Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-02-06 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi Everyone,We’ve just uploaded a new video for you all, thanks to the previous poster for putting up the link (you beat me to it hahaha). Sorry it’s been a little quiet from us recently, the whole teams been nonstop busy working away . I’ve been busily adding the last couple of features to Sable and the Sable prototype is now finally feature complete. I’ve been keen to finish the work I’m doing on Sable so we can move into the next phase, take Sable from pre alpha into alpha and start some external QA testing on Sable, we’re almost at that stage, not quite yet but there is some info about this at the end of the video  and as soon as we do start looking for those testers we’ll be sure to post the invite out here and on our social media pages. Anyway, back to the latest video, it shows off some previously unseen features and some new features too. The video is a little longer than usual , as it shows off quite a few bits. Its planned to be a two part video, this is part one, I’ll record and get out part 2 in the next  couple of weeks which will be a play  through of everything created in this video. Link to the video for anyone who hasn’t already got it is below:https://www.youtube.com/watch?v=CktNdGcV86AHope you all enjoy this latest  video, I had fun making it and look forward to doing the playthrough of everything created in the video.PaulLemmEbon Sky Studiosemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/499011/#p499011




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-02-06 Thread AudioGames . net Forum — General Game Discussion : toto via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

hellook is news from Ebons Sky Studios"Hi folks,Here's the video Paul had promised, showing off a few more of Sable's features.https://www.youtube.com/watch?v=CktNdGcV86A

URL: https://forum.audiogames.net/post/498991/#p498991




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-02-05 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

If there were any news, then I'm sure you would have heard about it. 

URL: https://forum.audiogames.net/post/498800/#p498800




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-02-05 Thread AudioGames . net Forum — General Game Discussion : toto via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

helloi m copy original message from Ebon Sky Studios"Hi Everyone, it’s Paul From Ebon Sky Studios. I was hoping to get a video out before the end of the month to show off a few new features. However, I’ve been non stop all week with Sable and haven’t had a chance to work on the video yet. I just wanted to let you all know i definitly havne’t forgotten. I still intend to get a video done and hope to get it posted here in the next few days"

URL: https://forum.audiogames.net/post/498749/#p498749




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-02-04 Thread AudioGames . net Forum — General Game Discussion : rory-games via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

yeah, any more? I'm really keen to try this out!

URL: https://forum.audiogames.net/post/498711/#p498711




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-02-04 Thread AudioGames . net Forum — General Game Discussion : Dragons via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hey lemm!!!Anymore new video update? I havent heard for a long time.

URL: https://forum.audiogames.net/post/498695/#p498695




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-01-10 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

hi,@number 334. it’s not something currently in Sable but it’s a good idea, I think mannaman might use something like that, although I haven’t played it in a while so I could be wrong and I haven’t had time to try mannaman two yet). although it’s definitely a good idea, it’s not likely to make it into the prototype release though since that’s pretty much feature complete now, but I’ll add it to the list of possible future additions. As for pricing, I want to avoid confirming any specifics as to how this will work, simply as we haven’t yet finalised this for Crimson Eclipse yet. It could be difficult to bundle Crimson Eclipse with Sable, since we want to release crimson Eclipse first, then sometime after that we will release Sable, but this will be the prototype version,  to give  people a chance to try Sable first hand, but also for us to gather feedback on the engine, what people like/dislike about   it and also  just generally how well received this type of development tool is within the audio game community. as ever, thanks everyone for the messages, continued support and suggestions they are all much appreciated.Paul

URL: https://forum.audiogames.net/post/491948/#p491948




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-01-10 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

hi,@number 334. it’s not something currently in Sable but it’s a good idea, I think mannaman might use something like that, although I haven’t played it in a while so I could be wrong and I haven’t had time to try mannaman two yet). although it’s definitely a good idea, its not likely to make it into the prototype release though since that’s pretty much feature complete now, but I’ll add it to the list of possible future additions. As for pricing, I want to avoid confirming any specifics as to how this will work, simply as we haven’t yet finalised this for Crimson Eclipse yet. It could be difficult to bundle it with Sable though, since we want to release the prototype first , which will give  people a chance to try Sable first hand, but also for us to gather feedback on the engine, what people like/dislike about   it and also  just generally how well received this type of development tool is within the audio game community. as ever, thanks everyone for the messages, continued support and suggestions they are all much appreciated.Paul

URL: https://forum.audiogames.net/post/491948/#p491948




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-01-09 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

This would be kinda neat, lots of games do this, some of the fire emblem games and octopath just to name a couple.

URL: https://forum.audiogames.net/post/491647/#p491647




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-01-09 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hay Paul, glad to hear things are going vary well on your end.I do have a small question regarding story building in SABLE.You said that prerecorded speech can be added to characters when they speak, but that TTS could also be used.I wonder though, if one wished it, could they add short soundclips to characters, but still use TTS for the actual diologue?I think I asked a variant of this question before, but specifically, can you have text that is spoken by TTS, but, as the player scroles through it, could small sound clips play that could indicate the emotion of the speaker, but not get in the way of the TTS?Examples would be for if a character sighs because they're frustrated about something, or grunt in anger.I know this is an odd question to start out the year, but I figured I'd ask it and get an answer so I could start planning out how I'd develop my test RPG.Also, one final question, or rather, a proposition.Sometime after your first game and SABLE go up for purchis, might it be possible to offer a bundle option to get both at a slight discount?Well I'm truly done now.I hope you all had a good holiday season.Later!

URL: https://forum.audiogames.net/post/491635/#p491635




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-01-08 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi everyone,thanks for the questions, I’ll try and answer them below;as mentioned in totos post, development is all going well. screen reader fans will be pleased to know one of the things I was working on over the Christmas break was screen reader support. This is a bit of an experimental feature at present. if selected in sable it warns the user that we recommend Sappie for the best audio experience, but for those who prefer screen readers they can continue and switch to screen reader output  if they prefer. I need to do a little more testing here, but results so far seem good.@number 330,it’s a good question. Sable is specifically designed to create RPG’s, to me personally a good RPG has to have an  engaging and immersive storyline. We built Sable as a tool so that individuals could turn their creative ideas and stories into games, I’ve added various features into sable to allow this. you can’t create cut scenes actually within Sable , you’ll need to use your own sound editing software for this. cut scenes are a powerful tool though for adding storyline to your games, so once you’ve created your cut scenes you can then add these to sable. You can add cut scenes to play when the game first loads , so you could have some cinematic cut scene to tell/set the opening storey. It’s also possible to have TTS text speak an opening  story  before the game loads, you can even add opening background music here too if you like. there are also various methods where you can further game storyline through the actual game itself. You can have sable play a cutscene or speak text when a player leaves or enters a map. You can set cut scenes to play when the user interacts with almost any in game object (the dragon flying overhead as the player leaves the tavern in the demo is an example of this. although the ‘dragon scene’ is quite short , you could obviously create longer more story heavy cut scenes  and add them to objects in the same way as the dragon cut scene was added). Conventionally RPG’s also further their world building and depth of story through characters the player meets in game, this is also possible in sable as you can  add pre-recorded speech to in game characters or if you don’t want pre-recorded voices you can have them use TTS instead. with all the mentioned features here a user should be able to create their own detailed worlds with immersive storylines . with the video series, I didn’t really have a story in mind as it was more of a tech demo which I was just making up as I went along, which is why you don’t see any story building  within the video series.As ever thanks for all the support paul

