Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-18 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hi Everyone,As mentioned last week, we had to split the latest video into two parts. we hope you all enjoyed part 1, the link to part two is below:https://www.youtube.com/watch?v=71hXhRAAv2M=112sThe Ebon Sky Studios Teamemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/420152/#p420152




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-14 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hi Everyone,Thanks for all the posts and support. Below are a few replies to some of the posts:@number 159, thanks for the post, and yes Sable can pause the game whilst the trigger event is running.@number 160, thanks for your post, also pleased the suggestion in post 158 would allow you to achieve  what you were after. @number 162, thanks for the post, love the lego analogy  by the way haha.Again, huge thanks to everyone for all the comments, it really is fantastic to see so many positive comments and see so much enthusiasm towards  the project.The Ebon Sky Studios Teamemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/418728/#p418728




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-13 Thread AudioGames . net Forum — General Game Discussion : keithwipf1 via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

@160, I realize where you're coming from, but by the way, a system could be added where the engine can only download scripts that were verified from the internet.

URL: https://forum.audiogames.net/post/418491/#p418491




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-13 Thread AudioGames . net Forum — General Game Discussion : daisyalesoundworks via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hey everyone, Brian here from Ebon Sky Studios.We are using vocal music as mentioned in the last video, to further our world building. Here is a full version of the first inn song you’ll hear. https://youtu.be/EvIjWpi60iA

URL: https://forum.audiogames.net/post/418476/#p418476




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-13 Thread AudioGames . net Forum — General Game Discussion : Xoren via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Re: Post 160. Amen ThreeBlackNoises. I think we're getting a situation here where Ebon Sky Studios wants to sell us a legos set, but we keep trying to convince them to give us the Lego Robotics Storm stuff, before we even see the finished bricks. I've seen people do this with A Hero's Call and indeed in Swamp, the project I was actually involved with. People wanted such strange things for Swamp that were so completely outside the game play style and premise of the game, that it just left me shaking my head (things such as being able to raise, train, and show pets... in a zombie survival FPS game).While I understand that part of the problem is that we have so few offerings, those we have we get so excited for and wish them to be the penultimate product, this just cannot be. You need to let the chef's come out with the cake first, then we'll worry about the frosting afterwards.Kai

URL: https://forum.audiogames.net/post/418439/#p418439




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-13 Thread AudioGames . net Forum — General Game Discussion : wightfall via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

i'm looking forward to this sable it is a interesting concept keep going bro

URL: https://forum.audiogames.net/post/418403/#p418403




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-12 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hay Lemm.What you described in post 158 is what I was going for.I'm not sure how jaws works as I doubt eloquence speech is based on a real person; someone correct me if I'm wrong on that one.Regarding scripting:I know this may seem a bit harsh, but everyone, please shut up, at least until sable is in our hands!We have no idea what this game engine will be able to do until we can actually test it out.Once it's in a state where end-users can start playing around with it, then we can start asking the team to maybe add this feature or that one.They have their hands full just getting this finished, so please let them do that first.I do understand that everyone wants this to be the most robust blind RPG creation tool on the planet; especially as this may vary likely be the only one, but please, it's still only in pre-alpha, so give it some time to cook okay?Another problem with adding scripting into the game is that people who don't know how to do it are going to want someone out their to create a prepackaged set of tools to extend sable, and then we're going to have a BGT situation on our hands, and I'm sure you all know what that's about.False Virus Alerts anyone?We'll have people plugging bits of code into their games that they don't understand the true function of, and that creates even more problems for both end-users, and the sable team.Later!

URL: https://forum.audiogames.net/post/418270/#p418270




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-12 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

So I would do as you suggest and bake the tts voices into my cutscene and have Sable play the file as an event. I'm assuming that you can basically have the game essentially paused when certain triggers are fired? If so, then this would be the best option. I'm not sure as to the copyright issue either, but I am sure that companies would probably become aggressive and pursue litigation if they felt their products were being misused. The individual licenses for such voices are just to be used as that, individual for the needs of the person, and not commercially or public production and the like. It's a gray area to be sure.

