A look at our software and how it works, by Ebon sky studios

2018-12-14 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


A look at our software and how it works, by Ebon sky studios

Hello all,Our name is Ebon Sky Studios, and We are a new audio games development team whose goal is to create immersive role-playing games for the blind community. Our focus is to tell immersive stories, combined with exploration and solid battle mechanics.As recently mentioned in a message to the audio games mailing list, we have been working on a set of game development tools over the past two years and are starting production on our first audio game title: Crimson Eclipse. Today We want to talk a little more about our developer tools (Sable) which have been designed so that not a single line of code, any scripting, or text file modification are required. In this series of videos, we want to show you how this all works-from initial map creation all the way through to dialogue and monster design.We hope you find this series to be informative, and that it will shed a little light on our design processes. We encourage you to leave comments/ask questions.The YouTube presentation can be found here.- The Ebon Sky Studios Teamemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: http://forum.audiogames.net/post/398734/#p398734




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Re: Pitch Black: The 'AAA' Audio Game

2019-10-18 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Pitch Black: The 'AAA' Audio Game

Hi Pitch BlackGood to see you on the forum, I’m really impressed with the demo, I think the quality  of sounds and voice acting is fantastic and makes for a great sound scape in the demo, I also think the audio focus mechanic is a clever idea for a navigation tool  and works really well.  I saw your earlier post about updating the demo build this weekend based on feedback you’ve received so far, it’s great to see developers keen to get involved with the community and open to making changes and suggestions people have given. I backed the project on day one, I really hope you guys both meet and exceed your Kickstarter goal, also really love that you are offering a PC, mac and mobile version too.Paul

URL: https://forum.audiogames.net/post/469392/#p469392




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

2020-05-12 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Sorry I haven’t had a chance to record the quest  YouTube video I said I would hope to do today. I promise I will get it done tomorrow. I’ll answer the questions which have come in below:@threeblindnoises, I think the bug has something to do with naming conventions , this came up in the private testing, but I thought I had fixed it. I think this is also linked to the issue  you had where the map loaded but there was no where you could move to. I’ve got a couple of theories I’m going to test out in the code tomorrow to try and prevent this issue cropping up again. As for deleting maps, its not really a problem, I do it all the time myself, however its not something we recommend at present, as its possible to delete a map which might have key items on it which are required to progress quests in your game, or you might have doors on other maps which still point to the deleted map, if so using that door would cause your game to stop, since the door leads to a map which doesn’t exist anylonger, ,, so its reasons like this we don’t recommend it, but if you had nothing on the map and no other doors led  to it, you won’t have any problems with having deleted it. if you do get any other weird loading issues though do just let me know.@Bryan P, sadly there isn’t an option to set amount of enemies only frequency.  As for your quest questions, I think the YouTube video I’ll be putting together will help answer those questions. With poison, you could do one of two things. Firstly create your poison status affect, then you could either create an  immunity status affect, this would create immunity to the poison status affect, or you could create a remove ability status affect, with both of these at the  point of creation you can specify which status affects they remove or add immunity against. If you want this as part of an item, either  when creating a new item or editing an existing item there is an option called status affect,  select this and it lets you assign a status affect to the item, here you could attach the immunity or remove ability status affect you created. Hope that makes sense@imagining Stuff, thanks for the post, really pleased to hear you are having so much fun with Sable. There sadly isn’t the option for time release items or crafting. Although, not quite what you are after, but you can have enemies drop stuff, often I have wolves on my map, but I have also created a piece of armour called wolf pelt, I then set  say a 50% chance of a  wolf once defeated dropping the wolf pelt, if they do since I created this as armour my players can then wear this.@dragons, pleased you are still enjoying it, as mentioned previously its great to see people who have been following  the project for so long now having so much fun with sable.@meat bag, as for the intros, if it is set on the first map, this will only play if you start your game in play game mode. I used to have it play in creator mode, but it got really tedious hearing the intro for the 600th time that day when I was testing a map hahaha. So if you pop over to play game mode , which is how a player would see your end game, in hear when the map loads your intro will fire. Hope this helps.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/528712/#p528712




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

2020-05-12 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi scarlet,sorry you have had this issue, I’ve seen a couple of  other people report the same thing and it’s something I’m looking into. what has fixed it for others is loading your project as normal (not play game mode, but the load project option). then go to project options and just set the player starting map and location again. this has then fixed the issue for everyone so far and allowed the map to load fine in play game mode. let me know if this works for you, just sorry you had this issuePaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/528729/#p528729




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

2020-05-12 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,As ever I want to say thanks for all the positive comments, its great to see so many people enjoying Sable. Also thanks to everyone who’s been helping answer questions coming in, that’s been hugely helpful since I’m a little snowed under at the moment, so thanks to you all. There has been a little confusion around quests, completion keys and nonphysical keys. Since quests are so integral to a good RPG, I’m hoping to put together a short YouTube video later today just showing some of the  unique ways you can use quests in sable, like having to go speak to someone to complete a quest, killing something  to complete a quest etc. anyway I’ll try and answer some of the outstanding questions below:@Gameulation, you can add a trigger event to any object by standing on the object, then pressing shift and O to bring up the object editor menu, event trigger should be the first option in here.@ threeblindnoises pleased to hear that you are enjoying the engine. thanks for the continued support , it really does mean a lot. Thanks for all the suggestions too and I’ll look into the ambience volume bug too. as for your trigger event, at present you can only set one event trigger per object. Regarding your issue/play game bug, I’m not sure what created this issue, but I’ve had someone else report this issue. Can I ask have you deleted any maps? Sable isn’t set up for people to manually delete maps just yet. Also did this happen when you first loaded sable, or had you used return to title and then had this issue? The solution I found for the other user until I can find out what is causing this, is head into creator mode, set a new starting map and starting position for your project. regarding your nonphysical key question, one of the things that came up from the private testing team is more ways to generate quests, which I think is a good idea. how I would get round your issue for the moment though, and bear with me as this sounds odd, but create your computer as an npc, set up a computer npc sound set and although we know it’s an npc your player would see it as a computer if that’s what you name it, plus give that as its description and also assign it computer sounds. I’ve seen people creating books and other stuff like this, in Liam Erven sable live stream he did something similar where he created a demonic speak and spell, which was really just an npc. sorry I keep finding more posts of yours and trying to append them to my first answer too you. the event trigger to move a player shouldn’t be playing that sound, I’ll add this to my bug list, sorry my ever growing list of bugs hahaha@ an idiot, once you have created an object to place or want to place a terrain, wall or panning sound just press enter. When you create an item you have to set its value, this determines how much a merchant will sell it for. You can also set the merchants greed level too though, so if you set that to 50% they will sell everything  for 50% more than it is worth.@ Brian, P, as others have mentioned create an enemy band for rats and specify they only appear on a certain terrain type, then fill that second floor of the building with that terrain type.@jimmy 69, we do intend to also sell sound packs on our website once we release sable, so if people want to buy sounds they have a place they can come buy them if they want.@ sightless gamer, yes, as stated in the original post these are all just place holder sounds in sable for the purpose of testing only, so they are only really for illustrative purposes  to give people something to use when they first load sable, and we encourage everyone to add there own sounds to their projects. We wouldn’t include any of these sounds in our official release of the game.@ Scarlet. Really pleased to hear you  are having so much fun with sable. At present there is only the ability to set one quest per NPC, as for quest limits there isn’t a limit, in fact one of the private testers discovered a bug which let him set just over  four hundred thousand quests for his poor player, hahaha. You’ll be pleased to know I got that bug squashed right away! You can create a regen status affect and then apply that as an on equip  status affect to a piece  of armour , although currently this will only regenerate during battle.@spiderman, I’ll look into this, someone else has reported this too. can I ask was this in play game mode or debug mode, was  it a  physical key or nonphysical key? Regarding starting stats these are currently hard coded in, but you can create armour, items or passive abilities which would all alter player starting stats.@ Naruto, you can’t exactly do it, but you can work around this, I have used pre recorded voice lines for the npc  where each voice line is two people speaking. I have also created maps with both tts and voice lines where the npc says something, the next line is the player responding to the npc. hope 

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

2020-05-12 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,As ever I want to say thanks for all the positive comments, its great to see so many people enjoying Sable. Also thanks to everyone who’s been helping answer questions coming in, that’s been hugely helpful since I’m a little snowed under at the moment, so thanks to you all. There has been a little confusion around quests, completion keys and nonphysical keys. Since quests are so integral to a good RPG, I’m hoping to put together a short YouTube video later today just showing some of the  unique ways you can use quests in sable, like having to go speak to someone to complete a quest, killing something  to complete a quest etc. anyway I’ll try and answer some of the outstanding questions below:@Gameulation, you can add a trigger event to any object by standing on the object, then pressing shift and O to bring up the object editor menu, event trigger should be the first option in here.@ threeblindnoises pleased to hear that you are enjoying the engine. thanks for the continued support , it really does mean a lot. Thanks for all the suggestions too and I’ll look into the ambience volume bug too. as for your trigger event, at present you can only set one event trigger per object. Regarding your issue/play game bug, I’m not sure what created this issue, but I’ve had someone else report this issue. Can I ask have you deleted any maps? Sable isn’t set up for people to manually delete maps just yet. Also did this happen when you first loaded sable, or had you used return to title and then had this issue? The solution I found for the other user until I can find out what is causing this, is head into creator mode, set a new starting map and starting position for your project. regarding your nonphysical key question, one of the things that came up from the private testing team is more ways to generate quests, which I think is a good idea. how I would get round your issue for the moment though, and bear with me as this sounds odd, but create your computer as an npc, set up a computer npc sound set and although we know it’s an npc your player would see it as a computer if that’s what you name it, plus give that as its description and also assign it computer sounds. I’ve seen people creating books and other stuff like this, in Liam Erven sable live stream he did something similar where he created a demonic speak and spell, which was really just an npc. sorry I keep finding more posts of yours and trying to append them to my first answer too you. the event trigger to move a player shouldn’t be playing that sound, I’ll add this to my bug list, sorry my ever growing list of bugs hahaha@ an idiot, once you have created an object to place or want to place a terrain, wall or panning sound just press enter. When you create an item you have to set its value, this determines how much a merchant will sell it for. You can also set the merchants greed level too though, so if you set that to 50% they will sell everything  for 50% more than it is worth.@ Brian, P, as others have mentioned create an enemy band for rats and specify they only appear on a certain terrain type, then fill that second floor of the building with that terrain type.@jimmy 69, we do intend to also sell sound packs on our website once we release sable, so if people want to buy sounds they have a place they can come buy them if they want.@ sightless gamer, yes, as stated in the original post these are all just place holder sounds in sable for the purpose of testing only, so they are only really for illustrative purposes  to give people something to use when they first load sable, and we encourage everyone to add there own sounds to their projects. We wouldn’t include any of these sounds in our official release of the game.@ Scarlet. Really pleased to hear you  are having so much fun with sable. At present there is only the ability to set one quest per NPC, as for quest limits there isn’t a limit, in fact one of the private testers discovered a bug which let him set just over  four hundred thousand quests for his poor player, hahaha. You’ll be pleased to know I got that bug squashed right away! You can create a regen status affect and then apply that as an on equip  status affect to a piece  of armour , although currently this will only regenerate during battle.@spiderman, I’ll look into this, someone else has reported this too. can I ask was this in play game mode or debug mode, was  it a  physical key or nonphysical key? Regarding starting stats these are currently hard coded in, but you can create armour, items or passive abilities which would all alter player starting stats.@ Naruto, you can’t exactly do it, but you can work around this, I have used pre recorded voice lines for the npc  where each voice line is two people speaking. I have also created maps with both tts and voice lines where the npc says something, the next line is the player responding to the npc. hope 

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

2020-05-13 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Morning everyone,Thanks for the posts as ever, I’ll answer the questions below:@scarlet, yes quests with nonphysical keys are  completed once the player receives the nonphysical key. @anamLion, although you can’t have an item like that ,you can create fast travel objects to allow quick travel from one area to another. You can give them their own sounds too, so if you wanted the fast travel to sound like a helicopter you could  add that as the fast travel sounds, to make it feel like the player is using a helicopter to get from one area to another.@Greg steel, it really depends on what you are after. Like Threeblindnoises said, sable doesn’t support you adding an intro track to your music. Things like panning sounds and music and ambience usually are best looped,, but I’ve also just used standard music tracks  in test maps which have a  distinct start and end and that worked well in the test maps I was creating. With panning sounds I have also created panning sounds of things like horses etc, where you have a horse naying (not sure if that’s an actual word or not, but I’m sure you know what I mean hahaha), but since it would sound odd having him constantly naying, I added a sound gap/silence  to the end of the sound clip so although panning sounds are constantly looping, due to the silence/gap I added to  the track the  horse only nayed every 5 seconds or so, which sounded more realistic for what I was after. Hope that makes since.@Johanntrm, yes this is possible you can have your starting party all start in play game mode with armour and weapons already equipped., let’s say your starting party member is a warrior, in creator mode go to the edit menu (alt and E), select classes, then select equip classes, select the warrior  and equip the warrior. Whatever you equip the classes with in creator mode is what they will start equipped with in play game mode. As well as starting the party members equipped, you can also have them start with stuff in their inventory too. Let’s say you’ve created a health potion, go to the edit menu, select health potion, then the very bottom option in the health potion screen will ask if you want to add some to the players starting inventory. Hope this makes sense and helps solve your issue.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudiosPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/528882/#p528882




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

2020-05-13 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@threeblindnoises, sorry I hadn’t seen your last post come in before I sent my last one. thanks for answering the question for me though.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/528883/#p528883




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

2020-05-13 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,I’ll answer the questions which have come in, sorry to anamLion and Dungeon  diver, I hadn’t seen your posts before I sent out my last post:@ AnamLion. You can create new fast travel locations, press number 4 and select fast travel to create a new fast travel object. If you want to delete one you’ve already placed, simply like with all other objects, go to the object and press delete. As for quests, yes these can be in voice dialog if you want, when creating the NPC just select yes when it asks if you want to use pre-recorded voice lines.@ dungeon Diver, pleased to hear you are enjoying Sable so much, having a big library of sounds will really help and let you create some really unique sounding maps. Thanks for the enthusiasm towards the project, I’ll try and answer your questions below:-regarding dice roll, its all a matter of probability . using a 1d 12, could mean you could roll anything between 1 and 12, which is a pretty big range. 3d 4 would mean you could roll anything between 3 and 12.  One way of looking at it, is the amount of dice is the minimum amount of damage  and that value times the dice sides is the maximum amount. If you want to simplify  amount of damage you could using your same example set 12d 1 this would mean you would do 12 damage each time. -as for class’s these are currently hard coded in, so for the moment you only have the four classes and their starting stats are all hard coded in. we would like to add  further customisation here- as for enemy stats, this is really a matter of balance and up to you as the creator to decide. For example if I was facing a  cave bat one moment and then the goblin king (hope someone gets the entombed reference there hahaha) I would want both to have very different stats. Stats and balance is a huge topic in itself. I would say set the standard stats. Enter debug mode test fighting the enemy if it seems to weak or strong, go to the edit menu (alt and E) select enemies, select the enemy, select edit and then tinker with the stats until you get the right balance.-regarding HP, mana and stamina, once you have created your enemy, follow the above  steps to edit the created enemy , in here you can just amend the actual total hp, mana and stamina values.@Bryan P, you could indeed set the event trigger to the bed, when you set up the event trigger you can still set a cost to use the restore trigger. So you could have it set so when the player goes to use the bed it says something like ‘the inn keeper approaches you and asks if you would like to rest for 50 gold, would you like to rest?. That way you could still charge for using the Inn, plus it would seem like it is the inn keeper coming up to the player and asking them if they want a bed@meat bag, you are correct barrels are just pre-set containers so you can’t set their sounds or names, plus once they are smashed they remain smashed, other than that though they are the same in principal as a container. The bigg difference though with Containers  is that they are much more flexible creation tools, since they use sound sets you can add sounds to a sound set  and have the container as almost anything. I’ve had containers which are wrapped presents someone  opens, cabinets, chests of draws and even corpses for anyone who saw my last YouTube videoHope that answers everyone’s questionsPaul Lemm

URL: https://forum.audiogames.net/post/528995/#p528995




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

2020-05-13 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,A couple of people have reported a bug with completing quests, where people are saying they have completed the quest, then returned to the NPC who set the quest  and the NPC then sets the quest again, despite you having already completed it. This isn’t a bug as such, What is happening here is that people are trying to complete quests whilst in debug mode. Quests should really be completed in play game mode for the best  results. In debug mode your progress isn’t saved, since it is for testing only. this means if you leave a map to go to another map, whilst in debug mode your progress is not being saved, so if you took something from a barrel, left the map and then returned the item would once again be back in the barrel, since again debug mode isn’t an exact replica of play game mode but is instead just used for quick testing  and doesn’t save your progress if you leave a map. this means if an NPC sets you a quest, but you then leave that map, everything on that map is reset when you return, therefore the NPC has no memory of setting you the quest, which is why he sets it again.  this is why quests should be tested in play game  mode, since in play game mode sable tracks the players progress, so if you do something on one map, leave and then return it is exactly as you left it last time, therefore if an npc set you a task in play game mode, it doesn’t matter how many new maps you go to, once you return the npc will still remember he set you that quest. Hope that makes sense to everyone and clears up any confusion around quests not completing. I’m going to record that YouTube quest video shortly, I’ll mention this in the video too.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/528966/#p528966