URL: https://forum.audiogames.net/post/491444/#p491444




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-01-08 Thread AudioGames . net Forum — General Game Discussion : toto via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

hellook I m got message from ebon sky studios"Hi, sorry for the late reply, we’ve  been a little non stop here. As for progress, things  are going really well with development. The game design teamare busy working away on crimson Eclipse and I’ve been busy working away on Sable over the Christmas break, adding the last couple of features and doingsome bug testing (which I’m actually working on this evening too). I’m hoping  to put out a new video  once  I’m finished bug testing.  so there shouldbe a new video Somewhen  this month.   I’ll be sure to post  the video  here on our face book page  once its ready,   so keep a watch out for that. Thanksas ever for the continued support."

URL: https://forum.audiogames.net/post/491264/#p491264




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-01-07 Thread AudioGames . net Forum — General Game Discussion : FrankZ via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Yeah I believe you add different events to create a storyline. As shown in videos 9 and 10 I think.

URL: https://forum.audiogames.net/post/491229/#p491229




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-01-07 Thread AudioGames . net Forum — General Game Discussion : rwbeardjr via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi.Is there any way to give a game made in Sable a story line? From the demos, it seems like you are just thrown into the game, and you really don't know what all is going on, or why you're doing the things you're doing

URL: https://forum.audiogames.net/post/491222/#p491222




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2020-01-06 Thread AudioGames . net Forum — General Game Discussion : toto via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

hellomaybe is news aboutproject?

URL: https://forum.audiogames.net/post/490976/#p490976




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-15 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi, @number 326  and number 327thanks for the suggestions and feedback. I think you’re both right in that it seems a huge number of people definitely prefer screen reader support over Sappi or self-voicing. I was actually surprised with just how many people wanted to see screen readers support added, as it’s something I get asked more and more these days . I tend to use Sappi myself, but then I also have the real speak solo voices that used to ship on CD with Jaws many years back and that you can set as Sappi voices too. So I appreciate that me having these over the standard windows Sappi voices maybe one of the reasons I prefer using them instead of my screen reader.@number 327. I completely agree, I think as a developer it’s such a fine balance between giving people what they want but also wanting to produce  really high quality immersive sounds and soundscapes at the same time. I know the most obvious fix for screen reader support, is to add dialog style boxes where there is a box to click to continue, that way you know when the screen reader has stopped speaking. I’ve seen this used lots in games, but I often feel it sometimes breaks the emersion  of the game., since you mentioned Aprone, I think swamp is a great example, it’s an all-round great game anyway, but in my personal opinion I think one of the things that really makes it stand out  is the soundscapes and game emersion, the sounds in game are all really good, but also all natural    sounds too (if you are the Kai, which worked on sounds for swamp by the way, really well done on those, like I said I really like the sounds/soundscapes in the game), there was  really clever map creation too, with well placed sounds which allowed you to navigate  around the map outdoors  without radars if you wanted and with minimal TTS speech, all of which I think really adds to game emersion and atmosphere and are one of the reasons it is such a great audio game. So although I do want to add screen reader support, I want to try and add it in a way  which is less likely to break the emersion of the game for the player.Paul

URL: https://forum.audiogames.net/post/476767/#p476767




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-14 Thread AudioGames . net Forum — General Game Discussion : Xoren via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Sadly, I've discovered that people prefer their own screen reader output as well. For Castaways 2, me and Aprone put in money to get someone to record really nice clips for the menu items etc, stuff that you don't really even need to see with the screen reader, and yet people still complained that they just wanted a text option. It's still something I wish Aprone hadn't caved on. LOL. It frustrated me that we went to the extra effort for that design option, just for people to want it as text sent to the screen -- might as well have just made a text game and not bothered with paying for the recording time. That may not be as relevant, but it does reflect that people will in general prefer their screen reader over SAPI or self-voicing options.Kai

URL: https://forum.audiogames.net/post/476715/#p476715




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-14 Thread AudioGames . net Forum — General Game Discussion : frastlin via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Another option for the screen reader problem is to have two sets of speech dialogues, one for SAPI, where you can controll the speech, and another for the screen reader. Info like health and menus can be done in the screen reader, and dialogue or other interactive content can be done through SAPI.In my research, everyone likes their own screen reader if they have the option.

URL: https://forum.audiogames.net/post/476700/#p476700




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-14 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi,@number 324. Thanks for the suggestion, I’m going to have a play around with different ideas and see which one, or combination of ideas seems most accurate. It’s a real pain there’s no way to just know when a screen reader has finished speaking. I did have one other idea, but I’m not sure if the end player  would find it too annoying. What I was thinking, is . Both jaws and NVDA have an audio ducking feature, where it reduces system volume whilst the screen reader is speaking. Sable would already know when the speech starts, it could record the volume level before audio  ducking, then when the volume returns to that pre audio ducked volume you know that is the point the screen reader has just stop speaking. I think the idea would probably work, but I think if people had to turn on audio ducking each time they wanted to play  and then turn off once finished it could become annoying .Paul

URL: https://forum.audiogames.net/post/476587/#p476587




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-14 Thread AudioGames . net Forum — General Game Discussion : Zarvox via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

@323 this is what I did for screen readers.Modified mason's dlg script.Added a timer in which the user can set in milliseconds an average time they think the screen reader will take to read the message. Although, I really think your idea of that screen reader bpm is genuis.What I did next, is add a bollian variable called extend, which is another timer. So the user can set the time for that too.In the script, if you think a message will be longer than the user's average, you can add the boolian variable to attach the extended time onto the message.What you could also do, is instead of having a boolian of just adding one extend period, you could make an integer variable, and you coud make a much smaller extend time, and multiply that and add it onto the average time. This is handy so you can assign more measurements. Instead of just having average and extend, you have average and extend, with extended being multiplied so each message that is a little longer than others has a better timer value.But your idea is genuis. If you wanted to, you could yourself calculate each average with each speaking rate increasing by 5, and the user could select their speaking rate and the game already has the average for them. This is a lot of work on your part though. Also different synthesizers speak at different speeds, bu maybe the rate 10 eloquence works at rate 5 eSpeak?

