Re: Sable Alpha is here!–free to download for Public alpha testing!

Hi everyone,

I hope everyone’s enjoyed the last three weeks with Sable, today is the final day and sadly sable will expire at midnight tonight. I firstly want to take the opportunity to say a huge thanks to everyone who’s downloaded and tried out Sable, I’ve seen some fantastic projects created in under three weeks, which has been amazing. I also want to thank everyone for all the positive comments and emails saying how much Sable has meant to some of you, I have honestly been touched by some of the comments and feedback I’ve received, its fantastic to see that people have enjoyed their 3 week glimpse into Sable, so a big thanks to you all, a special thanks to those who have helped answer others questions on here too, its been great to see such openness and community spirit  in this topic. Also thanks for all the bug spots, suggestions and ideas, these have all been hugely helpful too. please remember if you want to show off your project, there is a Sable competition running, post a recording of your project over on the competition topic, the creator who’s recording people like the most will earn a place on the private testing team, which means they will get a couple of weeks extra access with Sable, this was originally only going to be one place, but since there have been some great videos, I might offer a couple of places. Even if you don’t upload your own recording, do head over their and check out the recordings  there are some very cleverly designed maps. The link to the competition is below, then below that answers to posts which have come in:

Link to competition topic:
https://forum.audiogames.net/topic/3451 … e-contest/

answers to questions/posts:
@threeblacknoises, I’ll reply to your comments below:
-pleased the tree suggestion helped.
-Regarding doors, I just gave it a try myself, I created a door and set it to be locked, then went to the exit, used the object editor and changed its locked state to unlocked, it brought up a warning saying this  will change the doors starting locked state to unlocked, are you sure you want to continue’ I clicked yes and the door became unlocked, but the first door  remained locked. One thing to remember though (that I almost forgot myself hahaha), in creator mode you can use all doors, even if they are locked, so I had to go into debug mode to test it, but when I did, door 1 was locked, where as door 2 was unlocked.
-I agree the door/transition object is somewhat redundant these days, I think it was a bit like the old chest object you may have seen in the older videos, it didn’t really serve any purpose as chests could be made (and with more flexibility around creation and sounds) using the container object. The chest was just there as it was coded in before I added containers, the same as doors were coded in long before sized transitions were an option.
-regarding setting pointers to doors at a later stage, I’m reluctant on an option like this, I think it potentially leaves a lot of room for accidental error, if a user forgets to add an exit location to a door you possibly end up with maps with doors that go nowhere.
-a solution to some of your door issues though is that I intend to add an option to trigger objects to make them sizable, you could simply use trigger objects instead of doors. This way they don’t need to have an exit, so you could use these as locked doors which lead nowhere. You could also use them as doors with pointers by using the move player trigger event and assigning that to the trigger object, I’ve seen a couple of people use this technique in their projects to simulate doors using trigger objects instead, especially when they don’t want the player being able to return through a door they just came through
-your idea about locked event triggers , which would fire only if the user had the key or nonphysical key is a really good idea, I could see lots of potential for how that could add a lot more depth and interesting mechanics to a game. It will require a little thought to iron out some of the behind the scenes mechanics, but in principal is a great idea
@Omer, I agree, sized panning sounds would be great, its one of those things on my outstanding list of things to look into.
@defender, thanks for your post, I think at this stage since Sable is still only in alpha, it’s probably just a little too soon to be discussing things like its final release, I just worry we are beginning to get a little off topic and stray away from the conversations being based around the Alpha and what the Alpha can do. I think these types of conversation will be better had once we have released a game, so we ourselves can have road tested Sable, also so that others can clearly see what Sable is capable of and we have released a beta of Sable along with more details around distribution, pricing and the other finer points regarding Sable and its official release, then would be a better time for those conversations,  as I think a lot of that type of finer details are just too soon to be discussing during a very early alpha build of a project.
@scarlet, I’m really pleased to hear you have enjoyed creating a project with Sable, I look forward to your stream later.
@threeblacknoises, it’s a  shame you weren’t able to complete your project in time for the competition deadline,  as I’d have loved to have seen what you created. I do apologise for the problems you had with your internet, I wanted to keep restrictions to an absolute minimum in the public alpha, so the only restriction  we actually had in place was the smaller map size, but with all of Sable publicly available we did sadly  need to include the need for an internet connection. I’m really pleased you enjoyed your time with Sable however, also that you will be able to use all your assets further down the line. Feel free to drop me a message  to i...@ebonskystudios.com anytime. Thanks for all your suggestions and bug reports too.

Paul Lemm
Ebon Sky Studios
email: i...@ebonskystudios.com
Facebook: https://m.facebook.com/ebonskystudios/
Twitter: @ebonskystudios

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