sample scripts. You also get a variant of the resource pack that includes RPG element behaviors, such as managing skills list, experience, character status, combat statistics, damage type and status condition resistances, as well as a "Charge" behavior, which can be used to create charge attacks like famous "jump and shoot" games.

By paying a little bit extra above the minimum price, you also get the sample game project file, made entirely with this resource pack, its documentation and all the scripts used in that sample game. This additional documentation will teach you how the sample game was made, and provide you with more resources and ideas on how to create and organize your own scripts.

A free version is also available for download, the Simple Events Manager, which is a simplified version of the cutscenes manager behavior. It can be used for simple cutscenes, and hopefully will give you a taste of what you can get with the full version.

If you've used my Miscellaneous Behaviors or RPG Elements resource packs, all of the behaviors in them are included here, everything integrated with the scripting methods.

Happy Stencyling!

Updated 1 day ago
Made withStencyl, OpenFL
TagsGame Design, Stencyl


Buy Now$10.00 USD or more

In order to download this Stencyl resource pack you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:

Luyren Cutscene Resource Pack.rar 9 MB
Luyren Cutscene Resource Pack Sample Game.rar 13 MB
if you pay $12 USD or more

Download demo

Simple Events Manager.rar 192 kB

Development log

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What kind of Stencyl app are you using? (l mean trial, studio...)


I'm using the most recent private build, which subscribers have access to. But Stencyl itself is the same regardless of your subscription status. Subscribing gives you access to the export options related to your subscription plan and the private builds, that's it.

l know but yeah you're more lucky with non-trial devices.



Not sure this is the  right place for Questions, if not please let me know, but I've just downloaded the cut-scene pack, imported it and attached the behaviour 'Dialog Interface' to an actor, but when I compile it fails. When I open the failed behaviour it appears to be missing parts (see screenshot). Any ideas? I'm using Stencyl (4.0.2) Cheers

(1 edit) (+2)

Not too worry, my bad I was trying to apply the behaviour from Resource pack, not the logic behaviour... All good :) Looking forward to playing with it

No worries, glad it is working! And it's alright to ask questions here!
I hope the documentation will work for you, but either way I'll make a video explaining the dialog interface behavior in the coming days, and I hope that will be of help.

Hey Luyren, the docs are fantastic and I've already implemented a few of your behaviours :) I do have a question, do you have any advice/ideas on the following scenario. I have two actors in a scene, I've applied the dialog box to them, now I want to switch the order of conversation, so there is some back and forth conversation, for example:

A: hi, how you doing today 

B:Great thanks 

A:Do you want to go out somewhere?


A: Okay I know a place

A: Let go now

B: Ok sure

There are a number of ways to do it, depending on how you setup the dialog interface for each actor. I recommend using the Events Manager behavior in your "NPC" actor.

1- If your dialog is set on scene coordinates, you can just make the same actor use different presets to represent different actors speaking. If you are using the dialog like speech bubbles at each actor's position, use the other mehtods.

2- If your player is pressing a key to activate the cutscene when near an actor, then you have to use the "Set Actor" event to switch between "Self" and "Player Actor." That way, when you reach the dialog events, you'll be calling the dialog for different actors.

3- If your actors are not colliding or interacting via key press, you can use the "Get Player Actor" event. Then, use the same method described in 2. The player actor must be on screen for that event to work.

4- If the dialog doesn't involve the player actor in any way, you can use Instance Customization for the actor that has the cutscene script, configure the "Cutscene Actor" attribute to the other actor you want to take part in your dialog, and again use the Set Actor event, now setting it to Cutscene Actor (check the attribute's description in the Events Manager behavior).

5- This is a bit more convoluted: you set up a script in each of the actors you want to speak in the dialog. You set a global value to increment by 1 after each dialog, and the scripts just use that global value as a condition to play the dialog for each actor. It becomes a sort of back and forth between two scripts.

The Set Actor event basically switches which actor is being target by the events.

This is a script that has an example of back and forth, using the "Get Player Actor" event. Only I'm changing between the Player Actor and a Stored Actor at key 0. If you create actors through the cutscene script, you can store them and reference them later to be targeted by events like this.

You can check the specific of those events in the Behaviors List file. Go to the Events Manager explanation, and look for the "Events" explanation. That info is also in that attribute's description in the Events Manager behavior itself. But either way, I'll definitely include that in the expanded video documentation!

Dude, thank you for the response, so many options and approaches. Love it!