URL: https://forum.audiogames.net/post/476504/#p476504




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-13 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

hi,@number 321, thanks for the positive comment, its great to see people so excited about the project.@number 322,  nothing which has been publicly released.  Long before Ebon Sky studios existed  I did set out to create an RPG audio game tentatively titled ‘Age of legends’, I spent ages writing the coding frame work for it, but then when it came to actually fleshing out the storyline,  much though I love playing RPG’s and really wanted to create an RPG myself it turned out I was absolutely terrible  at the story writing side of it hahaha. I abandoned the project in the end and it was never finished or released, since you just can’t have a good RPG without storyline. Sometime later , I  got speaking to Justin through the audio games mailing list (about the final fantasy series). He mentioned he had a wealth of  story ideas and a good understanding of battle mechanics through main stream games and D, but didn’t code, I mentioned about my attempt at an RPG but my lack of story writing skills, and from there Ebon  Sky studios was born. We decided to pull our resources, he would work on storyline/game design and I would code and create a tool to allow both us and other potential creators  to create RPG audio games  without coding and that’s where Sable was born too. since then we’ve expanded and brought on another member (Thaddeus who works with Justin on the game design team), we have Brian from Daisy ale sound  who works on all our sound design and then finally myself paul who looks after all the code/sable.Paul

URL: https://forum.audiogames.net/post/476261/#p476261




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-12 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Wait, what other games have you worked on?

URL: https://forum.audiogames.net/post/475823/#p475823




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-12 Thread AudioGames . net Forum — General Game Discussion : thetechguy via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

this is cool. I wish this can be released to the public soon.

URL: https://forum.audiogames.net/post/475821/#p475821




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-06 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Morning,Thanks for the reply Ty. I’m only on my first cup of tea, and I haven’t even started it yet, so we should be fine  hahaha.  Your right there is some code which allows the use of both Jaws, NVDA (and I think windows eyes too), which is really simple to add into the code. The bigger issue with adding the support, is that there is no way of the code/Sable knowing when the screen reader has stopped speaking, or what speed the users speech is set too. This causes a problem if you want an event or something to happen directly after a screen reader has finished speaking. An example would be if you want a cut scene to fire  directly after the speech has finished, or in Sable I have a piece of code which fades the background music and ambience when a spoken dialog comes up, then when the text is finished it gently fades the music/ambience back to the usual game volume. This becomes tricky if you don’t know when  the screen reader has finished speaking.  The most common fix to this in games is to have all dialog  boxes stay open  until the user clicks a  continue /ok to close the dialog  box, sable doesn’t currently do this as the downside of having to click each time can break the emersion of the game somewhat, also it’s a fairly big job to go through over thirty thousand lines of code to change all occurrences of speech  to add  the ok button to continue. the one alternative, which I’ve used in previous games I’ve worked on is to have something where if a player selects to  use a screen reader, a setting comes up which allows the code to calculate the users rough screen reader speed. I always preface this  with a warning that Sappi support is recommended, but if the user prefers screen readers they can continue, it then reads the user a short bit of text and asks the user to press a key at the end of the spoken text . this way you can calculate based on word number and time taken the rough speed of the users screen reader. This formula is then applied to the code, so that it calculates each time screen reader speech is played roughly how long it would take for the screen reader to finish speaking and then plays or  performs whatever its meant to at the end of that time. obviously it’s not 100% accurate due to word length being slightly different  in each dialog box, but it gives a rough idea that’s pretty close to what it should be. Not sure which option I will go for, but it is really the last essential feature which needs to be added for the sable prototype and what I am working on next. Would be good to hear which method people would most like. As ever I can’t confirm which option I will go for in the prototype, but would be good for peoples feedback, if not for the prototype for the next version of Sable.Anyway, time for me to go enjoy that now slightly cold cup of tea hahahapaul

URL: https://forum.audiogames.net/post/473294/#p473294




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-05 Thread AudioGames . net Forum — General Game Discussion : Ty via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

@318 Thanks for the reply, and please don't have lots of coffee before you reply to me, lol, but with bgt, there is a file called NVDA controller client 32.dll, if you put that in your script directory, and add these lines to your main function, oh yeah, and sapi32.dll, if(screen_reader_is_running(1))install_keyhook();Will this be added? It would make it so the screen reader can run with the application. All though, i'm not sure how jaws would like it.

URL: https://forum.audiogames.net/post/473197/#p473197




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-05 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi,Sorry for the late reply, as ever thanks to everyone who posted and for the positive comments. . I’ll answer questions below. Since my reply to BGT lover was longer than I expected and is a huge wall of text, my answers are not in the order that questions came in, so that way I could leave the wall of text replies until the end of the post. Again, sorry for all my long replies below, I think I’d obviously had far too much caffeine/cups of tea before I sat  down to write my reply hahaha:-@number 317. it’s not possible in the current version of Sable but it is a good suggestion. Even though it isn’t possible there are still ways you could prevent a player accessing  areas  until they are roughly a certain level with the current tools in Sable. One method, which I’ve seen in various main  stream games, is add an enemy/boss blocking a path to a certain area. When the player first encounters the enemy they very quickly realize the enemy is far too higher level/strong to defeat , and therefore flee the battle choosing a different path and coming back at a point they feel they  have leveled sufficiently to successfully battle and defeat the enemy and then be able to access the area the enemy was blocking. The other method is with keys or quests, you can like in the video series set  for example a quest where an npc sets you a task  and completing that task will grant you access to a certain area or map. As a developer, you should have an idea of what  minimum level a player will be for each of your areas ( this will help with providing good balance to battle/enemies in your game), then you can simply make sure the task you need to complete is  in an area where the player would need to be a sufficient level to battle the enemies there. Then when you complete the task for the NPC you know the player will be of roughly that level if not higher, since they wouldn’t have survived the battles otherwise. As for choosing item drops based on level, it’s not strictly possible, but again, as mentioned previously you should have an idea of what level your players should be for each level so you can  choose the locations of containers/merchants accordingly, also you can specify what enemies drop, so you can set higher powered item drops for higher level enemies. I appreciate they are not exact fixes to what you were after, but wanted to offer some possible solutions. I do like your idea of areas which can only be accessed based on the exact level of the player, it would work also well with a suggestion from  threeblacknoises who suggested enemies  which level dependent on players level. Again, as ever I can’t confirm whether these will make it into sable , but are definitely good suggestions. -@ number 309, I completely agree with stirlock, there really is some irony in your name  I’ll try and  answer some of your questions/points. As for platforms, yes it is windows only,  writing cross platform software is  time consuming, I also don’t think a design tool like Sable would be effective on a mobile platform, using a touch screen to build an entire game through a menu driven system like sable would just be impractical . we chose windows, simply as it is probably the most widely used system by audio gamers.  As for feature creep, as mentioned in my previous post although we’re happy to keep seeing suggestions coming in and make notes of all good suggestions I pointed out they would be unlikely to make it into the initial release exactly because we didn’t want to fall prey to feature creep. as for your comment saying you thought we were being reluctant to discuss specific details on  topics such as  compiling/how game distribution will work  etc. sorry you feel like this, I’ve always strived to be as upfront and open with all posts which have come in. as mentioned in previous posts however we want to avoid discussing anything which isn’t either 100%concrete , or not yet in Sable as sometimes plans can change and the last thing we want to do is over promise or commit ourselves. . Please do remember  the current version of Sable is a prototype  designed to find out whether people would be interested in a  set of development tools like Sable, to give the community a chance to test our current tools and for us to take onboard feedback and suggestions from the community  for things you would like to see in Sable. Yes the prototype is written in BGT , this version will be the first version of Sable to be released, but our intention providing the prototype of Sable is well received is to release a non BGT version of sable written in C# (, there are no dates for this, again we want to avoid discussing future plans and  focus on what is here and now, which is the Sable prototype, as not only in development can plans change but also feedback from the community  can impact   and shape development, based on what people want to see  in Sable, and how popular

Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-05 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi,Sorry for the late reply, as ever thanks to everyone who posted and for the positive comments. . I’ll answer questions below. Since my reply to BGT lover was longer than I expected and is a huge wall of text, my answers are not in the order that questions came in, so that way I could leave the wall of text replies until the end of the post. Again, sorry for all my long replies below, I think I’d obviously had far too much caffeine/cups of tea before I sat  down to write my reply hahaha:-@number 317. it’s not possible in the current version of Sable but it is a good suggestion. Even though it isn’t possible there are still ways you could prevent a player accessing  areas  until they are roughly a certain level with the current tools in Sable. One method, which I’ve seen in various main  stream games, is add an enemy/boss blocking a path to a certain area. When the player first encounters the enemy they very quickly realize the enemy is far too higher level/strong to defeat , and therefore flee the battle choosing a different path and coming back at a point they feel they  have leveled sufficiently to successfully battle and defeat the enemy and then be able to access the area the enemy was blocking. The other method is with keys or quests, you can like in the video series set  for example a quest where an npc sets you a task  and completing that task will grant you access to a certain area or map. As a developer, you should have an idea of what  minimum level a player will be for each of your areas ( this will help with providing good balance to battle/enemies in your game), then you can simply make sure the task you need to complete is  in an area where the player would need to be a sufficient level to battle the enemies there. Then when you complete the task for the NPC you know the player will be of roughly that level if not higher, since they wouldn’t have survived the battles otherwise. As for choosing item drops based on level, it’s not strictly possible, but again, as mentioned previously you should have an idea of what level your players should be for each level so you can  choose the locations of containers/merchants accordingly, also you can specify what enemies drop, so you can set higher powered item drops for higher level enemies. I appreciate they are not exact fixes to what you were after, but wanted to offer some possible solutions. I do like your idea of areas which can only be accessed based on the exact level of the player, it would work also well with a suggestion from  threeblacknoises who suggested enemies  which level dependent on players level. Again, as ever I can’t confirm whether these will make it into sable , but are definitely good suggestions. -@ number 309, I completely agree with stirlock, there really is some irony in your name  I’ll try and  answer some of your questions/points. As for platforms, yes it is windows only,  writing cross platform software is  time consuming, I also don’t think a design tool like Sable would be effective on a mobile platform, using a touch screen to build an entire game through a menu driven system like sable would just be impractical . we chose windows, simply as it is probably the most widely used system by audio gamers.  As for feature creep, as mentioned in my previous post although we’re happy to keep seeing suggestions coming in and make notes of all good suggestions I pointed out they would be unlikely to make it into the initial release exactly because we didn’t want to fall prey to feature creep. as for your comment saying you thought we were being reluctant to discuss specific details on  topics such as  compiling/how game distribution will work  etc. sorry you feel like this, I’ve always strived to be as upfront and open with all posts which have come in. as mentioned in previous posts however we want to avoid discussing anything which isn’t either 100%concrete , or not yet in Sable as sometimes plans can change and the last thing we want to do is over promise or commit ourselves. . Please do remember  the current version of Sable is a prototype  designed to find out whether people would be interested in a  set of development tools like Sable, to give the community a chance to test our current tools and for us to take onboard feedback and suggestions from the community  for things you would like to see in Sable. Yes the prototype is written in BGT , this version will be the first version of Sable to be released, but our intention providing the prototype of Sable is well received is to release a non BGT version of sable written in C# (, there are no dates for this, again we want to avoid discussing future plans and  focus on what is here and now, which is the Sable prototype, as not only in development can plans change but also feedback from the community  can impact   and shape development, based on what people want to see  in Sable, and how popular

Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-02 Thread AudioGames . net Forum — General Game Discussion : audiogame via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

@lem.Is there an event trigger, or can you make it a possibility where the player can't go into a certain area is obtained, or a level is reached? So if I were level 10 and I went to a map, could there be a way for someone to go in at no lower than level 10? This would be kind of nice for those maps that have powerful enemies and you aren't supposed to die in one hit.Also speaking of levels, is there an event where the higher you level, the less stuff appears, or you can different things on level 21 than were around on level 20? I'd love these ideas. These would open up a bunch of possibilities I think.

URL: https://forum.audiogames.net/post/472234/#p472234




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-02 Thread AudioGames . net Forum — General Game Discussion : bgt lover via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

@314: now that I reread my post, I realise it sounded abit harsh, quite demanding, imature and, somehow, not like my usual writing stile at all. I truely think that the problem for my message not coming out the way I want it to is because of what is called a language barier.You see, I am not an native english speaker, I don't know to write in english verry well. To test if I am spelling a word correctly, I write it on my iphone or laptop or whatever and I let vo pronounce it. If the pronounciation is wrong, I know I missspelled it and if this thing happens to a word or _expression_ in my posts, I try to find a similar one to fit the gap, and, obviously, this is where it gets tricky and the reason for this missunderstanding.In the post in my head, the main idea sounded something like "if you advertise it with those videos and you gathered so many posts that are full of excitment for it, you are indeatted to the comunity to at least release a beta, even if it doesn't have all features it could have etc" but I don't know how to properly spell indeated and I tried to replace it with obligated and clauses and all that shit and, as you can clearly see, the replacement transmited a wrong message, making it sound more demanding and arogant than necessary, projecting a wining, imature and spoiled child like atitude which is clearly not what I intended to happen.