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

2020-05-16 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,@ Bryan P, with the character music /theme, I guess this would be possible, you could use the event trigger on NPC’s to have a cut scene play when you first meet them, or use the sound bites option to add a sound bite to the TTS speech. Thanks for the extra information regarding the success message being spoken after being defeated in battle and returning  to the main menu, that helps hugely and I  should be able to fix that. Regarding  your longsword no stat information issue, I think the best way for me to diagnose that issue is if I could see the project myself, would you be able to email me the project folder to i...@ebonskystudios.com?regarding your upgrading weapon question, ironically that’s the second time I’ve been asked that question in less than an hour, its not possible in Sable at present, I was actually trying to think of mechanics/methods of implementing something like that in future versions. What do you think about an event trigger which would take a current item the player has (the white cane in your example ) and would swap it for another weapon (the more powerful staff in your example). Although as creators we would know it is a separate weapon, to the player since the old weapon disappears it would seem the weapon had been upgraded. What do you think?-Talking about different levels on maps. Did everyone know that if you make smaller map  sizes you can have taller maps? The 100 x100 x 2 limit for the alpha public release  allows 20,000 tiles in total, how you use those is your own choice, so you could have for example a 50 x 50 x 8 map, since that’s still less than the 20,000 total tile limit allowed in the public Alpha version. hope that makes sense.-    @threeblindnoises, thanks for the suggestion, that’s a really good idea-    Patrick, if you could maybe email me the project folder to i...@ebonskystudios.com I could take a look. Regarding your healing question, if this is an event trigger, you just need to set it as a preserved trigger, this means it can be used over and over again, if you set it as a single trigger it will only work once. If placing a event trigger on a NPC or merchant, since you have to choose after which line of speech the event trigger fires you need to remember that the NPC will only speak some lines of speech once. So if you want the event trigger to work multiple times its best placed on there final  line of speech, since they will continue to speak this line of speech every time you speak with them, so the event trigger if set to preserved will also fire each time. Hope that makes sense.-    @dungeon diver, really pleased you are having so much fun with Sable, hope I get to maybe see a video of your finished test game. I did send you some extra info regarding stats to you via email since you were asking about stats a few posts back, hope that helps. Regarding writing, that’s a really kind offer, we are ok on writers at present, but I’ll store your details if that’s ok in case we do ever need to take on further writers. Don’t worry for anyone reading my dodgy grammar or spelling, I’m nothing to do with the story writing side of  everything hahaha.-    Jason Blaze, there isn’t that exactly, but for NPC’s which don’t set quests you can give them as many voice/TTS lines as you like, so rather than giving them a single huge speech line  you could  give them lots of little ones so it was more broken up like  in manimun.-    Scarlet, can I ask how are you giving the player the nonphysical key? Is it as the event trigger reward item, or as a key item rewarded after a battle? Also are you running the latest version of Sable which I uploaded last night? Also not sure if you saw it but I also posted a video on creating different quests in Sable up on  our YouTube Channel last night.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/530039/#p530039




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

2020-05-16 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone  (again!)Just following on from my last message, I have some more exciting news to Share. Jaiden of the Caribbean  had a great idea to create a topic where everyone could show off videos of their Sable creation at the end of the month when  Sable expires. Since I think this would be a fantastic opportunity for everyone to get to show off a video of their Sable master piece, we have decided to offer the person with the best video a place on the private testing team, The private testing team will have extended access to Sable after the public release for a couple of extra weeks, whilst I work on all the bugs  which have been reported. This means the person with the best video will get a couple of extra weeks access to Sable. the videos will be voted on by other members  which should keep the whole thing nice and fair. Please check out Jaiden’s topic  below  which  gives full details and remember to post your video before  01st June 2020 @11:59,  I really look forward to watching everyones videos and seeing what everyone has been createing.ECT/EST.https://forum.audiogames.net/topic/3451 … challenge/Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/530040/#p530040




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

2020-05-17 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,As ever thanks for all the comments and posts,, I’ll try and answer everyone’s questions below:@Meat bag, currently not, panning sounds have to be used for sounds with a physical location, where as sound bites are more specific to a whole map. But this is a good suggestion.@ dungeon Diver, at present there isn’t a way you can have an ability only work if a certain ability is present. As a slight role reversal to  the idea though, you can assign status affects to a weapon, so you can have it that attacking with a weapon will also use an assigned status affect to that weapons attack. So you might for example have a sword which drains the enemies HP and restores it to you, or a sword that deals poison. I guess to follow on to your next question, you could have either a weapon or ability  which completely prevents the enemy having a turn as you mentioned. Just going back to the shield  thing, at present shields can only be used for defence, and although you can put them in a hand and they show as a weapon, at present they are more for defence than something to attack with. Regarding your quests question, yes its possible but needs a little creative thinking, as brian pointed out I actually do something similar in  my recent YouTube video where the player finds a book which sets them a quest. The whole videos quite long (about  36 mins or so), but if you skip to about 25 minutes in you’ll see how I set up and create that quest, plus then get to see it in action. The link to the video is: https://www.youtube.com/watch?v=N42QHy8VlbE@ AnamLion, I have dropped you an email which  should hopefully sort this, let me know if it doesn’t@ threeblindnoises, pleased you got your door/transport pod complete. Do you have any plans to post the audio of your project? Would love to see it. as for your questions, my bad on not having an option to edit locked text of a door, I must have just totally forgotten to add that, so I’ll get it put in. Regarding the intro tool, I’ve actually got that already on my to do list to make it so you can amend options already set, rather than having to redo it from scratch each time. I’m not quite sure about what you meant about armour being snailed?@ Bryan P, good spot on the starting gold thing, I tested it in creator mode and it worked fine, but I didn’t test it in play game mode and there’s a little bit of code which resets player starting gold to zero in  play game mode. I’ll get that removed and fixed so starting gold value will show in play game mode.@ SLJ thanks for the post, it’s a good idea about the  stats toggle option.  I Think one of the things that has come up a few times from various people is the option to have more fluidity with stats and giving mor customisation  options. So it’s definitely on our possible additions list, but it just might not make it into the prototype of sable, since it would involve a lot of behind the scenes changes to allow it to work. But like I said it’s definitely something we’ve discussed. Pleased you have managed to come up with some creative ideas for getting round the movement and timing issues.  If you ever put out an audio recording or video I’ll be intrigued to take a look at your methods for getting round that. I’ve already seen some great videos/audio recordings where people have been very clever in their uses of the current sable tools.@ Omer, that’s a really good suggestion about removing the  radar to a trigger object if it has been set to only be used once. It shouldn’t be to difficult to add in, I’ll add it to my list.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/530405/#p530405




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

2020-05-17 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

@Meat bag, sorry, I posted my last set of answers  which are above, just before I’d realised you had asked a further question  yes, you can have a map that is higher than 2 if you make the map size smaller. The limit is 20,000 tile size in the public  alpha version, how you choose to use that is up to you. so you could have a 50 x 50 x8, since that’s still less than 20,000. After you have set your length and width , when you set the height it will let you know the maximum height you can set which it will determine by how big you made the length and width. Although you can make the length and width less than 100 x 100, you can’t make the length and width larger than 100, which is a restriction of the public alphaPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/530407/#p530407




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

2020-05-17 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

@Meat bag, sorry, I posted my last set of answers  which are above, just before I’d realised you had asked a further question can have a map that is higher than 2 if you make the map size smaller. The limit is 20,000 tile size in the public  alpha version, how you choose to use that is up to you. so you could have a 50 x 50 x8, since that’s still less than 20,000. After you have set your length and width , when you set the height it will let you know the maximum height you can set which it will determine by how big you made the length and width. Although you can make the length and width less than 100 x 100, you can’t make the length and width larger than 100, which is a restriction of the public alphaPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/530407/#p530407




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

2020-05-10 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Really pleased to hear everyone is having fun and enjoying Sable so far. I want to say a huge thanks to those members who have come in and answered some Sable questions, I imagine I’m going to be pretty busy over these next three weeks, so it’s great to know I can rely on members to help each other out, we would love to build a community of creators around Sable, so its great to see people helping out each other like this.  @ Queens light and Stasp, pleased to hear this is working well on your Linux systems, i don’t have a Linux system myself to test this on, so its great feedback that it its working well for you both, if you do have any issues let me know.  @Johanntrm, thanks for letting me know NVDA translate is working well on Sable too, that’s also really good to know as I get asked lots about translation.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/527800/#p527800




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

2020-05-10 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Morning everyone,Welcome to Sable, which is a tool allowing you to create your very own RPG audio games, what makes it unique is that absolutely no coding or scripting is required what so ever. This is a first of its kind tool within the audio games community, within just minuts of launching Sable you can be walking around a map you created placing buildings, sounds, creating enemies to battle and placing NPC’s which you can interact with and much, much more. Some of the key features are listed below. Sable is only in its Alpha stage of development, so it is not the finished article, it still requires lots of polish, refinement and extra features and functionality. It is a test version which will expire at the end of the month, all projects created in sable will be lost after that time. Below the features list I have put a full list of the restrictions of this early alpha build of Sable, please do read through this in full before downloading Sable, as it contains important information about the software.  Link to the download page for sable is at the bottom of the post, you will need a product key for Sable which you will also find on our download page. If you want to check out sable in action, head over to our YouTube channel (the link is in my signature), where I demonstrate Sable. Happy creating everyone!everyone!Feature List•    A fully functional map editor that includes a fully integrated Z-axis•    The ability to create weapons, Armor, items, status effects, abilities enemies and set up unique battle encounters•    A fast and easy way to create triggers•    The ability to create NPC’s and add recorded dialogue samples or written text (spoken by the TTS)•    The ability to add your own audio assets for just about every aspect of the tools, e.g. your own terrain tile sounds, collisions, items, equipment, and so on•    The ability to add your own custom music and ambient layers•    A debug mode to help test your creations•    The ability to play your creations as a functioning game•    Experimental support for screen-reader useRestrictions of the Alpha test build-    Originally, this alpha test was meant to be closed to the public, but owing to the outbreak of Covid19 and the state of lock-down that the world is experiencing, we thought we would release it publicly as a way of thanking the community for all of your overwhelming support and encouragement. - This is an alpha test for Sable, i.e. it does not have all of the features and polish that it will have once it is in its finished state.- You will have access to this alpha test until 31 May, 2020.- All projects that you have created will no longer be available for use after the expiration date.- All of the audio assets that we have included with this build of Sable are placeholders and are to be used for testing purposes only.- We have limited the size of maps to 100 by 100 by 2.- We strongly encourage you to check out our YouTube channel{http://www.youtube.com/ebonskystudios/} as these videos can act as further tutorials.- We strongly encourage anyone who is interested in making videos showing their experiences with Sable to feel free to do so, but we insist that Sable and Ebon Sky Studios be credited. Furthermore, you must provide a disclaimer explaining that the version of Sable you are demonstrating is in an alpha state.- We do not have a release date for the full version of Sable. We want to ensure that our tools meet our strict quality standards. Furthermore, we are developing our own title--called Crimson Eclipse--that will fully showcase what Sable is capable of once it has been given that extra level of polish.- If you have bugs you would like to report--and we would appreciate your feedback--please submit them to i...@ebonskystudios.com.- All bug reports submitted will be examined--and addressed--after the end date--31 May, 2020.Finally the all-important link  to the download page:https://ebonskystudios.com/sable-alpha-download/Paul LemmEbon Sky StudiosYoutube Channel: https://www.youtube.com/channel/UCukIw1 … 9ps1vbnWMgemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/527757/#p527757




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

2020-05-10 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi Remi,Sorry I didn’t see your post until i’d sent out my previous reply, yes that is possible. If you create an NPC and place them on your map. Then stand where the NPC is, bring up the object editor tool (shift and O), select event trigger and set an event trigger for the npc, one of the event triggers you can set gets the NPC to join the players party when the player talks to the NPC,. hope that helps and answers your question        Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/527803/#p527803




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

2020-05-10 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,I’ll try to answer the questions which have come in below:@Wlomaz, , not sure why its reading like that, seems to be fine in my version. maybe it’s a jaws or browser issue causing the weird formatting. @ threeblindnoises, we took the decision to implement a smaller map size for the public version for various reasons.  One was just as a restriction to prevent people trying to use Sable past its expiry date. Sadly even with Sable out for less than half a day I’ve already seen people discussing ways to try and break through my security to extend  their use of the software, sadly its this kind of behaviour which makes us have to have some restrictions in place. The other is that bigger maps require slightly more good map management skills to keep saving and loading times optimised , we thought rather than putting out extensive documentation on this , a smaller map excluded this extra documentation requirement. I appreciate it is smaller than some would like, a 100 x 100 x 2 is still 20,000 tiles in total tile space, you can use that 2 allocation how you want, so you could have a 50 x50  x 8 map size if you wanted. . The private testing team are working with a 400 x 400 x1 which is 160,000 total tile limit, I’d like to work on optimising saving and loading further before full  official release.-@pool, sorry about the documentation issue earlier, if you or anyone else doesn’t have any documentation  please email me directly and I will be happy to email you back a copy-@Amerikranian, thanks for the post, regarding testers, , we don’t have beta testers already lined up. A few weeks ago we took on a team of ten private testers, but these are alpha testers who have been busy tirelessly working away finding bugs, so a stable version could come out to the public today. The original plan was to only have a small private team of  alpha testers since Sable is still only in such early stages of development , but since we’ve had such fantastic support from the community towards the project, what with people also being on lock down due to the current corona situation, we wanted to do our part  by extending the alpha test version out  to the whole community as a thanks for all their continued support. Sable is a long way of being complete, but this way people get a chance to try Sable first hand, whilst we work away on the engine and our first game title. Hope that answers your questions and sorry about any confusion  about what stage of development this is at, but it is definitely only alpha, in fact it was only a couple of weeks ago it came out of pre-alpha@ Vlad95, online play isn’t something we have planned, but we would like to extend the class system to include more customisation@ Maxi-As Amerikranian pointed out you can find the product key on the sable download page. the link to that is here: https://ebonskystudios.com/sable-alpha-download/@ Pates, thanks for the post, the class systems are currently hard coded in, so you can’t at present create your own. If you want to alter their stats you could do this at present through creating armour, weapons or passive abilities, even items if you wanted.@Jack. Thanks for your comments and  understanding our reasoning for having the 3 week expiry.  To answer the question you brought up, one of the reason that projects won’t work in later versions of Sable , is that where Sable  is still in such early stages of development  there are likely to be new functionality an features, which may not be compatible with this version. as a developer  it would hugely slow down the development process if I had to continually work on implementing new code so that it didn’t affect peoples current projects, which is made even harder with me having no access to each individual project and bug testing to ensure I haven’t inadvertently broken something in their game, as if people had longer to work on maps/projects and then I put in new code which broke those projects I’m sure I’d have some pretty angry potential future customers  I do really appreciate you standing up for our decision to have limited access, hopefully others can see this too, in that it is better to have had a chance to play with Sable for three weeks, than to have never gotten to play with sable at all.Just as a final note, I want to say thanks for all the positive comments, I hope people are enjoying Sable, but I also want to put a huge shout out to the private testing team who really have been hard at work behind the scenes finding bugs so everyone could have the stable version of Sable we managed to put out today. , so thanks to each and every tester and for you all downloading sable today to! Paul LemmEbon Sky StudiosYoutube Channel: https://www.youtube.com/channel/UCukIw1 … 9ps1vbnWMgemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

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

2020-05-10 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@ Gameulation,, that is so  cool you have recreated Pallett town, I’m really pleased to hear you are having so much fun playing around with Sable, and again, I’m really impressed you have recreated Pallet town, and all in just a few hours, very impressive.Paul LemmEbon Sky StudiosYoutube Channel: https://www.youtube.com/channel/UCukIw1 … 9ps1vbnWMgemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/527858/#p527858




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

2020-05-10 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@ an Idiot (that feels really rude to start my message off like that, maybe I should say at post  36 instead hahaha). What are you after zones for? If its for enemies, you could simply use the enemy banding tool and make specific enemies only appear on specific terrain types. Like you might set Wolves to only appear  in forest terrain  for example, or a water Nymph to only appear on water terrain etc.Paul LemmEbon Sky StudiosYouTube Channel: https://www.youtube.com/channel/UCukIw1 … 9ps1vbnWMgemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/527859/#p527859