URL: https://forum.audiogames.net/post/418260/#p418260




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-12 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hi,@number 157, thanks for the post. For dialogues for NPC’s you can do this in sable, where the dialog is broken up into smaller sections reading it part by part and pressing enter when ready to hear the next part. You could also set event triggers to fire in between each or certain parts to play a sound or trigger event action too. although this wouldn’t be one big cut scene which plays continuously  without pressing a key to progress the scene,  but your right it would definitely be another way of creating the desired affect the original poster was after ,using existing  Sable features. There is also a built in function to be able to review previous NPC’s dialogs too, which  I agree can be handy if you missed something, or need to check what was said.The Ebon Sky Studios Teamemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/418259/#p418259




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-12 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

The obvious solution is to do it like JRPGs have been doing it forever, which is to create a system where you page through your dialog by pressing enter. If a sound had to happen in the middle, Sable could simply play that sound, wait for it to finish, then play the appropriate next dialog. Since you page through it with enter, you only page to the next bit once you've read the current one, that alleviates that concern. I would also recommend having at least one review key to repeat the current page.

URL: https://forum.audiogames.net/post/418255/#p418255




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-12 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hi,@number 154, thanks for the quick reply, I’m pleased I wasn’t the only  one up early checking messages/posts haha. So I want to preface this post by saying  we definitely don’t condone anyone using copyrighted materials of any kind in their games they create , be it sounds, music, characters, stories or anything else. Regarding your point about the use of sappie voices  though, and I don’t claim to be an expert in the laws regarding synth copyright, but wouldn’t any recording say such as a YouTube playthrough of any audio game containing TTS  or any other publicly accessible blind  video with TTS be a breach of that copyright since the TTS is being publicly used? Again, I’m not asking to be a pain , but just wondering  where the difference would be in sappie being used in a video clip on YouTube to sappie being used in a video clip in game? again if this is something that is prohibited by copyright we do not   recommend anyone uses SAPPIE in this way. You mentioned some alternative speech which could be used in this way  though, could you use  pre-recorded jaws or NVDA TTS in a cut scene, or would that also be copyrighted? It’s not something we would use either way in our own games since we would use Sables built in features supplied in the event trigger systems if we ever used TTS in our cut scenes, but I was just asking as I was interested and thought others may be too.@number 155. Thanks for the post. Regarding scripting, we appreciate this is something that some people do want to see, but as stated previously our focus with Sable is a set of tools where every part of the RPG audio game can be created with absolutely no coding or scripting , , allowing anyone regardless of programming knowledge full access to every aspect of creating their very own game. Regarding SAPPIE speech , you are right it is possible to detect when this has finished speaking for the purpose of firing sounds  in game once speech has finished, but the poster was asking about adding SAPPIE to a pre-recorded cut scene, which is different since the cut scene is one big audio file. So say for instance you had a cut scene play with footsteps leading down a corridor  with a door opening and slamming shut,  there is no way of sable knowing when the door slamming sound is since its part of a singular  audio track. So if you say wanted a long bit of spoken TTS which ended speaking  at the point in the track where the door slamming is heard , even if sable had a way of you specifying when the TTS started  although you could calculate when you needed the TTS to start so  it ended at the exact point in the track of the door sound, that calculation would be worked out based on your own TTS speed and someone listening to the cut scene with TTS at double the speed or half the speed would have the TTS  end either too soon or too late. Again, this isn’t an issue for in game sounds, but is a problem with cut scenes  as there is no way of sable detecting  when a certain sound happens within that audio trac,  and because of differing TTS speeds it’s just not possible  to know the point TTS would need to start in order to finish at the exact point in that audio. And keep the audio in sync with TTs throughout the cut scene for each different user playing your game.The Ebon Sky Studios Teamemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/418247/#p418247




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-12 Thread AudioGames . net Forum — General Game Discussion : keithwipf1 via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

I have a possible idea for scripting. I know you don't like the idea but it opens up lots of possible options.When Sable is released, you can just add a new folder to the installation, called extensions.Then, people can get access to an additional set of things which provides resources for scripting. Then, these people can make .js files or so.These files go into the extensions folder, all the end user has to do is copy them. Then, the game will run all these files on start up.These files can add options to the menu, and run code when these are executed and such things.If an error happens, the game just reverts to not using scripts at all (some scripts might depend on others) and the game then tells the user to upload an error log somewhere.BTW, why is SAPI speed a problem? There has to be a way to tell when SAPI is speaking or not, BGT can do this.Thanks for all the work on the project!