URL: https://forum.audiogames.net/post/472233/#p472233




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-02 Thread AudioGames . net Forum — General Game Discussion : rory-games via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

to be honest, a release would be nice, but the longer we wait, the better and the less buggy it will be.

URL: https://forum.audiogames.net/post/472231/#p472231




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-02 Thread AudioGames . net Forum — General Game Discussion : Xoren via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

@BGTLover: What on earth are you on? under what clause are they obligated to release the engine just because they're discussing and presenting it? Just because you want your steak now and can't wait for them to even slaughter the cow, doesn't mean you're going to get it, nor is this demanding immature attitude of yours constructive. They never gave a promised release date, they have said many times that they were going to focus on developing the engine for their own company title first. I just can't believe some of the whiny entitlism from you. GTFU.Kai

URL: https://forum.audiogames.net/post/472019/#p472019




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-02 Thread AudioGames . net Forum — General Game Discussion : bgt lover via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Verry carefull here, rory. You might have just said that intel assembly is your second to favorite programming language, bested only by purebasic lol.@lem, or paul, or whatever your real name is: what happened to this project anyway?I don't want to come out like an impatient, imature kid, but that is the trueth; if you made a great engine already, if you advertise it over the top with those great videos, if you've produce three hundred or so posts worth of ecsitment for the not even released engine, then you are obligated by any moral clauses of this comunity to release it.

URL: https://forum.audiogames.net/post/471907/#p471907




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-02 Thread AudioGames . net Forum — General Game Discussion : rory-games via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

yeah, what’s it coded in? because whatever it is, it just  moved up to my second favourite programming language behind pure basic

URL: https://forum.audiogames.net/post/471844/#p471844




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-01 Thread AudioGames . net Forum — General Game Discussion : bgt lover via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

I am glad someone realises it, so what else could I possibly say? haha, congratulations for being the person who does or at least posting here lol.

URL: https://forum.audiogames.net/post/471799/#p471799




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-01 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

The irony of your name is not lost on me.

URL: https://forum.audiogames.net/post/471791/#p471791




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-11-01 Thread AudioGames . net Forum — General Game Discussion : bgt lover via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

What language is this amazing engine written in anyway?the stile of the menus, the editable options that require several edit boxes which popup one after the other instead of nicely being grouped in a dialog box, your reluctance to say whether the maps would be able to be compiled into an executable, the fakt that there doesn't seem to be plans for supporting other platforms/operating systems than an intel based pc running windows, all of those makes me scream at the top of my lungs: bg-crap!I am not saying this because I want to throw shit in the face of your not yet released engine or anything like that, rather, I am warning you away from bgt, if that's what you're using, because if you are releasing anything with it, the majority of this comunity will jump down your throat, saying that they must open wholes in their security to even run it, the games released with this engine already have security problems out of their control due to bgt itself(whos encription and packing mechanism was broken on my computer, under my nose and the sounds of the test packfile were handed to me in a folder, unpacked, unencrypted and unalttered, exactly as I put them in the pack before the test), their licensing and serial mechanism will be broken because someone might crack it more easily  than if your engine was written in another language, etc. I am sorry to hand this to you in this way, but bgt was oficially abandoned afew weeks ago, the developer stating his opinion that, due to it's deprecated nature, the audiogame developers should begin forgetting about it and slowly move to other, more mainstream solutions and that is why he created a topic in the developers room, encouraging people to step away from bgt by asking them what are the best parts of bgt so he can release them to be able to be integrated in other games without them being dependent on bgt to run on.Offcourse we knew about that happening eventually a long time ago and we prepaird our selfs . For example, someone released a python guide in the articols room and there is an actively developped engine called lucia that makes audiogame development with python verry easy, almost as easy, if not easyer, than bgt.Don't understand me wrongly, Although I am a coder my self, I will gladly be the first person to test it when it comes out, I don't have anything against sable, quite the oposite as you can see, my only problem is bgt and it's continued existence in the eyes of this comunity.This being said, I am going to say what everyone thinks these days to post, when is this wanderful engine going to be released?You are doing exactly what you were afraid of from the beginning, piling feature after feature on top of sable untill it crumples around you into an incohessive heap before you even release one copy. I speak from experience when I say don't do that because that's the cause for me never releasing any game and now I don't have enough time to put together a plan or even a long enough story for one.Again, I am sorry for such a long wall of text, and most of all, that I wrote it on my phone and that you were forced to read it, I just hope I didn't cause your screen reader to coff up too many bytes after forcing it to do so much effort reading my rumblings lol.

URL: https://forum.audiogames.net/post/471788/#p471788




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-28 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi everyone,Sorry for my late reply, but As ever thanks to everyone for all the positive comments. It’s great to still see so many great suggestions coming in, we’ve received so many fantastic ideas and suggestions throughout this whole topic. As mentioned previously , I can’t promise all suggestions will make it into Sable and please do remember it is just a prototype so not everything will make it into Sable’s initial release, but that’s not to say that providing Sable is successful that there won’t be future releases/additions. So Please do keep any suggestions coming in though, as although I can’t promise they’ll make it in to the initial release  we keep a note of all viable  and good suggestions which come in. As ever I’ll try and answer below some of the questions from previous posters: @number  306, thanks for the positive comments. Currently it isn’t possible to have someone  join your battle just as a one off. the only way it would be possible at present is to either have an npc actually join the players party or using the status affect summon, but  its another good suggestion. Regarding having a character turn on their own party, this can be done using status affects, the only restriction is you couldn’t get it to fire based on the characters HP it would have to be cast on the enemy, or as part of an on hit attack/ability. However, a similar suggestion came up from Threeblacknoises a few posts back  when he mentioned having a way of making an enemy or boss phase forms mid battle when they drop below a certain hp level. Although this isn’t currently in sable, I like the idea of status affects which trigger based on HP. as with all suggestions, I can’t confirm whether it will definitely  make it into Sable, but its an interesting idea which would open up the possibility for some unique mechanics.@number 307, thanks for the positive comments.  there isn’t an event trigger currently which will allow you to  lose a battle and continue afterwards, but it’s a good idea. I’ve seen similar mechanics in games before, where you have to battle someone, but can’t win the fight but it extends or opens up some storyline by  the player losing that fightAs ever thanks everyone for all the posts and positive comments.Paul

URL: https://forum.audiogames.net/post/470958/#p470958




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-23 Thread AudioGames . net Forum — General Game Discussion : Muhammad Hajjar via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

HiMany thanks for your great efforts working on this engine, you guys are really doing a fantastic job.I have a question here: would it be possible to make it when you lose a certain battle, a certain event happens? Or let's say that a battle where you fight a powerful enemy that you must lose in it to continue with the story for that it's impossible to win it, but it's just something to tell in the story itself.