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

2020-05-10 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Sorry for the late replies,  with  this being day one of the public release, I think its fair to say its been a bit of a hectic day for me. I’ll try and answer the questions which have come in, since there’s a lot, I’ll try to keep my answers  as short  as possible (which for anyone  who’s been following the ‘creating a code free RPG using Sable’ topic on the forum over the past year, will know I’m not good at short answers hahaha). Actually that’s a good point, if anyone wants to check out Sable videos I’ve created myself check out the topic below , they are all listed in post one  on  the below topic:https://forum.audiogames.net/topic/2687 … y-studios/for anyone interested, my favourite video  is the last one listed in   post one called ‘Sable extra features demo part 2 - the play through’. Right, on to question answering:-@pates, thanks for all the suggestions, at the moment the focus on the alpha build is around identifying bugs/issues and ensuring all of Sables functionality is all working correctly, rather than looking for tons of new features. , obviously though if anyone has good ideas we will listen to them, but can’t promise what will make it into Sable.@ Jack, thanks for the continued support and comments. As for your screen reader bug, I’ve had a couple of people mention this, screen reader support is still a experimental at this stage, so it’s something I need to look into , so I can work out what’s causing the problem and maybe look at adjusting my calibration functions. Thanks for the spot, its added to my list. Also saw your second post about this too, so thanks for that extra feedback. BGT does have some issues with Sappie speech lag, I’ve actually got an idea to fix that. If you use input boxes in sable, these are something I coded in myself, that’s why the input window is built into sable, rather than using the standard windows GUI input boxes which have their own external window. In hear I got round the Sappie speech lag issue, so I’m at some point going to try implementing that into the rest of my code to speed up speech responsiveness, although until I try it, I can’t promise anything there, but I’m hopeful since I got it working so well in my input boxes@ three blindnoises, sorry for the delay in answering your questions: with ambience, although when first setting a building or map pressing escape will set no ambience/music. Once in the actual map not selecting anything  leaves it as what it currently is. You could definitely add just a blank sound file in there for a fix for now. Maybe  for full release an option for no sound or something at the bottom of the options? What are your thoughts on that? Also saw your second question about doors to buildings, but saw someone beat me to the answer with deactivating walls. Just seen your third question, good suggestion about changing map names, that could come in handy. Ok, now seen your forth question, you’ve been busy hahaha. It might be easier to answer your building/music question off list, frop me an email at i...@ebonskystudios.com and we’ll get this sorted.@ Greg steel, again, sorry for the late reply. panning sounds are in the sounds directory, in the folder called map sounds.@ Gameulation , at present you can’t delete a map and you can’t resize a map once its already been created. The map resizing thing is a good idea, and something suggested by the private testing team. These are just the kinds of areas  which need  expansion, but aren’t there yet as its only in Alpha@VazBol, , to answer your questions:-    -Is it possible to set alternative vital statistic values to perform certain functions? can I implement a resource system for my characters  - sadly neither of these are possible but they are interesting suggestions-     Although speed isn’t a stat in Sable, you can affect initiative  which can affect battle order, in a similar way to speed -    Omar, thanks for your bugs,  I’ll reply to your direct email and we’ll get this sorted.-    @ Matthew, I think you have written me off list regarding this and I am looking into it. If you are a different Matthew  , drop me an email to i...@ebonskystudios.com I’ll look into it-    @Mojsior, , sadly one of the restrictions of this alpha build is you can’t share your games with other people. You can make videos though and share your videos, just please mention Ebon Sky Studios and Sable, also point out that this is just an alpha build-    @scarlet, great to hear you are enjoying Sable. for the purpose of debug mode it will continue to show all classes, ust in case you have your game set up to maybe gather new players mid game, you would still want a way of testing these, which is why all classes show whilst in debug mode. when you go to play game mode, if you  have selected only one party member, that’s all that will be there in play game  mode. -    @ an idiot , how to access the other game mode 

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

2020-05-10 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi Jaiden of the Caribbean, sorry I’d just sent my last post before I’d seen yours had come in. pleased to hear you are going to give Sable a go. In answer to your question. You are unable to share your projects with anyone else, they are tied to your build of Sable and your PC., you can however use play game mode in Sable to play through your own created games as a player would experience them. You are also welcome to make videos of your game and share those videos,  we just ask you mention Ebon Sky Studios and Sable and point out in the video that its just an Alpha build of Sable.Paul LemmPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/527996/#p527996




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

2020-05-11 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Firstly huge thanks for all the positive comments, its great to hear so many people enjoying this Alpha build of Sable. I secondly want to say a huge shout out  to all the members who have come in and answered questions other members have had, it really is fantastic to see such great community spirit, especially since I’ve been manically non stop these past 24hours and haven’t been able to reply to questions which have come in as quickly as I’d have liked, but as well as posts here I’m also trying to manage emails, private tester queries and bug spots, private messages coming in from social media etc, so its been pretty hectic, so again shout out to those helping answer peoples questions. Now for my turn to answer some of the remaining questions:@fluffy, thanks for the post, I’m useless at explaining the brush size mechanic lol, but I’ll give it ago. So the brush size creates a grid of tiles where the player is at the centre, so if you set the brush size to 3, its in fact actually creating a 3x3 grid around the player, then when you hit enter to place tiles they fill that 3x3 grid (so in this example it would actually place 9 tiles) and the player would be at the heart of that grid. If that doesn’t make sense, drop me an email at i...@ebonskystudios.com and I can try and explain it better.-@ Sevrior,  there should have been a file in there called ‘Sable Alpha test version 1.8.1’ I see post 104 spotted what the problem was, hopefully you have it all sorted now, if not drop me an email to i...@ebonskystudios.com@ Djsentor, , if you go to the project options (alt and E), in here you can set party size, there is also an option called something like ‘allow user to set party own names and class, if you set this to yes when a player first starts your game in play game mode they can choose their own class, name and gender for each party member, if as a creator you set this to no you are asked to give the  starting party members their names, gender and class, this way when starting a game in play game mode the player will no longer have the option to choose party members but be given the party members you as  the creator of the project gave them. Hope that makes sense.@ threeblindnoises, pleased you got your building music to work. thanks for the project options bug, I’ll add that to my ‘to fix’ list. As for the battle music folder, one is the intro and one is the actual victory track loop. For battles triggered through an event trigger you can set your own battle music and ambience for those battles. If you want to change the main battle music or victory track, you can just replace the current sound files with your own ones, you’ll just need to remember to name them exactly as the current ones are called so sable will use them. Volume control for the music track is a good idea. @ an idiot, regarding battles it could be one of two things, firstly you need to set an encounter rate, press r in creator mode for this. the value you enter here is a ratio, so entering 1 means you have a 1  in 1 chance of encountering an enemy each time you move (therefore would encounter one every time your player moved), or if you set it to  10, this would mean each time the player moved there would be a 1 in ten chance they would encounter an enemy. As for your battle music questions, see my reply above to threeblindnoises.@ Greg steel, yes you could , but if for example you wanted one of the panning sounds for an object, you’d need to head into the map sounds folder (which is where panning sounds are stored), copy the sound you want and place it in whichever sound file you want to use it in, for example if you wanted to use it for some reason as a door sound, drop a copy of the sound in the door folder. Hope that makes sense.@ spiderman, wow that’s so cool I have an actual marvel avenger playing with Sable, big fan, love the spidey suit hahaha.  Back to sable, your panning sound issue is a bug which someone else has also spotted. Basically you shouldn’t be able to place two panning sounds on the same tile, but it lets you. what happens is it puts the second sound down, overwriting the first sound,, but doesn’t stop the first one playing, so you end up with both playing at the same time. This is on my to fix list, as a work around though, simply save your map, exit sable an reload and only the new sound you placed will still be there. Hope that makes sense. Just seen your other questions, so I’ll answer those below too:1.    Placing an object shouldn’t change the tile underneath the object, sable doesn’t store any information about previous tiles, so it would have no way of knowing it used to be a stone tile there.2.     When you first place a building you can select the building wall tiles, if you have placed a building but now want to change the walls, you could manually walk round and change them all, but it might just be easier to delete your 

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

2020-05-15 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,@Patrick, can you give me a little more detail, when you say your files are broken, what is the message you are receiving.@ Dungeon Diver, it may be easiest if I could take a look directly at your project. Please don’t post it here, but is there anyway you could send me your project  folder to i...@ebonskystudios.com, that way I could run the project myself and take a look and try to find out what is happening, as from the numbers you are giving me this  sounds like this could be a bug.@ Bryan P, I show how that can be done in this latest  video, I’m just converting the video now and tidying up my sable bug fixing notes. Once both are all done I’ll post the links to the sable update file and YouTube video here..Paul Lemm

URL: https://forum.audiogames.net/post/529602/#p529602




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

2020-05-15 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Sorry for the late reply, I’ve got my little boy staying at mine yesterday and today, so not had as much chance to check posts. I’ll answer the questions which have come in below:Bryan P, if you are trying to set the nonphysical key as a key item from an event trigger which starts a battle, this is a bug, I’ve just encountered it myself whilst making the  YouTube videos on quests. I’m hoping to get out an update and the video later today. Just seen your question about checking HP, mana etc. yes you can do this, in creator mode go to the edit menu, select class’s then view class’s , you will see a list of all the classes , for just basic quick stats press shift and S on each class , or actually select the class, once selected you can view full stat information, experience , abilities , resilience’s etc . in play game mode or debug mode you can simply press the P key to bring up the party member screen where you can view the same information.@ scarlet,  with your quest issue, are you testing your quest in debug mode or play game mode? in debug mode if you leave a map it doesn’t save your progress and resets the map and all its objects when you leave. For this reason it is better to test quests in play game mode where maps do not reset when you leave them.@ AnamLion, have you tried deleting the fast travel way point?@ dungeon diver,  yes the stats are all hard coded in, so the warrior  for example will always start with the same starting stats. the reason  for the warrior having a higher constitution  modifier , is in standard RPG’s, warriors are always stronger  and can take more damage than a mage, where as a mage will have a higher starting intelligence modifier. As for battle music, yes, it’s far too loud, that’s my fault entirely , I spotted this before the alpha release and was meant to adjust it, but just completely forgot. I’m putting out an update tonight (hopefully), I’ll include a new battle music track which is a lower more acceptable volume level. at some point in the future I’ll probably look into adding an actual battle music volume control. Just seen your other post about the monk, which stat is 700? That definitely shouldn’t be happening.  @Patrick, the battle transition playing but with no battle is a bug, I’m just fixing this now. at the moment battles will only happen if you have set up enemy bands (which you can do from the edit menu alt and e and select enemy bands, create new band). It should let you battle without setting up bands, but this is another bug, again I’m fixing this one today too.@Firence, just so I can clarify the issue correctly, are you using a sound bite to play at the same time as the TTS speech line? At present the sound bite is set to finish when the TTS speech finishes, maybe having this set to continue until the sound bite has finished would work better, what do you think? , (this is providing it is not set to loop obviously). Oh, love the music and cat sound by the way@ sightless combat, I think the main thing to remember here is that it is still in its early stages of development, so it does still need polish in some areas to make it more user friendly, I’ll answer your questions below::-     I have seen test maps which are  less ‘fantasy in nature’, which is one of the advantages of being able to swap out all of the sounds in sable, so you could create a more sci-fi type setting if you wanted.  a request we have seen various times before is to allow more customisation of stats, although I can’t say when or if this will make it into sable , it is a good idea which would help for creating non fantasy genre games.-    regarding the grid lay out, I think this is really just down to personal preference. we have however, had one other user say the reversed coordinates   system would work better for them. I can’t  promise it will make it in, but I’ve added it to a list of possible future additions to allow the creator to be able reverse the axis values.-    With status affects,, this is really just a  case of creating status affects before you create the piece of equipment. The reason for this is that you can use the same status affect on multiple pieces of equipment or abilities. Since before you make a piece of equipment you will probably know whether it will require a status affect, you could just make the status affect first. If you want to create the equipment first, that’s fine, then you can just pop over to the edit menu (alt and E) and edit the piece of equipment to add the status affect at a later stage.-    as for event triggers, you can currently just remove the old event trigger and put on a new one, this maybe isn’t the most user friendly method, but again please remember this is still only an alpha build and is more designed to test functionality , rather than be a polished end product.-    regarding ranged weapons, although you could create a ranged sounding weapon, 

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

2020-05-15 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,We have two bits of news to share: firstly, as promised we have a new YouTube video out which  shows how to create four different types of quests in Sable, so as well as simple go find something quests, it also demonstrates how to set quests to go speak to other NPC’s, setting quests to go complete a task and quests to have to go and kill something, the final quest shown in the video shows a unique way of setting quests too. the link to the YouTube video is below, since it shows of four different types off quests, it is longer than the usual sable videos on our channel. Secondly,  there is a new version of sable to download with a few bug fixes. As stated in the original post,  bugs reported in the public alpha testing phase will be fixed after the public testing is complete.  however, since there were a few issues everyone were having I wanted to address and fix those issues. The latest version of Sable is version 1.8.3. I’ll put a list of all the fixes and amendments to this latest version below. Since a lot of people said the battle music was too loud and there was no chest sounds, I have added a chest sound and also reduced the volume of the battle music track. The download link  in post 1 now contains the new version of sable. * do not delete your old projects folder, this is where all your projects are saved. The download contains the full sable download (221mb in size), the only files you need to update your current version are the new application file (the .exe executable  file) and the sound folder so you have the new sounds. If anyone is unclear on this process please email me at i...@ebonskystudios.com. *I know I said it before, but the most important thing is you do not delete your projects folder, since this has everything you have created  over the past week. Ok, now that’s out the way, below is the YouTube link and below that a full list of the fixes and amendments in this latest version of Sable (version 1.8.3): Creating Quests in Sable video:https://www.youtube.com/watch?v=N42QHy8VlbEFixes below for Sable  QA version 1.8.3:  - Updated 15th May 2020 - fixed a bug with the event trigger which starts a battle, one of the options allows you to reward an item to the player after the battle. Although you could reward a nonphysical item, anything given here was not actually being rewarded to the player, which could result in quests not being completed. This has now been fixed, the player will now be rewarded all items given after these battles.-fixed a bug where despite the battle start/transition sound playing, no battle would start.- fixed a bug where if enemy bands hadn’t been set on a map no enemies could be encountered. Now when in debug or play game mode, if no enemy bands have been created Sable will just pick at random a selection of enemies for you to battle, providing an enemy encounter rate has been set. - Fixed a bug in the project options menu where the position of items could change when new options became available (such as after selecting set starting player location, which opens up the option to set starting player location).- added a new option to the project options menu which allows you to set how much gold the player starts with. The option is called gold the party starts with. *please note if you have changed your in game currency name to something other than gold it will display the option with your currency name instead of the word gold-fixed a panning sounds bug which would allow you to place two panning sounds on the same tile, which could lead to panning sound issues.  Sable will no longer allow two panning sounds to occupy the same tile, a warning will pop up asking you to place the panning sound somewhere else, or suggest you delete the current panning sound on that tile.- fixed a bug with the event trigger which rewards items where it would read the name of the first item being rewarded to the player twice.- fixed a bug where when returning to the main title screen in some instances Sable would continue to play the ambience from your old map.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/529710/#p529710




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

2020-05-16 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Morning everyone,@threeblindnoises, it’s a good spot regarding the sound sets  for NPC’s. there are two reasons why it works like this at present: firstly by having sound set sub folders it doesn’t matter what you call the files inside the sub folders, since sable will play whatever sounds it finds in here, regardless of what they have been named. If all sounds went into just one folder the end user would need to rename their sound files with a specific  name, if they entered the name slightly incorrectly sable wouldn’t play the sound, so it’s a little more open to user accidental mistakes. The second reason, is at some point I wanted to play around with allowing more than one sound to be added  to each sub folder, like how other sound sets work, sable would pick one of these at random each time. this would work well for the tile sound, since you could have it that the person said something different each time you reached them, I think radars though might be more confusing since having a different radar sound play each time might make the user think they are at a different object/NPC, , plus it might only be possible to change the radar sound each time the player enters the map, rather than each time they get near the player, I’d have to look into this further.@ Bryan P, pleased  you’ve enjoyed our previous videos, hope you enjoy this new one just as much, I actually used your suggestion of going to find someone’s daughter (or niece in the example) for one of the quests I  demonstrate in the new video. When you say a theme song for your character , exactly what do you mean? If it is an NPC with TTS speech you can assign music or a certain sound to play in the background each time they speak. This is actually shown off in the new video too in the final quest. the option  to do this is in the object editor menu (shift and O on the npc), and you can select the bottom option sound bites, here you can assign sounds to play with each line of the NPC’s speech.@AnamLion, yes, the best way to do this is set an event trigger on the transition which would take you from level one to level two of your map, the first option asks you if you want the event trigger to change the map music, simply select yes here and select the music you want to start playing when the event trigger fires. That way when your player moves from level one to level two the music will change.@ dungeon Diver, pleased we managed to get the monk issue all sorted. As for buying the tools, Sable is only in the alpha  stage of development at present, so that is a long way off yet. Our plan is to first release our own game title we have been working on called Crimson Eclipse, this will give us a chance to show off sable and what it is capable of, but also give us a chance to fully road test Sable and make any fine tuning/adjustments. After that we do then intend to release sable to the public, we don’t have a date for that yet, we also don’t have a release date for our own game title, but once we have more news to share on that we’ll be sure to post it here and on our social media channels@ Timothy  John, regarding your cleric question, each class has its own stat progression which is unique to that specific class. So a warrior would increase HP and things like strength a lot quicker than say a cleric or a mage, but a mage would increase things like intelligence a lot quicker than the warrior. A handy tool to test this, in debug mode you can press A to adjust your parties level., you can then press P (whilst still in debug mode) to view the party information which also includes being able to see their full stats. the cleric doe does increase some stats each level, but won’t see an increase in HP until level 6, as clerics increase HP a lot slower, I think by about level ten its only about 26 HP,  where as your warrior would have increased HP more substantially as they are more designed for combat and taking damage, this is where tactical use of abilities for the warrior such as protect , to shield weaker allies can come in really handy and also add more strategy to a game too. Hope this helps answer your question.@ Bryan P, thanks for the bug reports. I’ll look into your bug regarding the wolves quest. I have a sneaky suspicion this is something to do with the fact you returned to the main title screen and reloaded your save point, something must have not yet cleared from the previous game. If you still have that same save point, could you try completely exiting Sable, loading that save point again and seeing if you get that same error, that would really help me track down whether it is something to do with returning to the main title screen after being defeated in Battle. With the NPC’s, I actually hadn’t thought of equipping them  when they first join your party, but that makes total sense that people would want that. Sorry, hands up I just totally hadn’t considered that when 