URL: https://forum.audiogames.net/post/418092/#p418092




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-12 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hay Lemm, thanks for getting back to me.I do understand what you're saying, and if I just wanted to text to fire after the sounds play then yeah! I can do things like what I described!I do have one thing to point out to you.Most SAPI-based synths have an agreement that you have to agree to saying that you won't use the voice in any public context whatsoever; even if money never changes hands.They do offer a way to get around that restriction, and that is to basically hire the voice talent of your SAPI synth to say the lines for you, even if it's just a recording of the synth itself.That option won't be something everyone can use however, so you're basically telling anyone who wants to bake SAPI synth lines into cut scenes to use either Espeak, the Microsoft mobile voices, something like piko, Microsoft Sam or old sAPI 4 voices; if people still have those...You'd basically have better luck hiring someone that's not a SAPI voice talent.I'm not trying to be a downer, just letting you know how things are in the synth landscape now...Anyway it's early for me to...Later!

URL: https://forum.audiogames.net/post/418027/#p418027




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-12 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hi,@number 152, thanks for the post. The suggestion of a trigger  event that would move the player either to a different map or location has come up previously, which is I think a good idea, if something like this was added  it would allow you to achieve what you are suggesting simply using the existing trigger event system.   I’ll explain how, so basically with an event trigger you get the following options , you can firstly set a cut scene, plus tts to be spoken during  or after the cut scene, then you  can select a specific event trigger to fire and then have some TTS spoken after. So to achieve  what you have suggested you could set the event trigger to fire after you first speak with the NPC, maybe they say “I have something I wish to share with you, but not here somewhere quieter”, the event trigger would then fire, you could have set it so the cut scene plays footstep sounds, maybe even have some TTS speak  “that’s it follow me”, then you have the event trigger fire the ‘move player trigger’ this transports the player to the new location and then the closing event Trigger would be the inn keeper telling you about the secret location. So everything which you suggested would be possible without needing scriptable cut scenes and just using the existing event trigger system. The only restriction is TTS you want spoken during the cut scene will just start playing when the cut scene fires , so if you wanted to have the tts only spoken at certain points in the cut scene with pauses for sounds to play and then the tts to continue this wouldn’t be possible, but would also cause problems due to  people having their tts speed set differently to one another you wouldn’t be able to get the timing of TTS to sounds  playing correct without every one playing the game to have their  TTS set to the same speed. The two alternative solutions would be to voice act out the scene, although I appreciate this could become costly and won’t be an option for many people, but the simpler and cheaper option would be when creating your cut scene in which ever sound editing software you use, you could simply record the TTS you want spoken and add that into your cut scene at the appropriate points using your audio editing software, so your cut scene has the TTS built into it. Sorry for the long reply, I hope this all makes sense and it’s not total waffle, but its early here still and I haven’t yet had my full fix of caffeine, so  time for me to go make that much needed cup of tea now hahaThe Ebon Sky Studios Teamemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/418019/#p418019




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Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

2019-03-11 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 7), by Ebon Sky Studios

Hay Lemm, is their any way to have scriptable cut scenes?What I mean by that is a cut scene with text where; for example; someone wants to tell you a secret so they take you to a corner of the inn where you can't be overheard and tell it to you.After the scene ends, the player character is still standing in front of said person, but you're both in the corner of said inn where the conversation finished.Now, I realize that adding programming for end-users to use for this kind of stuff might be tricky; especially if you actually had to tell the game to walk both characters to the desired places before the secret is told.What I'm proposing instead is something much simpler where the end-user would only need to creat the audio files of the characters walking, then put the text and files in a timeline so; for example...(Player talks to NPC 4 (Josh)Scene startsText line 1; Josh; "Hay, I know a secret that might be of interest to you in your travels. Please follow me."Play Sound file; Walking.wavText line 2; Josh; "When you're climbing the mountains west of town, look for a large crater shaped kind of like a dragon's head. An old airship is still baried there."Event code; Place main character and NPC4 in top-left corner of inn.Scene ends.When talking to NPC4 (Josh) again, they'd simply ask you to not forget the secret.This would let creaters craft vary detailed scenes even if they don't have access to voice acters, while still letting the scenes be easy to program.Well that's it for now.And sorry for the vary rough example, I just made it up off the top of my head for this post.Later!

URL: https://forum.audiogames.net/post/417934/#p417934




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