URL: https://forum.audiogames.net/post/470280/#p470280




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-23 Thread AudioGames . net Forum — General Game Discussion : Dan_Gero via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hello Paul.As I said before, I love what you’re doing with the project. If I may I’d like to make another suggestion… Would it be possible to have battles where somebody jumps in and act as an ally for your character as a one time thing without having them be part of your party? Would it also be possible to have an enemy turn on the rest of their party mid battle, say if their HP goes below a certain percent? As always, I wish you luck with the project.

URL: https://forum.audiogames.net/post/470257/#p470257




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-18 Thread AudioGames . net Forum — General Game Discussion : rory-games via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

o! I just had an idea! I will make a star  wars rpg!and a miriani oneand also a merlin oneand a lord of the rings oneand a harry potter oneand aaa so many opportunities!

URL: https://forum.audiogames.net/post/469400/#p469400




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-18 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi Everyone,I’ll try and answer some of the questions which have come in:@number 298, thanks for the continued support  and positive comments, it really is great to see people so excited about the project. Although you can use the inventory outside of battle for things like potions and other stuff, I’ve even seen test maps which have had a player pick up a letter in game, which could then be selected from the players inventory and then read (the letter did disappear after it was read, since items in an inventory are removed once used, but I liked the idea and the clever usage of the item creation tool). As for manually giving  an npc something from the inventory or selecting a key for a door, this isn’t currently possible. We’ve set sable up so that this process is automatic and therefore if you approach and interact with an npc which you have something for or a locked door you have a key to , sable will automatically find and use or give that item, to save the player having to sort through tons of items or keys to find the right one for the situation.@number  299, thanks for the post and positive comments, as mentioned above its great to see people so excited about the project. Regarding release dates, , I’ve seen developers give  rough release dates  before, although I appreciate  most people respect These are just estimations others will take these  as exact timescales. I completely understand you are not asking for a release date and just a ball park figure, but our company policy is just to avoid discussing anything regarding release dates until we have something concrete to report, as even with the best laid plans things can come up outside of anyone’s control. I hope you can appreciate  my answer  and our reasoning, and as mentioned above we really are grateful for your continued support and positive comments.@number 300 hahaha, wow they must have a really hard stance on sales and marketing wherever you work. I think your business model may make Sable worth millions, but I’m not sure we’d have any customers left to sell it to @number 302. Thanks for the post. You can set the enemy encounter rate for each map, but it’s not entered as a percentage. You enter in a value, this can be any number you like, if you set this as 100, this  means you have a 1 in 100 chance each time you move to encounter an enemy. As mentioned this isn’t a percentage, but nothing would stop you working out  what the equivalent percentage would be. in my above example  of 1 in 100, in percentage terms this would for example translate into one percent. There are also other things you could do to alter the encounter chance in your game. Firstly there is an event trigger which alters the encounter rate, so you might have this fire after you walk into a cave,  then the encounter rate increases, or maybe you anger some NPC , who in turn does something to increase the amount of enemies you encounter . the second thing you can do is you can assign enemy bands to appear only on certain terrain types. for example you could have a forest with a dirt path running through it, you could set it so you only encountered enemies if you leave the dirt path and head into the surrounding forest, or maybe have water spirits or something assigned to river terrain types and make the player cross a river or two in the forest.@number 303. Although I can’t promise scalable enemies will make it into Sable, I think if we did go the route of adding an option to allow scalable  enemies, I think the way to offer the most flexibility would be adding the option into the enemy creator tool, that way the creator could select it for whichever enemies they chose. This way it could be for just boss enemies, or all enemies, or just a selection of enemies if you wanted so that you could if you wanted create scalable areas/maps, where enemies work like this and then other areas where they are not. I really like your suggestion of a boss/enemy phasing into different forms in battle, although this isn’t currently possible it’s a really good idea and maybe it could work as some kind of status affect which fires when the enemy reaches a certain  HP level. Like I said it’s not currently possible, but it’s a good idea and something I’ll mention to the team. Chaining events /battles, isn’t currently possible. As some alternatives, although not ideal and exactly what you are after you could for the battles have the encounter  rate set to one so with each step you start a new battle, as mentioned in my point above to number 302, you could have the encounter rate alter maybe for just one room or corridor  so its only a small part of the map this happens and  could have slightly different terrain  types, each with different enemy bands assigned to them so you know the player might for example be facing a more deadly foe each time. With the prologue bit you suggested, if you didn’t want the player

Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-18 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hay Paul, thanks for the reply.I thought that last request would be added post-release, and that's just fine.One thing I do want to add; however, is that I personally wouldn't have all enemy encounters scale, just things like the mid boss and final boss.But now that I think about bosses, will their be; either in base release or post; a way to make a boss have multiple forms or phases so you can defeat one and it'd change to another without leaving the battle screne?And; oh man sorry for all the questions but; is their a way to have battles occur one after another in sequence?This way game creaters could make a string of multiple battles that the player needs to defeat before moving on.I've been playing a lot of RPGs lately, so ideas keep coming.One last question; I promis!When coding events, is it possible to chain them together?Example, I'm thinking about recoding my fanfic into something that sable could run, and the prologue has multiple scenes in different places that happen right after one another.So would I be able to load an environment, make a cutscen that takes place within it, then have Sable load another environment for another cutscene?If not, I'm sure their's a way to have the music change midd event, so I could maybe bake an environmental ambience into a special event music track and do things that way...Damb it! I guess this entire post was about chaining things...Later!

URL: https://forum.audiogames.net/post/469277/#p469277




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-18 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hay Paul, thanks for the reply.I thought that last request would be added post-release, and that's just fine.One thing I do want to add; however, is that I personally wouldn't have all enemy encounters scale, just things like the mid boss and final boss.But now that I think about bosses, will their be; either in base release or post; a way to make a boss have multiple forms or phases so you can defeat one and it'd change to another without leaving the battle screne?And; oh man sorry for all the questions but; is their a way to have battles occur one after another in sequence?This way game creaters could make a string of multiple battles that the player needs to defeat before moving on.I've been playing a lot of RPGs lately, so ideas keep coming.One last question; I promis!When coding events, is it possible to chain them together?Example, I'm thinking about recoding my fanfic into something that sable could run, and the prologue has multiple scenes in different places that happen right after one another.So would I be able to load an environment, make a cutscen that takes place within it, then have Sable load another environment for another cutscene?If not, I'm sure their's a way to have the music change midd event, so I could maybe bake an environmental ambience into a special event music track and do things that way...Later!