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

2020-05-18 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@scarlet,  could you email me your project to i...@ebonskystudios.com and I can take a look and see what is happening?  If you go into the projects folder you should see the folder in their named with your project, if you can email that I can take a look and see what is happening.@ Bryan, physical items should appear in your inventory, although key items have their own section in the inventory , so you’ll need to press tab after you enter the inventory to see the list of key items.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/530934/#p530934




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

2020-05-18 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,not a problem scarlet, its quite late here so if i don't look at it today i'll get straight on it tomorrow. Paul lemm

URL: https://forum.audiogames.net/post/530970/#p530970




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

2020-05-18 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi Scarlet, are you  using the latest version of Sable version 1.83?Paul Lemm

URL: https://forum.audiogames.net/post/530861/#p530861




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

2020-05-18 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi Bryan,Yes, if you zip the  folder up first it should allow you to add it as an attachment, thats how others have sent me their project filesPaul Lemm

URL: https://forum.audiogames.net/post/530821/#p530821




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

2020-05-18 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,I’ll answer all the questions which have come in below, before I do that I just wanted to mention in case anyone didn’t already know there is a sable competition where people can upload their sable recordings , the community will get to vote for their favourite  and whoever gets the most public votes will earn themselves a place on the private testing team. The private testing team will have a  couple of extra weeks access to sable whilst I fix all the bugs that have been reported, so it means the person with the most votes on their recording will get a couple of extra weeks access to sable. the link to the topic with full rules, details on when submissions need to be in by etc can all be found on the topic about the competition, I’ll put the link below to that then below that will be my answers to all the questions which have come in:Competition topic:Answers to questions which have come in:@ meat bag hopefully Omers great explanation helped about map size. You don’t really need to worry about the math side of it though,, if you just experiment with a smaller width and length size, when it comes to adding the height Sable does the math calculation for you and it will work out what the maximum  height could be based on the length and width you entered. So just listen out for the text which is spoken when it asks you to enter the map height, here Sable will let you know what the maximum height can  be for your map;. Hope that helps.@threeblindnoises, , I can’t believe I haven’t picked up on  that spelling mistake before hahaha. There are actually quite a few areas in Sable with spelling mistakes, poor grammar or just badly worded. The game design team are actually currently working through all strings in Sable and rewording them or sorting out my dodgy spelling, that’s what you get for trying to code something at 2am in the morning hahaha. I’ll let them know about the armour type though. Regarding your own project that’s fair enough, if you do record something feel free to send it over to me, would love to see it , or if you get it complete enough you could maybe even post it to the competition I mentioned above@ dungeon diver I will be adding a volume control for battle music, but not sure when I’ll get a chance to take a look myself. If you have  sound editing software you are free to reduce the volume of the track manually. If you don’t have any sound editing software, drop me an email and I’ll reduce the volume of the track for you myself and send it to you@ dragons, pleased you are enjoying Sable, if you’re thinking of uploading your video, check out the topic I mention at the top of this post@ SLJ, I’ve been thinking more about your suggestion about limiting off which stats the end player would actually see, although as a long term fix to actually completely remove stats, or rename them or add customisation is probably something for a later version of Sable, I was thinking I don’t think it would be too difficult to allow the creator to choose what stats the player sees in the player info/stat window. There are quite a lot of stats and its possible not every creator would want all of these shown, this  might be a nice way round that. The stats would still show when creating stuff, so if you weren’t using them you would just  have to skip past them still, but at least the end player wouldn’t see them. What do you think, would something like that work? Also for anyone else reading this what are everyone’s thoughts, would this be something others would find handy too? as for your  recording, would be great  if you do create something, but totally appreciate you would only want to do this if you get your project to a stage where it is complete, if you do though and want to show it off to everyone, as I’ve said to others do check out the topic I mentioned at the start of this post.@ Bryan P, thanks for the observation, as mentioned to threeblindnoises, the game design team are currently working through all the strings/text in sable to correct spelling and grammar, so come official release text in sable will be more grammatically correct, have less typos  and hopefully make more sense in places, a lot of the text I just put in really quickly as I coded stuff in sable, hence the various typos in there. thanks for the bug info too, the reason the doled isn’t working in play game mode, is ages ago I added some fail safe code to reset player gold to zero  in play game mode, just in case someone had accidently given/rewarded the player gold in creator mode., which can’t be accidently done anymore anyway, but I forgot to remove that snippet  of code, which is why in play game mode it is resetting to zero. Regarding your item/status affect bug, I’ll try and recreate this my end, if I can I should be able to fix this, if you have a copy of the project file and could email it to me at i...@ebonskystudios.com, that would 

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

2020-05-18 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@pates, yes the competition is open to anyone, I’ve already seen some great recordings people have sent  me and some have been from non-native English  speakers, but the videos have still been fantastic. Looking forward to seeing everyone’s videos.@Bryan P, sorry I didn’t really explain that very well. if you head into your projects folder in Sable, you should see a folder with the name of your project you are working on/with the issue, just copy that whole file, you should be able to just send it to me as an attachment to an email and I can load the project my end and take a look at the issue. If you have any problems, let me knowPaul Lemm        Ebon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/530718/#p530718




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

2020-05-18 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Sorry I forgot to put the actual link to the competition  topic I mentioned in post 334. I’ve added it in there but the link is below for anyone after it:https://forum.audiogames.net/topic/3451 … challenge/Paul Lemm        Ebon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/530711/#p530711




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

2020-05-18 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,I’ll answer all the questions which have come in below, before I do that I just wanted to mention in case anyone didn’t already know there is a sable competition where people can upload their sable recordings , the community will get to vote for their favourite  and whoever gets the most public votes will earn themselves a place on the private testing team. The private testing team will have a  couple of extra weeks access to sable whilst I fix all the bugs that have been reported, so it means the person with the most votes on their recording will get a couple of extra weeks access to sable. the link to the topic with full rules, details on when submissions need to be in by etc can all be found on the topic about the competition, I’ll put the link below to that then below that will be my answers to all the questions which have come in:Competition topic:https://forum.audiogames.net/topic/3451 … challenge/Answers to questions which have come in:@ meat bag hopefully Omers great explanation helped about map size. You don’t really need to worry about the math side of it though,, if you just experiment with a smaller width and length size, when it comes to adding the height Sable does the math calculation for you and it will work out what the maximum  height could be based on the length and width you entered. So just listen out for the text which is spoken when it asks you to enter the map height, here Sable will let you know what the maximum height can  be for your map;. Hope that helps.@threeblindnoises, , I can’t believe I haven’t picked up on  that spelling mistake before hahaha. There are actually quite a few areas in Sable with spelling mistakes, poor grammar or just badly worded. The game design team are actually currently working through all strings in Sable and rewording them or sorting out my dodgy spelling, that’s what you get for trying to code something at 2am in the morning hahaha. I’ll let them know about the armour type though. Regarding your own project that’s fair enough, if you do record something feel free to send it over to me, would love to see it , or if you get it complete enough you could maybe even post it to the competition I mentioned above@ dungeon diver I will be adding a volume control for battle music, but not sure when I’ll get a chance to take a look myself. If you have  sound editing software you are free to reduce the volume of the track manually. If you don’t have any sound editing software, drop me an email and I’ll reduce the volume of the track for you myself and send it to you@ dragons, pleased you are enjoying Sable, if you’re thinking of uploading your video, check out the topic I mention at the top of this post@ SLJ, I’ve been thinking more about your suggestion about limiting off which stats the end player would actually see, although as a long term fix to actually completely remove stats, or rename them or add customisation is probably something for a later version of Sable, I was thinking I don’t think it would be too difficult to allow the creator to choose what stats the player sees in the player info/stat window. There are quite a lot of stats and its possible not every creator would want all of these shown, this  might be a nice way round that. The stats would still show when creating stuff, so if you weren’t using them you would just  have to skip past them still, but at least the end player wouldn’t see them. What do you think, would something like that work? Also for anyone else reading this what are everyone’s thoughts, would this be something others would find handy too? as for your  recording, would be great  if you do create something, but totally appreciate you would only want to do this if you get your project to a stage where it is complete, if you do though and want to show it off to everyone, as I’ve said to others do check out the topic I mentioned at the start of this post.@ Bryan P, thanks for the observation, as mentioned to threeblindnoises, the game design team are currently working through all the strings/text in sable to correct spelling and grammar, so come official release text in sable will be more grammatically correct, have less typos  and hopefully make more sense in places, a lot of the text I just put in really quickly as I coded stuff in sable, hence the various typos in there. thanks for the bug info too, the reason the doled isn’t working in play game mode, is ages ago I added some fail safe code to reset player gold to zero  in play game mode, just in case someone had accidently given/rewarded the player gold in creator mode., which can’t be accidently done anymore anyway, but I forgot to remove that snippet  of code, which is why in play game mode it is resetting to zero. Regarding your item/status affect bug, I’ll try and recreate this my end, if I can I should be able to fix this, if you have a copy of the project file and could email it 

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

2020-05-19 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

@Diego,this is a bug I’ve been trying to track down, there is a quick solution for this, but to help me track down the issue, could you first do me a huge favour. Could you go into your projects folder in sable, in here you should see a folder with the name of your project. Could you email me your project folder? If you take a copy of that folder, then put it into a zip folder you should just be able to email me  the folder. I can then look at the project and will be able to identify what is causing the problem. If you can do this before fixing the issue it would be hugely appreciated. Once you have sent me the project  folder, to fix the problem, simply from the main title screen select load project,  load the project causing the issue and the starting map, then simply go to project options and set starting map again, this will have then fixed your issue and you will be able to run your game in play game mode. this should work for your friends copy too, but again if you could send me your project  folder before you perform the fix it would really help me out  as would let  me identify what is causing this issue in the first place.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/531143/#p531143




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

2020-05-19 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@SLJ, one thing I completely forgot to mention, is that in play  game mode the player won’t actually see any of the enemy stats, you only see full enemy stats in debug mode and creator mode as this information is helpful for checking enemies are set up correctly and so you have extra information whilst in debug mode. whilst in play game mode all the player will see for an enemy is HP, Mana and stamina, however if you set an enemies mana or stamina it won’t show either of these stats if they are set to zero. This may fix the concern you were having regarding your own game and what stats the end player would see. But just to confirm they won’t see enemy stats, only player stats, it was the player stats I was talking about possibly using your suggestion  and adding the option to hide certain stats if the player goes into the party me members window and selects stats.@ Bryan P, don’t worry about it I’ve done exactly the same before, in a hero’s call, I went through the whole game without finding anyone to sell my unwanted gear too, it was only when I was at the very end of the game and one of  the quests was to sell stuff to the blacksmith I realised you could just tab from the buying screen to the selling screen hahaha.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/531190/#p531190




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

2020-05-13 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@pates, since it is only a prototype it sadly doesn’t  support multiple languages. I’ve heard from some other non-native English speakers on this list that using NVDA with the NVDA translate add on apparently works really well in Sable.@ brian P and scarlet, sorry your indeed right Brian I made that sound more complex than it needed. Yes you can just also restore and revive characters in an inn as a really simple way of removing status affects, reviving defeated characters or just restoring HP, Mana or Stamina. There is actually an event trigger called  restore party. You could simply attach this to an object to restore your party or remove status affects (when  you create the event trigger you can specify exactly what it does). I would usually go to the object creation menu, select trigger object, then name this  whatever I wanted to create, like a bed for an Inn, or maybe an alter to pray at to restore the party etc, assign the sounds appropriate to the object you want to create, place it and set the trigger to restore party. Obviously you don’t need to use a trigger object, you could use any object, like you might create an inn keeper and assign the event trigger restore party to that NPC  and set the event trigger so they ask the party if they want to rest for the evening , or something like that. Hope that makes sense.Paul Lemm

URL: https://forum.audiogames.net/post/528945/#p528945




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

2020-05-19 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,@dungeon diver, you could  use the prevent action status affect for this. set it to non-permanent and set the duration to just one round-@ Bryan P, I’m not quite following your suggestion? you said it speaks the players name, then plays the sound  then speaks  poison faded, then in your example you suggest it would be better as Nerik’s," then the dispel sound, then "poison faded., which seems the same to me? As for the cure poison affect, this is a slight bug, its actually assigning the cure  bug as a lasting status affect, so it is lasting for a couple of rounds, when the remove affects  shouldn’t last any rounds, but just be an instant hit and done affect. If you check your parties active status affects after casting cure poison it actually shows cure poison as an active status affect, which it definitely shouldn’t, this is also why it is saying it is fading at the end of the battle, which again it shouldn’t. I only found out about this bug thanks to you pointing this out, so thanks for the spot, I’ll get this one fixed. @ threeblindnoises, if you want to change the default battle music, you can just go into the sounds folder, then the battle folder, simply delete the current battle music track and replace with one of your own choosing. Just remember to name the new file exactly the same as the old battle music track so sable can identify it. as for changing battle music for each map that might be slightly more tricky, but I could definitely see advantages in such an option as I’ve also seen this in various main stream RPGS I’ve played to continue the atmospheric feel of a certain area or map, it just may be one of these features for a later version of Sable. its going on l my list of future possible suggestions though.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/531256/#p531256




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

2020-05-20 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Sorry if I’ve been a little quiet on here, but have had my little boy staying at mine today and yesterday,  what time I have had free I’ve been trying to get a little bug fixing done. I’ll try and answer the questions which have come in below:@Firence, you can also assign status affects to equipment too, so you could for example add regen to a piece of armour, or add say something to a weapon like say frozen, which encases your target in ice and prevents them moving/taking a turn. Other than that though and levelling that is the only way to give abilities to players.@Threeblindnoises, regarding enemies yes this is correct, the only sounds they have is pain and death. Although when you create an enemy you are also asked to assign it an unarmed sound set too. the unarmed sound set is separate to the enemy sound set and obviously not all your enemies will use this , as they might be equipped with a weapon. But I thought its worth mentioning this for any enemies you might have that do not hold weapons, since you will need to also give these enemies unarmed sound sets. As for your battle music suggestion, sorry that was my bad for writing it as I did, when I said tricky, I meant more tricky as it involves coding something specifically  in rather than the user just changing the track. It’s not actually particularly difficult code, it just means lots of little behind the scenes stuff such as having to add additional saving and loading  for each map, adding new menu options and interfaces for selecting the music  , then some internal decisions as to where this music would be stored, if it  was in the music folder then I would have to have different pointers for the default music and custom music, if I added it to the battle folder I would need to add extra code to sable for it to search that folder, then would need to possibly look at ways of not including some of the non-music tracks which are in that folder. The victory music would require all the same  requirements,, although with the added addition that it takes an intro and main track at present.. As for your questions about elementals, it doesn’t work quite like that, so one thing is not automatically resilient to another, the creator gets to decide this themselves. If you want to create for example some watery armour of might , this would only be resilient to fire if you choose to add fire resilience to it, you could just as easily add necrotic resilience , it doesn’t make as much sense, but  with this set up the creator is free to set what items are resilient to one another, rather than us decide that for you, so it gives a lot more  freedom and customisation options to each creator.@ Bryan P, ah, sorry I completely miss understood, I probably hadn’t had enough tea  (or maybe too much tea hahaha) when  I read your message, it makes perfect sense now I’m rereading it. yes,  your right I think it would make more sense as you suggested, ability code  is something I completely re wrote last month, I got rid of the old code and added all new code in its place, the new code is a lot smaller, with all the same functionality (in fact a little more actually), but is more user friendly and intuitive to use, its more future proofed as easier to add new status affect types from a coding stand point  and just a lot easier to manage behind the scenes. Due to such a big overhaul this is why a few issues are being spotted here, like your cure poison bug and some timing issues as you mentioned. so if you do come across anything else like this do let me know, some things aren’t always as easy to change, but most timing issues like this are, so if anything doesn’t feel right timing wise like you spotted, just let me know and I can add it to my list of suggestions.@ dragons, although this can’t be done directly at present, there are ways around   this. you could create some armour which increases the players starting max  hp, then  equip this armour to the specific class, this way if the player starts with this class they will start with  that armour and therefore also the increased max hp. As for increasing their actual hp to match their new increased max hp, at present Sable doesn’t do this, but I’m adding it to my list of suggestions. a tempory  work around: you could just set a trigger object  which restores the  parties hp, set it as an auto transition, with no sound and no text, the player wouldn’t even know they have stood on it but it would restore their hp instantly to full. Obviously you would need to set this as a single use trigger so it only fired once. I think if you had the player actually start on that auto trigger it would automatically fire as the player loaded the map for the first time, although I’ve not tried that  myself so would need to check it, but I think it would work hahaha.@ dungeon Diver, sadly , yes sable will expire on the 31st may 2020 and projects will 