URL: https://forum.audiogames.net/post/469277/#p469277




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-18 Thread AudioGames . net Forum — General Game Discussion : rory-games via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

ok then mate @300 also, one more question, is there a way to set a percentage for enemy encounters, and if so could I set something like 0.25 % if i had like 18 different types of enemies or something

URL: https://forum.audiogames.net/post/469240/#p469240




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-18 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Zarvox wrote:@279 thanks for increasing Sable’s cost 10 bucks.@296 Thanks for increasing Sable’s cost 20 bucks.@299 Thanks for increasing Sable’s cost 10 bucks.The team wants to thank you for the $40 increase. See post 269 for details.Congrats on 300 posts! Each time sable reaches 100 more posts the starting value becomes that base. Price has just gone up! Nice bonusI would like to see you running your own company. Lol.

URL: https://forum.audiogames.net/post/469232/#p469232




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-17 Thread AudioGames . net Forum — General Game Discussion : Zarvox via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

@279 thanks for increasing Sable’s cost 10 bucks.@296 Thanks for increasing Sable’s cost 20 bucks.@299 Thanks for increasing Sable’s cost 10 bucks.The team wants to thank you for the $40 increase. See post 269 for details.Congrats on 300 posts! Each time sable reaches 100 more posts the starting value becomes that base. Price has just gone up! Nice bonus

URL: https://forum.audiogames.net/post/469196/#p469196




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-17 Thread AudioGames . net Forum — General Game Discussion : keithwipf1 via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Wow, I actually forgot about Sable until I read this topic.Could you say it'll be ready in 2020?

URL: https://forum.audiogames.net/post/469156/#p469156




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-17 Thread AudioGames . net Forum — General Game Discussion : Naruto via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Paul, from what I hear, you don't seem to give yourself or your team enough credit. lol. but this is also coming from a guy who can't code his way out of a paper bag. I think this is going to be freekin awesome! so hears a question, is there a way to say use the inventory in more than just battles? for example, would there be a way to give something to an NPC, like, if someone told you to find something, could you make it to where you had to look in your inventory for that item, and then press enter to give whatever it is to said person? something like this might also come in handy if you had to unlock a door, and you collected more than one key.

URL: https://forum.audiogames.net/post/469125/#p469125




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-17 Thread AudioGames . net Forum — General Game Discussion : Naruto via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Paul, from what I hear, you don't seem to give yourself or your team enough credit. lol. but this is also coming from a guy who can't code his way out of a paper bag. I think this is going to be freekin awesome! so hears a question, is there a way to say use the inventory in more than just battles? for example, would there be a way to give something to an NPC, like, if someone told you to find something, could you make it to where you had to look in your inventory for that item, and then press enter to give whatever it is to said person? something like come in handy if you had to unlock a door, and you collected more than one key.

URL: https://forum.audiogames.net/post/469125/#p469125




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-17 Thread AudioGames . net Forum — General Game Discussion : Naruto via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Paul, from what I hear, you don't seem to give yourself or your team enough credit. lol. but this is also coming from a guy who can't code his way out of a paper bag. I think this is going to be freekin awesome! so hears a question, is there a way to say use the inventory in more than just battles? for example, would there be a way to give something to an NPC, like, if someone told you to find something, coul you make it to where you had to look in your inventory for that item, and then press enter to give what ever it is to said person?

URL: https://forum.audiogames.net/post/469125/#p469125




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-17 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi everyone,@number 295, pleased you liked the most recent video. Your suggestion of an option to choose to have the new party members level match that of other party members is a really good idea. The suggestion  is a simple addition which would probably only take a couple of minutes if that to add, so I’ll mention this to the team in our next meeting, since I think it’s a feature which people would find useful. As for scaling enemies to a players level, this was something we all discussed during the design phase for sable. I’ve seen it used in sighted RPG’s . I think its biggest drawback, is no matter how hard you work,, killing stuff, grinding etc you never really feel you’re achieving anything as the enemies around you just scale with you, and you can just rush through a game as you don’t need to worry about levelling quite as much. The other issue  is if you are playing an RPG where you can re visit maps/locations you’ve been to before the enemies scale. so if you return to the first location where you were facing cave bats using entombed as an example, it would be odd to go back  from level 20, back down to that first map and suddenly it seems the cave bats are all on steroids and doing  like 99 damage with each hit hahaha. Also in entombed , I sometimes like to  avoid fighting the drake if I don’t think my party is ready for that yet, and will go down a few levels first, then  come back up later to finish off the drake in just a few rounds, which always feels nice  So although personally I probably prefer non scaled games, I do appreciate that others might feel different as there are also advantages to that type of system, because of that I think maybe giving the user the option to select  scaled or non-scaled  is a good solution , so each creator can make their own decision as to which style they use in their own games. this is however somewhat of a bigger change/amendment than it may seem which would require lots of testing to avoid potential balance issues, so if we did decide to add the feature, it wouldn’t make it into initial release, but as ever that’s not to say if sable is popular that there  wouldn’t be future iterations of sable with new additions/features.@number 296. Really pleased to hear you enjoyed the latest video. Regarding your party question, yes you can set your project so that you the creator specify the class , name and gender for each of the party members  so they are pre-defined for anyone playing your game, also if you select this option there is no option for the player to rename characters mid game, so their characters will always have the names and class you the project creator gave them. For people that want their players to be able to pick their own class, gender and names that option is there too, but only if that option is selected will the player see the screen to select class etc at the start of the game or be able to rename character mid game. As for price for Sable,  we actually haven’t finalised a cost for it yet, so I can’t confirm that yet, but as soon as we have more concrete details on this we will be sure to share here.

URL: https://forum.audiogames.net/post/469019/#p469019




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-16 Thread AudioGames . net Forum — General Game Discussion : rory-games via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

hi!I've watched all the sable videos but the latest one and I can't wait for it to come out!I have a few questionscan the game set the name and class and that of all the party members at the start and when they are joining your party? because I want an RPG where your character's names are set by default and cannot be changed in any wayalso, what will the price of the engine be?