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

2020-05-21 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Morning everyone,@Dragons, pleased the armour suggestion worked for you. As for the battle music, this is a bug, I fixed this in a recent update, if you head to our download link, redownload Sable, the only file you’ll actually need is the  application .exe file, simply replace your old application file with this new one which should show as version 1.8.3 which will fix the battle music  problem you are having. Also the battle music is really loud, if you replace the battle music track in the battle folder in the sounds folder with the one from the new version of sable it will be a lot quieter. Just be careful  when updating not to delete anything other than the .exe file, if you delete your projects folder your project won’t work. If you have any questions, drop me an email. As for inventory items  that’s odd, when you are adding them to the player inventory are you going to the edit menu (alt and e), selecting items, then selecting the item you want, then the bottom option should be add item to the players starting inventory, is that how you are adding the items? If it is, give it a try with the new version of sable and see if it works as it seems to be working my end.@threeblacknoises, firstly I have to apologise,  even though I asked about your name the other day, I realised for some reason on this  new topic I’ve been writing threeblindnoises rather than threeblacknoises,, I knew it was the latter, I think my brains just a little fried at the moment with all the posts, emails etc   so sorry for getting it wrong. As for your question, yes you can change the party unarmed combat sounds, simply head into the sounds folder, find the folder called player, in here you have untrained humanoid  and martial arts trained, the latter is for the  monk, all other players use the other one. simply remove the current sound files and add your own, remember these are sound sets too, so you  can add as many sounds in each folder as you like. I’ve seen people swap these out for things like dog attacking sounds to make it seem like they have a dog in their party, they’d obviously changed the sounds in the player  sounds folder for hit and miss sounds as well so they sounded like a dog too. pleased the resilience thing works well for you, I wanted to try and give the creator as much control as possible, which is  where I would like to be in future with other things in sable which are a little more ridgid at present. As for vulnerabilities, another way you can do this other than weapons or armour is with passive abilities, you could  set say a level 1 passive ability  which increases the players vulnerability to say fire, since it is level 1 which is what the player starts with they will automatically start with that vulnerability.@meat bag, thanks for letting everyone know about the OGG files, I forgot to mention that in my reply yesterday. pleased to hear you have started on your project, hope you do get enough time to complete it, also hope you manage to make a recording, I’m really hoping I get to see some of the projects people have been creating.Paul Lemm

URL: https://forum.audiogames.net/post/531875/#p531875




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

2020-05-22 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Morning everyone,so I have a day to myself , my plan is to busily work away on bug fixes, to see if I can clear some of the ones which have been reported. I might be a little quiet on  here today though, as want to avoid getting distracted by emails and posts where possible. If anyone has anything urgent though, just drop me an email at i...@ebonskystudios.com, which I’m more likely to see come in today for anything urgent. Hopefully  all going well I’ll be able to put out an update tomorrow. I’ll answer  the questions which have come in below  though before I start my day of bug fixing:@Pates, sorry I’m not 100% sure I’m following your suggestion, do you mean an item which  the player could hold/ wear like armour  or a weapon or something similar which would prevent battle encounters?@meat bag, how you set an enemy attack sound would be in the enemy creation or editing tool there is the option to add an unarmed sound set, these are the sounds which will play if the enemy attacks you and they are not holding a weapon. Obviously if they are holding a weapon it will use the weapons attacking sound set instead. regarding your crash report, I’m fixing this today, if you follow the instructions given by threeblacknoises in post 393  though this will sort your problem for now.@threeblacknoises, in answer to your questions:-yes you can set an attack to do a set amount of damage. There’s a handy trick for this. when you set the damage dice , it first asks you for amount of dice , set this to the amount of damage you want the weapon to do, then when it asks for how many sides just  set this to 1. In this way it will always do the amount of damage you specified as the amount of dice. As two totally random examples , 14 d 1 is always 14, 63d 1 is always 63. Hope that makes sense, I use that technique quite a lot in my own test maps.-as for your question about setting an attack to never miss, there isn’t a specific option for this, but there might  be ways round this. leave this with me and I’ll have a play around with some stats and see if its possible, I’m almost sure there would be ways of doing this within the current built of Sable, but I’m only on my first cup of tea of the morning, so I’ll leave thinking about stats until later in the day   and get back to you on this one-regarding damage per level, on a party member if you use this option the amount of dice  used in calculating damage uses the players level  for the amount of dice used. As an example if you find a sword which is set to use damage per level and it has been set to 6 sides. If the player finds this when they are level 1 it would do 1d 6 of damage, if the player still has this sword when their experience has levelled them up to level 5 the sword would then  do 5d 6  damage. So these can be super powerful at later levels. Regarding enemies using these weapons, this is the only point at present in Sable where an enemies level is used, when you are creating the enemy it asks you to set the enemies level, I think it may also say here that this is only used when calculating damage where damage per level is being used. So you could for example create say a ring wraith set its level to 100, if they then used the sword we mentioned earlier  when they used  the sword it would do 100 d 6 damage, ouch @ ömer, thanks for your comments about us looking for examples of the crash error. Diego  had this problem a few days ago on here and kindly sent me his project file, with that I managed to track down the issue and have put a fix in place now to prevent that happening again, so when I get the new update out tomorrow that fix will be in there, so people won’t come across this annoying bug any longer.@ dragons, I’ve heard a few people are attempting to make a time machine before the 31st may, so they can travel  back three weeks and have the time all over again, not sure how work on that project is going, but I understand they are having difficulties with the ‘flux capacitor’ (Dam, that’s showing my age ,I’m really hoping it’s not only me that gets that back to the future reference  hahaha) on a serious note though, i hope you are still enjoying playing around with SablePaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/532229/#p532229




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

2020-05-22 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,Yeah, I know, only a couple of hours have gone and I’ve already broken my own rule for looking at the forum hahaha. On a plus side bug fixing is going well, so I thought I deserved a  cup of tea and a well-deserved break from looking at code @ Omer, huge thanks for trying to recreate the bug for me. What was causing the bug was, if you loaded up your project, then went into debug mode, then whilst in debug mode went through a door which led to a completely different map, the bug happens at this point and ever so slightly renames the saved starting map  name. if after this you then then exit debug mode  then whilst in creator mode save your map it saves it with the new amended and slightly incorrect starting map name, therefore when you go to play game mode, sable looks for the starting map, but due to the slight change in name can’t find it and you would receive the error message. this was  really tricky to track down, since you have to do so many things to make the bug happen, which is why only a few people have reported it I think, it was definitely easier once I had a project file to work with  that had the bug, since I could identify where the problem was happening, I could then also see the slightly incorrect starting map name, see why it was wrong , which gave me a point to start looking for where that could have happened in the code. Actually Omer, I’ve just been working on a couple of bugs you reported, I fixed your sound bite bug a minute ago and also fixed your sized transition  renaming issue  earlier too.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/532260/#p532260




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

2020-05-24 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Sorry I wasn’t on here yesterday, I had both yesterday and the day before totally free and didn’t have my boy at mine, so thought I’d just spend both days working through the bugs which have come in. to avoid distraction I avoided coming onto the forum and just cracked on with bug fixing all day (with lots of cups of tea, obviously hahaha). I’ve got an update ready to go out, I’m just waiting for my web guy to upload  it. he’s creating a new page which will contain just the update file required to change Sable to version 1.9. as soon as he has that up and ready I’ll post the link here  so you can all get the update. Until I have the link to the update, I’ll answer the questions which have come in:@Bryan P, regarding recording software, you shouldn’t even really need a mic to record your project, you could simply record a play through without yourself in the recording, that way all you need to do is record Sable playing. I personally use OBS studio  for recording all the YouTube videos I create. Its simple to use and free to and will record what is happening on your PC (so your Sable playthrough), if you have a mic connected it will record you too, but if not it just records the PC sound/sable. the only draw back with OBS is it records a video rather than an audio clip, but then you can just use an audio extractor to remove just the audio section from the video.@pates, can I ask in Poland which key do you use as the context key?  Regarding Sables release, as threeblacknoises mentioned we don’t have a release date yet, we first want to release our own game title Crimson Eclipse, which will let us road test Sable and fine tune  and make adjustments to Sable.@Threeblacknoises, that’s actually a really good idea. I’ve spent a bunch of time playing around with timing for attacks which affect multiple targets (I swear multiple targeted attacks are the Bain of my life hahaha), I’ve tried playing around with different ways of making the sound of each attack flow more seamlessly together, but at the same time not wanting abilities which take ages to play out, since I find that really annoying when you’ve been playing a game for ages and then have to sit and watch some really long ability play out each time you want to use it. this is a lot easier if you are hard coding a game rather than an engine, as you can alter the timing for each ability based on its specific sound, but since this is an engine I’m trying to accommodate for each possible way a creator might use each ability, which causes a lot more of a headache, but I’m used to those now hahaha.  I’ve got a couple of ideas I’d like to try out hear to add further polish to timing for multiple affects, I’ll add your suggestion into the mix too, I can’t promise it will definitely make it in, but I’ll have a play around with the idea and see how it works. Another idea I was trying out in Sable just before the public release was allowing the creator to specify whether the sound just plays once for multiple targets or once for each target, this might also help with what you are planning for abilities.@Bryan P, great ideas, some could already be done using  status affects assigned to armour. You could for example assign a status affect to armour  or a ring as in your example which would increase defence but reduce resilience to other affects. There is a  status affect which can reverse the  affects of healing too, although at present I think this can only be assigned as  an  on hit affect, rather than an on equip, but I wanted to extend functionality of on hit  status affects so they could also be used as on  equip affects too. with this in place you could  create a status affect which reversed the affects of healing, increased defence and reduced resilience to certain attacks, you would just name it undead or something like that, then when the wearer put it on they would show as having an active status effect of undead. There is a drain status affect, which can be assigned to a weapon, this causes damage to the target, but returns a portion of that lost hp to the character, I haven’t tried it, but you could attempt creating the drain ability, but rather than  assign a positive value for what percentage of hp is restored to the character using drain, put in a negative value instead, again like I said I haven’t tried it, but I think it might cause damage to the character rather than restoring hp. if you give it a go, let me know how it works out. Regarding your battle in a box, check out my answer to threeblacknoises below:@threeblacknoises, thanks for trying out the battle assigned to a container, its odd that it doesn’t work though, since I’ve  used this in previous test maps I’ve created and its let me access the content of the container afterwards. I’ll take a look into this and I’ll add this to my list of bugs and get this one fixed, as it is a good game mechanic having the 

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

2020-05-24 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi Everyone,following on from my previous post, For anyone wanting to download the latest version of Sable  (version 1.9)I have put a link to the Sable update page below. You’ll need to unzip the folder once downloaded, Included within the download is the application file for Sable and a change log TXT file. the change log  contains details on how to perform the update. A full list of all the bugs and amendments in this latest version are below (but can also be found in the change log). A new page has been set up specifically just for the update file to Sable, the link is at the bottom of the page, the total file size is less than 1mb, so should download almost instantly. if downloading with chrome, since the download file is a zip chrome will often pause the download and manually need you to start  the download. To do this, simply press shift and F6 once you click the download link, this takes you to chromes download bar, Sable should be highlighted with a message about zip files, simply press enter which brings up the options menu for the download and select keep, chrome will then continue  the download.- Fixes below for Sable  Alpha version 1.9: - Updated 23rd May 2020 -fixed bug which prevented certain sound bites being deleted from a map-fixed an item bug where if you tried to change an existing item from targeting an opponent to targeting allies  instead, it would continue to target opponents.-amended the item section of the inventory slightly, before it would only show the items which targeted enemies   whilst viewing items in a battle, obviously this isn’t very handy outside of battle if you just want an idea of what items you have which can be used in battle. The change now shows all items in the item section of the inventory regardless of whether they target enemies or the party members. If you try to select an item which targets enemies  whilst not in a battle  Sable will pop up a warning message and prevent you using that item.-fixed an item bug where if a on hit status affect had been assigned to an item which targeted party members the status affect would not fire when used. -fixed a bug where when first loading a map and you were inside a building you could hear sounds outside the building, or if you loaded the map and were near a building you could hear sounds from within the building-fixed a bug where placing a wall tile inside a building treated the new tile as an outdoor tile, which meant  whilst standing on it you couldn’t hear any indoor panning sounds, but could hear outdoor panning sounds-fixed bug where you couldn't label  terrain or collision tiles if placing them inside a building-fixed a bug where when you select a new terrain or collision tile, when you place the very first tile although it does place one of the new tiles the sound it makes when you place the tile is still the sound of the previous tile-fixed a bug with deleting fast travel points which could lead to you not being able to name new fast travel points the same as old deleted fast travel points-added a battle music volume control which can be found in the sounds and voice option from either the main game title screen or from within the escape menu whilst in a  project/game.-fixed a bug where if an npc sets a quest, but you then have an event trigger move you to a different location after the NPC sets the quest, when you return to that NPC they will try and set you the quest again.-fixed a bug where if two items were given as a reward item event trigger , if one of the two items was a nonphysical key, sable would start the speech line with the word ‘and’, as if it were one of two items being given, but since nonphysical items are not mentioned to the player it should not have been saying the word ‘And’.-fixed the bug which could cause an error message when loading a game in play game mode,  which  said something like Call stack size: 4, Function: void play_indoor_music(bool = false) and meant you had to set the player starting map again, this is now all fixed and we shouldn't get this issue any longer.-fixed a bug where in play game mode the player always started with zero gold, even if you had set them to start with a specific amount of gold.-fixed a bug with the remove affect and drain status affects, these should both just be instant use status affects  with no duration, however, when using these they were lasting for one round. for example: this meant if you created something like cure poison, cast it on a character, cure poison would show as an active status affect  and you would also receive a 'cure poison has faded' message after a round of combat or the battle ended. this is now fixed-fixed a bug with sized transitions where if you used the object editor tool to amend an existing sized transition, if you amended the name or description it only amended the name or description for the specific tile of the sized transition you were 

Re: Pitch Black: The 'AAA' Audio Game

2020-10-06 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Pitch Black: The 'AAA' Audio Game

Hi,Great trailer Pitch black, Really like the new stealth mechanic you’ve added, from what I saw in the trailer it looks like it will work really well and ads an interesting mechanic to the game. As ever great sounds in the game,  I especially liked the slightly panicked breathing of the main character whilst they hide from the ghoul, a nice little subtle addition which adds to the overall emersion and tension of the scene  and element of stealth.Paul Lemm

URL: https://forum.audiogames.net/post/577694/#p577694




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Re: Sounds of Eden!

2020-08-17 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Sounds of Eden!

Hi,I just brought this on IOS yesterday. Again, I really like the concept, there’s some really nice sounds in their and it creates a really nice soundscape. I think like others have said a strategy element/game mode would be nice too. In the app description you call it a ‘meditative audio experience’, and I think it works really well as that, it’s a great concept and maybe the first  app/program  of its kind. I think like music fairy said it would be a shame to lose the purely audio experience of the current version since it’s such a unique concept. However, I think maybe adding an additional alternative game mode  as well which has the same feel but with the strategy element too, would work really well and would then appeal to people more gaming orientated as well as those looking for just the meditative audio experience . Again, I really like what you’ve created and the current app,  I do also like the strategy concept you originally had planned for the game too, so if there is a way to get the best of both worlds that would be great to see. As ever great work guys, with everything you produce it makes me more excited about the audio treat we can expect from pitch black when it is released.            Paul Lemm

URL: https://forum.audiogames.net/post/562218/#p562218




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

2020-05-27 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@dragons, as ever a huge thanks for your continued support, I’m really pleased we were able to offer a public release to everyone, its been great to see so many people such as yourself creating projects and having fun with Sable.@Pates, good suggestions, a couple of others have requested similar. I really like the battle music suggestion and it may be something I try and play around with at some point in the future. regarding enemy battle cries at the start of battle, it’s something we’ve discussed here at ebon Sky Studios in the past, the issue is trying to implement it so it  doesn’t end up sounding clunky. I think its fine if you’ve got say 4 wolves, but if you have 4 completely different enemies  you can’t really have them all play at the same time as it sounds messy, if you have them each separated out so they play individually then it would really drag out the start of a battle, which might get annoying after a while. It’s probably something I’ll have a play around with and if I can come up with an elegant solution which sounds good it’s something we might still see. Regarding your context menu request, I went back over some of the key constants for BGT, I must have just overlooked it before, but there is a key constant for the applications key, so I have changed this in Sable.  So in the final release of Sable you’ll be pleased to know the context menu is now assigned to the applications key. With only a few days left of the public alpha and this being such a small change, it’s probably not worth putting out an update for just this. However, if you are having problems with the right alt key still, drop me an email to i...@ebonskystudios.com and I’ll send you an amended version of Sable which uses the application key. Probably not worth Paul Lemm

URL: https://forum.audiogames.net/post/533961/#p533961




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

2020-05-27 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@ömer, An option to assign an opening battle sound  to enemy bands is a really good idea. it would work really well for fixed bands where you know which enemies are going to be in which band. I think the only problem with this would be for non-fixed bands, where the enemies which appear in the band are completely random. I’ve created bands with 5 or 6 different enemies in the band, and sable will pick at random from that band. For example, there might be bats, wolves, orc’s, rats , dragons and goblins  set in that band, sable will then pick a selection each time I encounter that band, so I could possibly end up fighting 4 cave bats, or 2 wolves and a dragon, and I think it would be more difficult to select a set sound set for more random  enemy bands like these. I like the suggestion for fixed bands though, and if you have other ideas for the more random bands I’d be really interested in those as I think it would be a good feature to add@Threeblacknoises. Pleased  to hear you got your internet all up and running. I completely forgot, but the other day you asked about either creating enemies that didn’t miss, or weapons which couldn’t miss, sorry I can’t remember which it was. I said I’d come back to you on that, but I’ve been so busy I just totally forgot, sorry for that. The easiest  way to do this is increase  weapon or enemies accuracy. It’s somewhat over kill, but you could increase it to twenty and it would pretty much always hit , well unless you came across something pretty nasty hahaha. The other thing you could do with weapons is drop the critical hit chance. Again, its total over kill but you could drop the critical chance to 2 (it’s based on a dice roll, so you’d have  to be pretty unlucky to get a 1 out of  a d20, especially since that will include stat modifiers too) this would mean it would crit each time, therefore also hit each time too. hope both suggestions help.as for your suggestions.1.    The create new map option is a good idea.2.    Sized event triggers, This is a good idea. I’ve gotten around this in my own maps by creating  auto sized transitions, so when a player stands on any part of the sized transition it fires the cut scene. since I don’t actually want it to work like a sized transition, I’ve just added no sounds and set it to locked so the player can’t use it, once I’ve placed it I’ve just deleted the exit. What I’d like to do as a more long term solution is add the ability to size trigger objects which would be a  much more straight forward way of doing this, but I thought I’d mention it as a temporary work around solution.3.    The ability to reassign where doors point to might be more tricky, since they specifically work in set pairs. One alternative to this is to instead of using doors, possibly use fast travel points, or trigger objects which use the move to location?Regarding your bugs:1The wall thing is more of a design feature rather than a bug. Basically when you first lay a wall tile it starts in a deactivated state, this way it is possible to walk through it, as otherwise you would get stuck in it as you moved, it also reads the name of the collision/wall tile or its label, so even though you can walk through it you know what it is. For example if you were making a table and it placed actual impassable collision tiles you  wouldn’t be able to go back on yourself if you missed creating part of the table in  the middle. I think the confusing thing  here is that since you normally walk around your map with walls activated, pressing the wall toggle first deactivates your walls then you need to press it again to activate walls and have your newly created collision tiles become impassable2.with the intro thing, the looping definitely shouldn’t happen when it fades I’ll look into that.  Regarding your text and music bug, just to clarify are you  saying the music stops whilst the text is still speaking  or that the music doesn’t stop when the text stops, or have I completely miss understood  what you meant @Bryan P, pleased to hear you are looking forward to Crimson EclipsePaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/534073/#p534073




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

2020-05-27 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@ömer, An option to assign an opening battle sound  to enemy bands is a really good idea. it would work really well for fixed bands where you know which enemies are going to be in which band. I think the only problem with this would be for non-fixed bands, where the enemies which appear in the band are completely random. I’ve created bands with 5 or 6 different enemies in the band, and sable will pick at random from that band. For example, there might be bats, wolves, orc’s, rats , dragons and goblins  set in that band, sable will then pick a selection each time I encounter that band, so I could possibly end up fighting 4 cave bats, or 2 wolves and a dragon, and I think it would be more difficult to select a set sound set for more random  enemy bands like these. I like the suggestion for fixed bands though, and if you have other ideas for the more random bands I’d be really interested in those as I think it would be a good feature to add@Threeblacknoises. Pleased  to hear you got your internet all up and running. I completely forgot, but the other day you asked about either creating enemies that didn’t miss, or weapons which couldn’t miss, sorry I can’t remember which it was. I said I’d come back to you on that, but I’ve been so busy I just totally forgot, sorry for that. The easiest  way to do this is increase  weapon or enemies accuracy. It’s somewhat over kill, but you could increase it to twenty and it would pretty much always hit , well unless you came across something pretty nasty hahaha. The other thing you could do with weapons is drop the critical hit chance. Again, its total over kill but you could drop the critical chance to 2 (it’s based on a dice roll, so you’d have  to be pretty unlucky to get a 1 out of  a d20, especially since that will include stat modifiers too) this would mean it would crit each time, therefore also hit each time too. hope both suggestions help.as for your suggestions.1.    The create new map option is a good idea.2.    Sized event triggers, This is a good idea. I’ve gotten around this in my own maps by creating  auto sized transitions, so when a player stands on any part of the sized transition it fires the cut scene. since I don’t actually want it to work like a sized transition, I’ve just added no sounds and set it to locked so the player can’t use it, once I’ve placed it I’ve just deleted the exit. What I’d like to do as a more long term solution is add the ability to size trigger objects which would be a  much more straight forward way of doing this, but I thought I’d mention it as a temporary work around solution.3.    The ability to reassign where doors point to might be more tricky, since they specifically work in set pairs. One alternative to this is to instead of using doors, possibly use fast travel points, or trigger objects which use the move to location?Regarding your bugs:1The wall thing is more of a design feature rather than a bug. Basically when you first lay a wall tile it starts in a deactivated state, this way it is possible to walk through it, as otherwise you would get stuck in it as you moved, it also reads the name of the collision/wall tile or its label, so even though you can walk through it you know what it is. For example if you were making a table and it placed actual impassable collision tiles you  wouldn’t be able to go back on yourself if you missed creating part of the table in  the middle. I think the confusing thing  here is that since you normally walk around your map with walls activated, pressing the wall toggle first deactivates your walls then you need to press it again to activate walls and have your newly created collision tiles become impassable2.with the intro thing, the looping definitely shouldn’t happen when it fades I’ll look into that.  Regarding your text and music bug, just to clarify are you  saying the music stops whilst the text is still speaking  or that the music doesn’t stop when the text stops, or have I completely miss understood  what you meant Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/534073/#p534073




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

2020-05-28 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,As ever I’ll answer the questions which have come in below:@threeblacknoises, I see what you mean about intros now, so in Sable I coded it so that the intro clip would play out to the end of the clip  like a cutscene where you would want it to run until the end, so that if you have text you choose to run at the same time it won’t finish when the text does. I could see where this would be handy though if you wanted say a music track whilst text is spoken and then the music to end once the text was. Finished speaking.@Bryan P, as others have mentioned  Sable allows you to add text with cut scenes an with event triggers, the first option in an event trigger allows you to have a cut scene, select this, then the second option allows you to specify tts text to be spoken which you can set to happen during the cut scene or after. Also when setting map intros there is a similar set of options.@ömer, the issue with your suggestion, is even in a band with only dragons and wolves if it is a non-fixed band sable picks the enemies at random, so even though there is only two enemies sable could still pick at random  so it was maybe just three wolves or three dragons rather than a mixture. So you wouldn’t be able to assign a specific  sound like that to random bands of enemies@Flame alchemist, yes you can, just use collision tiles (number 2 on the number row), these are used as wall tiles , so just place them down to create your walls and therefore rooms, toggle walls on (w key) to activate the walls to make them impassable @pates, although I’ve played manimun 1, I haven’t had any spare time with coding sable to try manamun2, but I do mean to at some stage , when I do I’ll check out enemy cries at the start of battles. As for teleporters,  this can already be done, you could use a standard transition for a teleporter or fast travel points, either would work and could be used to teleport you from one place to another.@defender,, the plan isn’t to convert Sable, but if it is successful completely re write Sable in a different language, the advantages of this, in fact the advantage of any prototype is that you can build it, find out what people like and what they didn’t like, see what works well and what doesn’t, then when you come to create the second version you have learnt from all the pitfalls  of the prototype and can improve on many elements of the prototype, new requested features can be coded in from the ground up rather than trying to jimmy them into already existing code, which gets messy. In fact I think lots of developers will tell you they actually spend more time trying to fix old code and work in new features to older code that was never designed for it , that in fact come the end it probably would have been quicker, easier and with a better end result to just start the project from scratch. I do appreciate that BGT has limitations, but you said that most of the features requested in this topic couldn’t be done in BGT, although like I said I completely appreciate that BGT has limits, but off the top of my head I can’t think of a single suggestion which has come in that couldn’t be  implemented in the prototype BGT version of Sable if I had the time to put them in. I’m not trying to be difficult, but genuinely interested out of the feature requests which have come in which ones you think couldn’t be done using BGT? I think most features which have come in have been fairly straight forward concepts, which again if I had an infinite amount of time could code in, , but the prototype of Sable would never get complete if I tried to implement everything, so many suggestions will have to wait for a second generation of Sable, which is all dependant on the success of this first prototype version. the more I think about feature request which have come in and look over my notes of requests, out of all the suggestions which have come in, I think the only one out of tons and tons of suggestions  which couldn’t be done is adding reverb to sound directly in Sable, but as mentioned to my reply to that post it would be a some what redundant  feature in an engine like this since you could add sound affects directly in one of the many free sound editing tools available, adding features like sound affects into sable turns it into more of a sound editing tool , which would take huge amounts of time to do, detracting  from adding in game creation features  and would ultimately never offer as many features as a direct sound editing tool could, so would therefore offer a diminishing return on the amount of work required to implement such a feature over the effectiveness of such a feature.dependant on this first version of Sable. I think out of the suggestions which have come in the only one I couldn’t code is someone wanted me to code in reverb settings into sable which I Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: 

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

2020-05-25 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Morning everyone,sadly we are now into the last week of Sable, Hopefully everyone’s enjoyed their time using Sable, it’s been great to receive so much positive support  and see so much enthusiasm towards the project. I’m sure you all know, but Just as a friendly reminder to everyone Sable and all projects created in Sable will expire and cease to work after this Sunday (31st May 2020). So if you made something you are really proud of, it might be worth making a recording of your project, so you have something to look back on. Don’t forget too, if you have made a recording of your project, consider uploading it to the Sable competition topic, the winner will get a place on our private testing team, the private testers will have a couple of extra weeks access to Sable whilst I work through all the bugs reported over the past three weeks. So basically it means the person with the best  recording gets a couple of extra weeks with Sable. I’ll put the link to the competition below, post one in that topic has full details about the competition  such as closing dates for submissions etc, under that link I’ll answer the questions which have come in:Sable competition  topic:https://forum.audiogames.net/topic/3451 … challenge/Answers to questions:@threeblacknoises, again sorry about the internet issues, pleased its working now, but do just reach out by email if the problem persists. Thanks for letting me know about the bug with the G key, I’ll add that to my list of bugs to look into, it just may not be clearing the jaws key hook when it exits, but I’ll look into that.@ pates, we actually use the applications key here in the UK for the context menu too, as far as I’m aware though BGT doesn’t support the use of the applications key, if anyone knows different to that and a way of using the applications key in BGT please let me know.  as for a work around for the moment though pates, is this for copying and pasting in edit boxes? If so you can use the conventional windows keys for ‘cut, copy and paste (so ctrl and either C, X or V)@Greg Steel, oddly with that sound bug, despite me using Sable for over three years I’d never even noticed it until someone pointed it out to me hahaha@threeblacknoises regarding your Status affects question, its not really a bug, more a remnant of the old ability system before I overhauled it a month or two back. before status affects were hard coded in as either on equip or on hit, which is restrictive as far as creativity goes. At present, when you create a status affect and it brings up a list of the different types each one lists its name plus whether it is an on hit or on equip status affect. My goal is to allow pretty much all on hit status affects to also be used as  on equip status affects, I added in the code for this, but just didn’t have time to fully test it before the alpha release, so to prevent people having issues with something I didn’t quite have enough time to test I left the new code out, so on hit affects  can only at present be used in on hit slots and on equip can only be used in on equip slots. Again though this is something I would like to change before the official release to give craters more power over their own creations, so its at present just a restriction of the Alpha build@Matt, pleased to hear you have enjoyed what you have seen of Sable so far. Regarding class’s this is an area we would like to add more options and customisation for the end user, at present there are only four class’s which are all hard coded in, but this is just a restriction of Sable only being in the Alpha stage of development. Regarding BGT, As dragons mentioned this  current Sable build is a prototype. BGT was the easiest,  simplest and quickest way of producing a prototype like this so we could see how successful it was. The  current prototype will be the first version of Sable which will be released as a full official product, this will happen after our first title Crimson Eclipse.  If the sable prototype is successful enough we would like to create a generation 2  version of Sable in another language. But that is presently a long way off and again really all depends on the success  of this prototype, I want to avoid discussing future plans, since they are so far off at present and keep the focus on the current prototype build of Sable. Sure BGT has lots of limitations and issues, but I think Sable also demonstrates that if you use a tool well, despite its limitations you can still produce   a well written and solid program, but by the same token I also do recognise its limits. I really want however to avoid this topic turning into a BGT discussion, so hopefully we can keep on topic and keep the conversations here all about sable, and all that can currently be done using our present set of tools, rather than making this about BGTPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: 

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

2020-05-25 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Sorry for the late reply, I had a  bit of a nightmare with my washing machine today, turns out me attempting to fix said problem since I know nothing about washing machines and can’t see what I was doing was probably a huge mistake hahaha. I’m literally paying the price now as have had to order a new one, turns out I should stick to coding and avoid plumbing in future!  Someone has reported a bug in my last update, if entering  play game mode and instead of selecting create new save file you choose to load an existing play game save file, it may not load that save file. this was due to one of the changes I made and some test code I forgot to remove when I sent out the update yesterday. so if anyone’s having problems loading previously saved play game files in their project, just redownload the update, it will show as version 1.9.1, the only change is the bug I just mentioned. The update link is the same as the one I posted yesterday, but I’ll put the link at the bottom of the post if anyone needs it again. below are a few answers to the questions which have come in too:@Bryan P and Omer, I don’t think adding a custom class option will be particularly difficult. I think as a lot of focus has gone into thinking about what is required for our first game Crimson Eclipse, for this there is no need for custom class creation, which is one of the reasons there’s not currently a tool for this in Sable. adding a class tool is one of those things that we should be able to add in fairly easily, since I’ve already coded the class system in a way so that it can be extended and without affecting the current code, so it’s one of those things we can add before release which will add further polish and refinement to Sable. @ Greg Steel, pleased to hear you have finished your project, it’s just gone midnight here now though, so I’ll probably have to wait until tomorrow to check out the recording, looking forward to seeing your project in action in the recording.Sable 1.9.1 update linkhttps://ebonskystudios.com/sable-update/Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/533406/#p533406




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

2020-05-25 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Sorry for the late reply, I had a  bit of a nightmare with my washing machine today, turns out me attempting to fix said problem since I know nothing about washing machines and can’t see what I was doing was probably a huge mistake hahaha. I’m literally paying the price now as have had to order a new one, turns out I should stick to coding and avoid plumbing in future!   Someone has reported a bug in my last update, if entering  play game mode and instead of selecting create new save file you choose to load an existing play game save file, it may not load that save file. this was due to one of the changes I made and some test code I forgot to remove when I sent out the update yesterday. so if anyone’s having problems loading previously saved play game files in their project, just redownload the update, it will show as version 1.9.1, the only change is the bug I just mentioned. The update link is the same as the one I posted yesterday, but I’ll put the link at the bottom of the post if anyone needs it again. below are a few answers to the questions which have come in too:@Bryan P and Omer, I don’t think adding a custom class option will be particularly difficult. I think as a lot of focus has gone into thinking about what is required for our first game Crimson Eclipse, for this there is no need for custom class creation, which is one of the reasons there’s not currently a tool for this in Sable. adding a class tool is one of those things that we should be able to add in fairly easily, since I’ve already coded the class system in a way so that it can be extended and without affecting the current code, so it’s one of those things we can add before release which will add further polish and refinement to Sable. @ Greg Steel, pleased to hear you have finished your project, it’s just gone midnight here now though, so I’ll probably have to wait until tomorrow to check out the recording, looking forward to seeing your project in action in the recording.Sable 1.9.1 update linkhttps://ebonskystudios.com/sable-update/Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/533406/#p533406




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

2020-05-30 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,sorry for the late replies, just been pretty non stop over the past couple of days. I was invited to do a live stream interview  last night from #BlindGamerGeekOut on his YouTube channel, which was good fun, a big thanks to him inviting me on And giving me a chance to talk about Sable. I’ll answer all the questions which have come in below, since my reply to defender regarding business plans and Sable is ridiculously long (I’ve obviously had far too much caffeine today hahaha) I’ve put his reply at the bottom. The link to the interview video is below if anyone wants to check it out, don’t forget to drop the video a like if you do watch it. link below then answers to questions below that:https://www.youtube.com/watch?v=Z_36BMGNCgA@Firence, I actually really like the concept of environmental sounds, which would play at random intervals throughout the battle.@Burak, it was a conscious decision to remove map ambience sounds from a battle, just as the music changes  and the focus becomes less about exploration and more about the fight, sometimes having ambient sounds  can drown out the battle, or feel out of place,  like if you had some really nice relaxing birds chirping away in a tree right next to you, and suddenly some giant dragon attacks your party having the birds there happily chirping away without a care in the world to the huge twenty foot  dragon doesn’t really fit the battle environment and in real life (if dragons were in real life hahaha) the birds would have long since disappeared once they saw the dragon coming. Would be really interested in everyone else’s thoughts though, would others like to hear the map ambience continue to play when a battle starts, maybe just the ambience track but not panning sounds, what are everyone’s thoughts?@dungeon diver thanks for the suggestions, they are good ideas. The monk one could already be done. You could set that ghosts were immune to all except one attack type, let’s say necrotic , you then create an ability the monk learns at a certain level which deals necrotic damage, that way when the monk learns that ability they could cause physical damage to ghosts@pates, teleporting is already possible in Sable, you could use either transitions, sized transitions, fast travel points or the event trigger move player. All of those will give you the ability to transport/teleport a player to a different location on the same map or a different map. Regarding running and jumping, as Bryan P mentioned, this isn’t a very common mechanic in traditional turn based RPGS, occasionally you might want a player to leap over something , but this is fairly  rare. However, With a bit of creative use of sables tools you can create pits to  jump over or swing across. I demonstrate this in one of the most recent videos on our YouTube channel called ‘sable some extra features, part 1 shows how I make it, part two is a play through where you see it in action and the character swings across the pit Indiana jones style with a whip@threeblacknoises, regarding your river query there isn’t at present a tool to allow you to create a panning sound which stretches over a large area. It’s one of the things on my additions list, I’d like to create something similar to sized transitions , but for panning sounds so you could spread one out over a large area. At present though you would just need to  place panning sounds  at various points in your river, you wouldn’t want to have them all right next to each other since it would probably make your river sound more like wild white water rapids   than a gentle flowing river hahaha. Regarding your bug you mentioned, this shouldn’t be happening. If you load a map directly from the load project or load map it will take you to the last place you were when you saved last on that map, if you enter a map from a door on another map it will automatically take you to wherever you placed the exit to that door. Doors in Sable store the location data of their corresponding door and move you to that location when you move there. Can I ask did you maybe have a door in the place you were moved to , but maybe you had deleted the exit to the door? If not if you can email me your project I could take a look@defender,  thanks for your kind words, I’ve worked in  the customer service industry for the past twenty years plus run my own recruitment business which   is an industry very customer focused.  I believe customer service should be at the heart of  any business, the product is always for the customer and its all of you which will be using either our games or engine, so each and everyone’s opinions, thoughts and suggestions are all hugely appreciated and that’s why I take the time to ensure (even if it takes  me a while sometimes hahaha) to answer each and every query which comes in, or ensure each and every issue someone is having is resolved. I’ve even taken the time to skipe 

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

2020-05-30 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,@threeblacknoises, I’ll answer your questions/points below:-pleased you got your river panning sounds working-based on what you have said regarding the door, it will definitely be down to deleting the original exit. When you first place the doors each of them remember the placement location of their corresponding door, if you delete one the old door will still remember the old location of the previous door and take you there everytime still. Although it’s a pain, in the alpha build of Sable there are still some manual requirements, deleting doors is one of those areas, where if you delete one door you need to manually delete its corresponding door. -in your current project the easiest thing would be to just delete the current door that leads to the middle of a wall, replace it with a new door that leads to the correct location.-regarding locking the second door, although this isn’t in the initial door creation tool (again, this is on my list of things to add), you can manually lock the second door, if you stand on the second door, go to the object editor (shift and o) here you can choose to change the locked state of just the second door .-regarding your tree idea, did you know you could label collision tiles? When you go to select the collision tile type if you hold down shift when you select the tile type it will ask if you want to give the collision tile a label, you could choose to name it tree, then when the player walks into the tree it will automatically say  tree. I often use this for creating furniture in buildings, like tables, bars etc. Although I’m impressed with your creative thinking on how you got round this without using labels.@Bryan P, thanks for the positive comments, its really great to see so many people enjoying Sable and seeing the potential an engine like this could offer.Paul Lemm

URL: https://forum.audiogames.net/post/535023/#p535023




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

2020-05-31 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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 

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

2020-05-31 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

@Tonio, I understand your account got hacked, so I’ll ignore this post, although it’s sad to know who ever hacked your account thinks this of Sable, whoever it was , its sadly people like this that ruin the audio games community, forcing developers such as myself to have to put restrictions in place on my software which i really didn't want to have to do. it’s sad to think of the developers we have lost  and the games which were never finished nor ever will thanks to hackers like this. again, this isn’t aimed at Tonio as post 487 says their account was hacked, my comments are to the people which hacked his account if they are reading this to let them know  that their actions  hurt overall progression of the audio games genre  which is already a very small and niche market.  Sorry that’s it, rant over  now Paul Lemm

URL: https://forum.audiogames.net/post/535518/#p535518




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

2020-05-31 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,A big thanks to everyone and there positive comments, I’ve gotten to watch some great videos/recordings of peoples projects now. I recommend people check out some of the recordings posted on the competition topic. I got to watch Scarlets stream earlier (from post 477), this was an epic demonstration of her game, love all the story and back story which has already been built in, and all in under 3 weeks,, this is really impressive and I think a great show of what can be achieved using Sable, I recommend people check out the video (since it’s a stream the game actually starts about 15 minutes into the stream, since she was getting it all set up), this is definitely one of my top three Sable recordings I’ve seen so far. I’ll answer the questions which have come in below:@threeblacknoises, Your game sounds awesome, I’ll be looking forward to sables full release so I can finally get to watch/play it.@dragons, Greg steel  and Simter , thanks for your positive comments, its great to see people have enjoyed getting to play around with Sable, as a developer as mentioned previously I’ve been touched by just how much Sable has meant to some people.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/535519/#p535519




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

2020-05-26 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,I’ll answer the questions which have come in below:@SLJ, really pleased you had a chance to get to play around with Sable and even more pleased to hear you enjoyed it too. thanks for all the great suggestions and comments.@ömer, I’ve seen a few people ask this, I think it’s important to remember that this was never meant to be a public release, it was only meant for private alpha testing, we took the decision to  make the Alpha testing available to all to  try and do our part to help with some of the stress and boredom  caused by the unprecedented corona pandemic and the lock down most of us were facing. This was our way of thanking everyone for their support of the project  so far and also giving everyone a chance to try sable first hand for themselves, even if it was only for three weeks. Sadly it’s not quite as straight forward as just allowing a playable version, there are various issues with this. Its been great that so many people have sent in messages, posts, bug reports and suggestions and been great to see how passionate everyone is about the project, I’ve enjoyed answering all the questions which have come in, looking over peoples projects where they have had difficulties, watching  recordings people have sent me, which again I’ve really enjoyed, but its left me almost no time for actual coding and development. I think if there was a playable version of Sable out after the 31st may, I would continue receiving emails and posts regarding all of the above and this would hugely slow down the development cycle which in turn would mean it would take longer to complete Sable and get a final release of Sable out. Secondly, I think if there was a playable version, people would want updates if they found anything broken /not working in their projects, this would also hugely slow Sables development. Since sable is still only in the Alpha stage of development there may be changes as a result of some of the fantastic suggestions which have come in which would prevent previously created projects working. If there were public versions available I would need to try and code new features around old code to prevent breaking previously created maps, this is not only a clunky way of coding, but would again also hugely slow the development process and as above would push the eventual release date of sable further and further into the future. I appreciate people are only asking for extensions and playable versions due to how much they have enjoyed Sable, and it really is great to see that people are so passionate  about the project, I’ve been touched to see how much the project has meant to some people and how much excitement and enthusiasm towards the project there has been. For anyone wanting a little extra time with sable I would recommend making a recording of their project and posting it to the Sable competition page, as the winner of that will receive a place on our private testing  team which will give them a couple of extra weeks access with Sable.Paul lemm

URL: https://forum.audiogames.net/post/533753/#p533753




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

2020-06-02 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Firstly, again a huge thanks for all the positive and heart felt comments I’ve received both here and privately, I’ve enjoyed coding Sable (even if its been a little stressful at times hahaha), but it’s been fantastic to finally see people having fun and enjoying Sable and getting to see some of those projects in action. I’m truly amazed at what people have created in under three weeks, I believe we have a wealth of talented individuals within the community, all with stories they would love to turn into games, that’s why I built Sable, and its been fantastic  to see that creativity pouring from people and watching them turn those ideas and stories into games. I’ll answer the posts below which  have come in:@Dragons, , it’s a good question, obviously the best place to stay up to date on news and updates is our social media channels (links are in my signature). As for the two topics, I guess using this one for the moment makes sense whilst the competition is running, but after that maybe switching back to the original topic would make more sense, since sable isn’t actually available to download any longer. What are everyone’s thoughts on this?@Johantrm7, thank you so much for your kind words, it really is overwhelming to see how much Sable has meant to some people, your comments are a perfect example of this. I’m pleased you got to create your project with Sable, I enjoyed watching the project unfold as you created it.@Bryan P, I agree it’s a great project, I think a lot of work has gone into each and every project that has been submitted, its really interesting to see everyone’s favourites so far. I think some of my favourites   so far are:-Scarlett’s project (post  477 in this topic), it’s a great storyline,  great use of some of the tools in Sable, I love the effort which has gone into creating not just the main story arch, but a back story too, very impressive for under three weeks.-Johanttrm7 (post  65 on the competition topic), I think the sound design in this project is phenomenal. Although it’s in French, there is an English explanation at the start. I think what impresses me about this one, is even though the game is in French  (which I don’t speak a word of) I could still follow the story due to such great sound design. again great use of Sables tools, there’s even a battle in there with someone chasing you on a motorbike, very impressively done.-Jack (post 91 in the competition), just saw this a few minutes  ago, without a shadow of a doubt the funniest video yet, really made me laugh, great job.There are some other great projects too, I recommend anyone who hasn’t already checked them out heads over to the competition topic to give them a watch, link t the topic is at the bottom of this post.  Again, all the projects submitted were great and a huge thanks to everyone  who took the time to create a recording and kindly share it with the community.https://forum.audiogames.net/topic/3451 … st/page/3/        Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/536139/#p536139




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

2020-06-02 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Firstly, again a huge thanks for all the positive and heart felt comments I’ve received both here and privately, I’ve enjoyed coding Sable (even if its been a little stressful at times hahaha), but it’s been fantastic to finally see people having fun and enjoying Sable and getting to see some of those projects in action. I’m truly amazed at what people have created in under three weeks, I believe we have a wealth of talented individuals within the community, all with stories they would love to turn into games, that’s why I built Sable, and its been fantastic  to see that creativity pouring from people and watching them turn those ideas and stories into games. I’ll answer the posts below which  have come in:@Dragons, , it’s a good question, obviously the best place to stay up to date on news and updates is our social media channels (links are in my signature). As for the two topics, I guess using this one for the moment makes sense whilst the competition is running, but after that maybe switching back to the original topic would make more sense, since sable isn’t actually available to download any longer. What are everyone’s thoughts on this?@Johantrm7, thank you so much for your kind words, it really is overwhelming to see how much Sable has meant to some people, your comments are a perfect example of this. I’m pleased you got to create your project with Sable, I enjoyed watching the project unfold as you created it.@Bryan P, I agree it’s a great project, I think a lot of work has gone into each and every project that has been submitted, its really interesting to see everyone’s favourites so far. I think some of my favourites   so far are:-Scarlett’s project (post  477 in this topic), it’s a great storyline,  great use of some of the tools in Sable, I love the effort which has gone into creating not just the main story arch, but a back story too, very impressive for under three weeks.-Johanttrm7 (post  65 on the competition topic), I think the sound design in this project is phenomenal. Although it’s in French, there is an English explanation at the start. I think what impresses me about this one, is even though the game is in French  (which I don’t speak a word of) I could still follow the story due to such great sound design. again great use of Sables tools, there’s even a battle in there with someone chasing you on a motorbike, very impressively done.-Jack (post 91 in the competition), just saw this a few minutes  ago, without a shadow of a doubt the funniest video yet, really made me laugh, great job.There are some other great projects too, I recommend anyone who hasn’t already checked them out heads over to the competition topic to give them a watch, link to the topic is at the bottom of this post.  Again, all the projects submitted were great and a huge thanks to everyone  who took the time to create a recording and kindly share it with the community.https://forum.audiogames.net/topic/3451 … st/page/3/        Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/536139/#p536139




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

2020-06-02 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi Gamulation,did you send it to the private message system here on the forum or to the i...@ebonskystudeios.com email address, i've checked both and can't see anything there.Paul

URL: https://forum.audiogames.net/post/536154/#p536154




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

2020-06-02 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,this post is purely aimed at the people trying to hack not just mine, but any developers audio games or software. I appreciate that Gameulation removed their post claiming they had broken through my DRM. The question is why people are spending so much time deliberately attempting to hack Sable, or making claims that they have found ways past my DRM. Surely you hackers all realise this kind of behaviour does nothing but harm the audio games community   as a whole and impacts the development of games we all including yourself want to play. Again, this is nothing against Gameulation directly, but I believe a post which states they have broken through my DRM is for nothing but the purpose of attention and is probably not even true, but just an attempt to muddy the name of a new creation. I believe if there was genuine concern regarding security issues that individuals would have reached out to me privately, to say exactly where any issues were that they had apparently found, rather than just posting I’ve gotten round it and creating doubt in peoples mind about my DRM. Anyway, claiming to have broken through my software , even if it was done  with good intentions to identify issues(which again I don’t believe it was since they have not in any way actually attempted to contact me with said issues or how they apparently broke through), but saying you have broken  past my DRM is the same as saying I am a hacker and have deliberately spent time  and effort trying to break through and hack your software, since breaking through DRM is not something anyone accidently stumbles across, it is premeditated and would take deliberate intent to set out to break and hack software. Again, this is not a personal attack on Gameulation, since I do appreciate them removing their post, but this isn’t the only place such comments like this have been made, so this is aimed at anyone thinking about posting or discussing DRM around not just mine, any persons audio games or software, all posts like this are still damaging even if the post is false or removed, it personally annoys me since I’ve spent 3 and  a half years working on this project unpaid, then release it for free for everyone to enjoy then have people spend time trying to work around my security rather than spending time creating their own games and turning their talents into game creations. Again, I’m sorry to rant, but it annoys me as an audio game enthusiast to see people deliberately hacking other people’s software, thanks  to hackers and comments like this we have lost good developers and good games  and is sad to  see in such a small community , we are all blind  or visually impaired gamers, we should be supporting each other rather than spending time and effort  trying to pull down each other’s creations.Paul Lemm

URL: https://forum.audiogames.net/post/536137/#p536137




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

2020-08-11 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,To save duplicate posts, all future posts from myself regarding Sable will be over on the other Sable topic on the forum, which is the main Sable topic called Creating a code free RPG using Sable’ I’ll put a link to the topic below. please put any future posts,/queries or questions over on that other topic, this way people only need to check one sable topic for news and updates, it also means anyone coming here to check for Sable updates will see this post and know  to head over to the other Sable topic for the most up to date news. I posted yesterday a Sable progress update on that other topic which talks about some of the new additions/features I've been adding to Sable over the past couple of months., if you haven’t already seen it head over there to check it out its post  716. Link  to the main Sable topic is below, like I said please put all new posts over there, to ensure they don't get missed.https://forum.audiogames.net/post/560550/#p560550    Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/560557/#p560557




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Re: Sounds of Eden!

2020-08-08 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Sounds of Eden!

Hi,This sounds like a really interesting concept. I think I’ll get more use out of it on my iPhone, so just waiting for the IOS version to drop, as soon as its out though I’ll be buying a copy and trying it out. From what I’ve heard so far in videos though,  great work Pitch black, a nice idea and as with dusk light really nice sounding sounds/soundscapes, looking forward to giving it a tryPaul Lemm

URL: https://forum.audiogames.net/post/559361/#p559361




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

2020-06-10 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,sorry about this, they were working earlier. i'm looking into this now and should have the links back up and working shortly Paul Lemm

URL: https://forum.audiogames.net/post/539725/#p539725




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

2020-06-03 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Morning everyone,At present there still isn’t a way to vote on peoples favourite recordings, since the actual competition topic wasn’t set up by me directly  I don’t think there is any way  for me to set up a poll directly on that topic. I’ve sent Jaydon of the Caribbean (who set up the topic) a PM, but have not heard back, but I also haven’t seen him on the forum for a while though either, obviously I hope he’s doing ok, but he may just be busy  or unable to access the forum, I did see in one of his earlier posts that he was having PC issues, so it may just be that. If I don’t hear back from him by later today , so people can start voting on their favourite recordings I’ll copy the links to all the videos and add them into this topic , that way I’ll be able to set up a poll so people can start voting on their favourites. With a bit of luck we can still get the poll set up directly in the competition topic, but if not it will at least give us a way of voting, Hope this is ok with everyone. I agree with all the previous comments about the quality of the recordings, there’s been a lot of  hard work and effort put into the submitted recordings, it’s truly impressive to see what people have managed to create in under 3 weeks, great work to you all. Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/536571/#p536571




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

2020-06-05 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi,Sorry everyone, I’ve been away  for the afternoon, so only just seen the issues with the link. Huge thanks to jack for sorting this  and getting out a working link. Again, happy voting everyone , for anyone who hasn't voted yet the link is below:https://docs.google.com/forms/d/e/1FAIp … Q/viewformPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/537844/#p537844




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

2020-06-08 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Just a reminder that today is the last day to vote on your favourite recording, so if you haven’t already voted  the link is below where you can pick which recording was your personal favourite:https://docs.google.com/forms/d/e/1FAIp … Q/viewformPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/538728/#p538728




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

2020-06-09 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,So the votes are in, they have been counted and verified and we have our competition winners. The winners are*Drum roll for dramatic effect please* 1st place Scarlett with her Beyond the ice recording, great work scarlet, a great recording . 2nd Place Omer with Road to unknown, again another great recording. I also promised a third place too, however it was actually a tie between four different recordings for third place. After much deliberation, I decided since we already have our 1st place and second place, well done scarlet and ömer, I would reopen voting to decide third place. There is a new form below with just the four people who all tied for third place.  this means even if you have already voted you can vote again and this is to decide third place only, it will not affect Scarlet and ömer who already have first and second place. the four people all tied for  third place are below followed  by the new voting link below that:1.    The Last Crusade, created by Garrett Brown (affectionately known as DanGerohttp://blindbridges.org/tlc.mp32. Hanry's game (now with full English translation) , created by johanntrm7http://blindbridges.org/Johann.mp33. Dangerous Magic, created by GatitoLindo.First Demo:http://blindbridges.org/dmdemo.mp3Second Demo:http://blindbridges.org/dmdemo2.mp34. Ebon Sky Saga, (parody) created by Jack Falejczykhttp://blindbridges.org/Ebon%20Sky%20Saga.mp3New voting link below, closing date  for votes 10th June 23:59EST:https://docs.google.com/forms/d/e/1FAIp … Q/viewformPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/539150/#p539150




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

2020-06-09 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,So the votes are in, they have been counted and verified and we have our competition winners. The winners are*Drum roll for dramatic effect please* 1st place Scarlett with her Beyond the ice recording, great work scarlet, a great recording . 2nd Place Omer with Road to unknown, again another great recording. I also promised a third place too, however it was actually a tie between four different recordings for third place. After much deliberation, I decided since we already have our 1st place and second place, well done scarlet and ömer, I would reopen voting to decide third place. There is a new form below with just the four people who all tied for third place.  this means even if you have already voted you can vote again and this is to decide third place only, it will not affect Scarlet and ömer who already have first and second place. the four people all tied for  third place are below followed  by the new voting link below that:1.    The Last Crusade, created by Garrett Brown (affectionately known as DanGerohttp://blindbridges.org/tlc.mp32. Hanry's game (now with full English translation) , created by johanntrm72.    http://blindbridges.org/Johann.mp33. Dangerous Magic, created by GatitoLindo.First Demo:http://blindbridges.org/dmdemo.mp3Second Demo:http://blindbridges.org/dmdemo2.mp34. Ebon Sky Saga, (parody) created by Jack Falejczykhttp://blindbridges.org/Ebon%20Sky%20Saga.mp3New voting link below, closing date  for votes 10th June 23:59EST:https://docs.google.com/forms/d/e/1FAIp … Q/viewformPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/539150/#p539150




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

2020-06-05 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,So voting is here! below is a link where everyone can cast their vote on their favourite recording. I want to say a huge thanks to Jack for helping to set up the voting form. Happy voting everyone, I look forward to seeing which recordings are everyone’s personal favourites!https://docs.google.com/forms/d/e/1FAIp … sp=sf_linkPaul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/537615/#p537615




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

2020-06-11 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Morning everyone,We have the results for the third place of the competition, so once again drumroll for yet more suspense  but we have a very clear and obvious winner , with a land slide victory and securing most of the votes which came in we have Johan with is recording of his project Henry’s Story! As mentioned previously this is a personal favourite of mine , the work that has gone into this project is incredible for a project which only took three weeks, I even enjoyed it when it was only in French, but love it even more now it has full English translation. I couldn’t mention this before as didn’t want to sway the voting, but if I understand it correctly Johan has created different ways of escaping the mansion , the climbing out onto the roof and jumping off the building into the pool was just one  method, but  there are I believe  other possibilities for exiting which lead to different outcomes. Not only do I like the current game and everything he produced in the three weeks, but love this concept of having possible different ways of escaping leading to different outcomes” too. So to clarify the winners which will be added to the private Ebon Sky Studios private testing team and receive extended access to Sable until the end of the month are:1.Scarlett with her Amazing Beyond the ice recording, I love the story we have already seen in this, a truly fantastic projecthttps://youtu.be/CGQpl9qYKfY2Omer with his Zombie apocalypse game ‘Road to Unknown’https://www.youtube.com/watch?v=RW9Y1WvCTc0=521s3.Johan with henry’s story (now with full English translationhttp://blindbridges.org/Johann.mp3We have our top three recordings, as voted for  by the community, but I want to also take this oppurtunity to thank each and every person who sent in a recording. learning to use a completely new engine to create a game in under three weeks  is no small feat, so a huge well done to you all, I fully appreciate all the hard work which has to go into world building, storyline , sound design and more in creating a game,  so from me and the rest of the team here at Ebon Sky Studios a huge thanks to you all for sharing your recordings with the community, also a huge thanks to everyone who downloaded Sable and for all the positive comments, support and the enthusiasm we’ve seen towards the project,, its amazing to have such a great following of support and we look forward once Sable is released to seeing even more fantastic projects you all create with Sable.Paul LemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/539924/#p539924




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

2020-06-02 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


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

Hi everyone,Just to let everyone know, I have now spoken directly with Gameulation and confirmed he has not hacked my DRM, he merely believed that changing his system clock would allow access, Sadly this is something I have heard others suggesting, but it will most definitely not grant access to Sable. I even asked Gameulation  to check, just to confirm that this does not work, which he tried and confirmed does not. Please in future can we avoid any talk of DRM in either this topic or others, here in this forum or also out of the forum for any developer  and their software or games, even misinformation like this can be harmful to a developer and in turn have a negative impact on the wider audio gaming community.  I thank Gameulation for reaching out to me so we could resolve the issue which is now all sorted, I don’t believe he meant any harm and all is now sorted, but please in future to avoid potential issues  like this, please everyone always feel you can contact me directly if you ever have concerns or need to speak to me privately, I can always be reached at i...@ebonskystudios.com. hopefully everyone’s seen in this topic and others that I am an open person always willing to take queries and questions from the community or answer concerns people might have. Hopefully this is the last post on DRM and we can get back to talking about game creation and Sable, which is a much more interesting topic, I just thought it worth clearing the air and saying all is now sorted.Paul Lemm

URL: https://forum.audiogames.net/post/536306/#p536306




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Re: Pitch Black: A Detective's Demise

2020-11-08 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Pitch Black: A Detective's Demise

Hi Purple Jam,Brought the game Friday, but only just had a chance to actually give it ago. As suspected the sounds and soundscapes of the game are superb, I really like the world and its general feel and ambience. Some great voice acting too, I thought the voice of the detective is really good and fits the story/character well, I also liked how the detective reads the credits, some of his comments made me laugh. I know its only a background sound/voice, but I do like the billboard style adverts which play in parts of the world, the person does a brilliant advertising style voice for them which seems to just fit really well, I know you had similar background things going on in the demo of the main game too and I think little things like this really add a nice little touch to the feel and emersion of the game world. Although I definitely enjoyed walking around the game and taking in the fantastic binaural sounds, it’s also good to read you are also looking at  ways of increasing the length of  future games and adding more complex mechanics into them too, hopefully that will add mor interaction within the game world which will further increase emersion and game play. I do have two questions:  Firstly, would you consider adding controller support to the PC version?  I know it’s a personal preference, but I find it more emersive and fluid when playing via a controller. Secondly, I remember reading somewhere earlier in the thread this is only the first episode in the detectives demise story/series, is that the case? And if so do you have an idea how many episodes there may be in the full detectives demise series? As ever thanks for all the hard work you put into the project, looking forward to any future episodes and obviously the main pitch black game too!Paul Lemm

URL: https://forum.audiogames.net/post/587708/#p587708




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Re: Pitch Black: A Detective's Demise

2020-10-28 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Pitch Black: A Detective's Demise

Hi,Very excited the game is due to be released in just over a week now, I’ve been looking forward to this one for ages. Watched the recent video, its really great to see you guys looking at new ideas and innovations for both this game, other episodes in the series and of course the main game Pitch black too, I’ll be buying this as soon as it drops next Friday, just not sure yet whether I’ll get it on iPhone or PC. regardless of the platform I choose to buy it on, after seeing the rich detailed soundscapes in the video, I’m really looking forward to the audio treat and getting to play the game. Paul Lemm

URL: https://forum.audiogames.net/post/584266/#p584266




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Re: Pitch Black: The 'AAA' Audio Game

2020-10-29 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Pitch Black: The 'AAA' Audio Game

Hi,Thanks for the video, was really interesting to get an insight into your processes, methods of working and to hear a little bit about the behind the scenes techniques being used. The templates procedure  sounds like a good working practise to help future development. Really looking forward to playing A detectives Demise when it is released next week and seeing some of the sound/mixer stuff talked about in the video actually in action in the game. Thanks for an interesting and informative video.Paul Lemm

URL: https://forum.audiogames.net/post/584501/#p584501




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Re: Hell Hunter - Anti-Nomen demo release

2021-01-29 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Hell Hunter - Anti-Nomen demo release

Hi,A lot of people are saying they won’t try this because they didn’t like blind quest. I could be wrong, but I don’t believe this developer is anything to do with blind quest. They said in their first post that this is their first audio game, plus the website audio game store is a place where any developer can post there game, so just because a game is on that site doesn’t mean it’s from the people that made Blind quest. Again, I could be totally wrong here and haven’t actually tried this demo yet, but to Tenkarider, if it wasn’t yourself  who wrote the game called blind quest it might be worth confirming you  weren’t anything to do with that game to stop people comparing your game to blind quest.Paul Lemm

URL: https://forum.audiogames.net/post/610936/#p610936




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Re: Black mirror, bandersnatch, a netflix interactive movie.

2021-02-25 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Black mirror, bandersnatch, a netflix interactive movie.

@targor, yeah that was the reason I avoided giving the specific name of the episode, as I think if you hear an episode isn’t great you go into it with a lot of preconceptions and then end up not really getting the most out of the episode.  I’ll drop you a PM with the episode name@ RTT entertainment, if you haven’t already checked it out, the YouTube link I put in post 9 is definitely worth a watch, the guy does an explanation video of each Black Mirror episode, like I said he often picks up on fine detail which can be overlooked, along with some visual easter eggs or specific  visual details which aren’t always mentioned by audio description, he also just has a pretty good take on the general point each episode and its producers are trying to make. He does a video for each black mirror episode (or almost all of the episodes), but only watch his videos for the episodes you’ve already watched since there’s loads of spoilers, but often he picked up on really fine details or points I’d overlooked  which end up making the episode even more thought provoking, or disturbing in some cases! Paul Lemm

URL: https://forum.audiogames.net/post/618187/#p618187




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Re: Black mirror, bandersnatch, a netflix interactive movie.

2021-02-25 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Black mirror, bandersnatch, a netflix interactive movie.

@ RTT entertainment, I don’t want to take this off topic and turn it into a Sable conversation, but I would love to see someone come up with a black Mirror styled story and turn that into an RPG using Sable, that would be pretty awesome. As for your screen reader episode, I don’t think it would ever be dark enough a plot line to make into a Black Mirror episode. However, I don’t think you’ll have seen it in any of the episodes you’ve watched so far, but there is a bit of tech which pops up in various different forms  in different episodes  throughout Black Mirror called a cookie, I won’t spoil anything and say what it is or does, but I could potentially see how something like that might possibly be used to replace a screen reader for people living in the Black mirror universe .

URL: https://forum.audiogames.net/post/618211/#p618211




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Re: Black mirror, bandersnatch, a netflix interactive movie.

2021-02-24 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Black mirror, bandersnatch, a netflix interactive movie.

Hi,@ Julian, yes the full series can be found on Netflix, that’s where I watched them all. although I think it started out as a channel four production, Netflix brought the rights to the series,  I think from  season 3 or four, but they brought the rights to the whole thing, so Netflix have all the seasons from 1 up to whatever the most recent season is. As for disturbing, yes there are definitely a  few episodes which make you question the moral dilemma of some of the tech being used, or the people using the tech, but again I think that’s one of the things that makes the show so interesting, in that some of this technology is actually being worked on in the real world, and some of that tech definitely opens up a huge ton of potential misuse or very morally grey areas as to how said technology could be used.paul lemm

URL: https://forum.audiogames.net/post/617991/#p617991




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Re: Black mirror, bandersnatch, a netflix interactive movie.

2021-02-24 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Black mirror, bandersnatch, a netflix interactive movie.

Hi,I second what Targor  said, in that black Mirror is a great series and definitely worth a watch. As previously mentioned its pretty thought provoking, its got a nice dark touch to a lot of the episodes too and a lot of the episodes focus on technology  (and often its darker uses!), some of its tech we already have , other episodes are often based around tech that could potentially be here in the not so very distant  future. Although I liked the concept of Bandersnatch with its interactive choices, but I do think there are stronger episodes. I think my favourite personal top three episodes in the series  are: 1. USS Callister, 2. White Christmas, 3. Black museum. For any black mirror fans, I’d really recommend checking out the YouTube channel below, the guy does a short ‘Black mirror  explained ‘ video for each of the black mirror episodes, they are obviously full of spoilers, but he has a great take on each episode and often picks up on small details that can easily be missed,  which can make them even more interesting and thought provoking. Anyway, for anyone interested his channel is below and the link goes straight to his ‘black mirror episodes explained’ playlist, I think all of the videos are under ten minutes long, so they are nice and short too, definitely wouldn’t recommend watching them if you haven’t seen black Mirror yet as they really are full of spoilers.https://www.youtube.com/playlist?list=P … poNYqYp0CLPaul Lemm

URL: https://forum.audiogames.net/post/617972/#p617972




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Re: Black mirror, bandersnatch, a netflix interactive movie.

2021-02-24 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Black mirror, bandersnatch, a netflix interactive movie.

Hi,@targor, some great episodes in your favourites. If I’d have listed my top 5 San Junipero would have definitely been number 4 (I think hang the DJ would have been number 5). White bears an interesting episode, , at first when I first started watching it I didn’t know what to make of it and  wasn’t overly struck by it, but as the episode goes on and everything starts to make sense, it becomes a very cleverly done episode  with a great ending, although not in my top five its definitely in there as one of my top episodes .@Julian, that’s the kind of disturbing I meant too hahaha. there are a couple of episodes in particular where what they do with technology , and how they put it to use is definitely enough to give nightmares , I think all of my previous top three have an element of that really dark use of tech and show it being really badly abused in the wrong hands. One of the interesting things with the series is each episode is independent of each other, with a different storyline and different actors and different settings in each episode, which actually put me off watching it to start with, but actually ended up being one of the things I really enjoyed about the show. to highlight this fact, when I first started watching it for some reason Netflix started me on episode 1 of season 4 and I had no idea I’d skipped three whole seasons  hahaha (luckily that particular episode turned out to me my favourite  episode in the whole show, USS Callister which is a very star trek styled episode, but with a very dark twist to itPaul Lemm

URL: https://forum.audiogames.net/post/618022/#p618022




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Re: Update to Hell Hunter - Anti-Nomen demo

2021-03-04 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Update to Hell Hunter - Anti-Nomen demo

Hi,I haven’t tried it yet, but it seems like you’ve put a lot of work into the update and taken onboard a lot of the feedback from the original demo.  I didn’t manage to get round to playing the first demo, but with all the amendments you’ve made as soon as I have some time free I’ll be giving the updated demo ago. Thanks for putting in the time to make all the updates/amendments.Paul

URL: https://forum.audiogames.net/post/620032/#p620032




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Re: Golden Crayon, a new building game!

2021-03-06 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Golden Crayon, a new building game!

Hi,I personally don’t think a caution is heavy handed in this situation, sure if it had been any more than a caution then in that case it would have been overly heavy handed. Even if the poster didn’t intend to  mock the developer, the fact stands that this is a post about the launch of a new game, if this turns out to be a hugely popular game and a topic with tons of posts each time someone new checks out the topic they’ve first got to go through ten or so posts about popcorn, lawnmowers etc. Even if it wasn’t intentional  post 2 encouraged others to post similar things which derailed the topic. As a developer  I’d be annoyed if after spending hundreds (or thousands  of hours in some cases) coding something and releasing it, only for most of the first page of comments to not be about the actual game, in fact I think to date there are probably more comments in the topic about drama than about the game, that’s pretty harsh on the developer, especially since I believe this is also a free game. although I appreciate existing forum members may have seen previous topics about this developer devolve into drama, however new members just joining, or members which join in the future may not  be aware of this, then when they come across this topic the first ten posts paint the developer and his or her topics in a bad light and maybe unintentionally it can give people a preconceived image of the developer and might put people off trying the game or their other games.  honestly, I think at this stage we should all just try and focus on the game itself, let’s not make this a topic about previous drama’s or whether people disagree with handing out cautions. I haven’t tried the game myself yet, but I’m actually really intrigued by the idea/concept so as soon as I get a little time free I’ll be looking forward to checking it out, also really looking forward to seeing others thoughts on the game, the comments I’ve seen so far seem really positive.  Would be interested to know since this is a BGT project what they are using to get 3d sound in BGT and will be interested to see how well this works in there game. thumbs up to the developer for an interesting idea and like I said looking forward to trying it outPaul Lemm

URL: https://forum.audiogames.net/post/620388/#p620388




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Re: Black mirror, bandersnatch, a netflix interactive movie.

2021-02-25 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Black mirror, bandersnatch, a netflix interactive movie.

Hi@RTT entertainment, pleased to hear you are enjoying the series  so much, definitely don’t skip the USS Callister episode, it’s a great episode and personally my favourite episode of the series. This isn’t a spoiler, since you find this out within the first couple of minutes of the episode but the opening scene is just someone playing a star trek styled virtual reality game. Like Targor said, season 5 is generally considered the weakest of the 5  seasons, so if you enjoyed that you’ll love all the other series. Let me know what you think of the USS Callister episode once you finish it.Paul Lemm

URL: https://forum.audiogames.net/post/618169/#p618169




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Re: Black mirror, bandersnatch, a netflix interactive movie.

2021-02-25 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Black mirror, bandersnatch, a netflix interactive movie.

Hi,Pleased you watch the episode, sorry you didn’t enjoy it quite as much as myself. I think with Black Mirror, even more than other TV shows  people often have really differing  opinions on which episodes were their favourites and which they didn’t enjoy quite as much.  Me and a good friend usually have a pretty similar taste in TV shows/films, yet  his favourite episode I thought was probably one of the weakest of the episodes I watched. Anyway, enjoy the rest of the show. you’ll have to let us know your own top 5 once you’ve watched them all.Paul Lemm

URL: https://forum.audiogames.net/post/618173/#p618173




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Re: Black mirror, bandersnatch, a netflix interactive movie.

2021-02-26 Thread AudioGames . net ForumNew releases room : lemm via Audiogames-reflector


  


Re: Black mirror, bandersnatch, a netflix interactive movie.

@ RTT entertainment, in Netflix there is an option to add shows you like to  a feature they call ‘my List’. I believe that Netflix send notifications to you about any shows you have in  your ‘My list’@Targor, love the dark take on how a screen reader  episode might look.

URL: https://forum.audiogames.net/post/618459/#p618459




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