URL: https://forum.audiogames.net/post/468926/#p468926




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-16 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hay Paul, I just watched your new video, and while I'm impressed with the new feature, I feel a need to point out that it doesn't seem to let a creater tell the game to check the level of the main character and assign the new member's level accordingly.This would really help out in games where level scaling could be an issue.Another approach would be to have a game average the new level or at the vary least pick a level in between the highest and lowest characters in the party.I'm not expecting this to be in the first build, but could you please consider adding it in a later build?Another feature request; for a later build; is the ability to have the game read the level of the main character and set the levels of bosses to a level higher or lower than said level.An example of this appears in the main-streem game "Lunar: Silver star story complete," where the game sets the levels of boss enemies higher than the main character Alex.In the case of the first boss, it's Alex's level plus 3.This insures that your players will never over-level and blow your game apart with eas.And; I have no idea why you'd want to insure the enemy will be weeker than your characters, but if you're programming the feeture in anyway, may as well make it go both ways...Well, I'm done giving you another head ache... big smile; Keep up the good work!Later!

URL: https://forum.audiogames.net/post/468914/#p468914




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-16 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi,@number 292, thanks for the continued support of the project and the positive comments, I hope you enjoy the latest video when you do watch it.@number 293. Sorry I totally miss heard what you wrote in your earlier post, I thought you said rift (I was scratching my head a little as to what that was! Haha), I also somehow completely missed the fact you even said FF7 in that post too. I must have been half asleep when I read it, or caffeine deprived haha. But yes, I know the bit in FF7 you mean and how that ties in with what you were saying.Paul

URL: https://forum.audiogames.net/post/468817/#p468817




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-16 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Sorry, I was referring to aerith, the character from final fantasy 7, who dies near the end of disc 1. Yeah, just a function to remove a character from the party would be cool, just leave it up to the creator to give reasons for it happening.

URL: https://forum.audiogames.net/post/468792/#p468792




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-16 Thread AudioGames . net Forum — General Game Discussion : Juliantheaudiogamer via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi,I have yet to check out your latest Video but I just wanted to say that I think that this Saable Thing could be the next step for Audiogames (as a programming language) after BGT.Really looking Forward to Sable and your audiogame!

URL: https://forum.audiogames.net/post/468782/#p468782




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-16 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi everyone,@ 289, , I’m not familiar with the rift system in final fantasy, I only played up until final fantasy 10 before I lost my sight and couldn’t play anymore, but I’ll look that up online and be able to get more information. teddy ruxpin, wow that’s a blast from the past, that was the bear you put the tape cassette in and he started telling a story , I remember wanting one of those back as a kid in the 80s, I think it was one of the most sort after toys when it first came out. Thanks for your thoughts on party members leaving, one possible solution would be to just create an event trigger  which could be set to fire at a certain point in the game when  the player does something(such as interact with a different NPC, goes through a door, finds something in a container etc) which would trigger the NPC to be then completely removed from the players party, with maybe the option at point of creation to either set a cut scene to play or text to be spoken which explains the party member leaving . I guess just a reverse version of what the ‘add party member’ trigger does. It’s an interesting idea, again, I can’t promise it will make it in, but I’ll definitely bring up your suggestion with the team.@ number 290. Thanks for the post, really please to hear you’ve enjoyed the latest video. With shops , this is something you can select from the object creation menu. It’s not exactly a shop, but instead you can create a merchant who will buy and sell items. You can assign the merchant he’s own radar sound which plays as the player gets closer (so if you wanted you could maybe record something like a market vender calling out his items/trade attempting to draw customers to come buy from him).  you can set the sound which is played when you reach the merchant (like NPC ‘s, since just like NPC’s you can set this to be whatever sound you like as it doesn’t always have to be that  coughing/clearing throat sound that I use for the NPCs in the video series). You can assign them text or voice recorded lines for if the player decides to talk with the merchant. So up until this point really its pretty much all the standard settings you get when creating an npc. Where it then differs, is  during the merchants creation the next thing you’ll get to decide is their greed level, this is something I personally really like  . you set this as a percentage, 20% means he’ll sell everything for 20% more than the items value and buy items from you for 20% less than the items worth. . Alternatively you could set it to minus 20% and they could then sell everything for 20% less than its worth and buy items for 20% more than their worth (obviously you could use any percentage value you wanted). I think this can add an interesting mechanic into a game, where you can make it possible for the player to have to hunt around to find the best deal for selling and buying items. You can also then select which items the merchant will sell. When a player interacts with the merchant they can choose to talk, buy or sell. Although this like I said isn’t a shop, there would be nothing stopping you creating a building in your map , giving the building the name of a shop and then placing the merchant in the building,  to create more  of a shop feel than a street vender feel to your game. I can’t definitely promise that it will appear in another video, but I’ll bear it in mind when making any future videos. If you don’t see it in one of these you’ll definitely see it in action in crimson eclipse As ever thanks for all the positive comments.PaulThe Ebon Sky Studios Teamemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/468748/#p468748




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-15 Thread AudioGames . net Forum — General Game Discussion : Dan_Gero via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi Paul.I'm really impressed with the work put into this engine so far. I wanted to ask if you guys will demo how the shop system in the game works, I've been really curious about that. I wish you guys luck with your projects, and keep rocking.

URL: https://forum.audiogames.net/post/468714/#p468714




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-15 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

So basically, my game is going to be set in the world of teddy ruxpin. I always thought that world would make for a fantastic RPG. One of the first arcs of the series has teddy and his friends captured by a group of creatures called mudblops, where in they meet a prince trying to rescue his sister from a gang of monsters called gutangs. There's a short time where one of Teddy's group is separated from the rest of the group. Prince Arin also joins them when they agree to help rescue his sister. So in the RPG, obviously he would join the party, but then return home once his sister was rescued. Other situations would be if characters were to die midway through the story, Arith from final fantasy vii is a perfect example of this. Hopefully my explanation makes sense!

URL: https://forum.audiogames.net/post/468687/#p468687




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-15 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi everyone,Thanks for all the posts and positive comments. I’ll try and answer some of the questions below-since a few people mentioned screen readers, I just wanted to say I completely understand that this is something people  want to see. As mentioned in my post 281, we are very cautious of over committing or promising , so I want to avoid confirming anything which isn’t already currently built into Sable. there are lots of additions we would like to make still, some may make it in before its initial release , and others we hope to add into later versions of Sable if it is successful, but please do remember Sable is just in its prototype stage at present.@number 280 and 285., just following on from my previous reply to post 280, , although I’m not promising the feature would make it in, I’m intrigued  how  would  you want a feature like party members leaving to work? I could see various different ways of dealing with it and was interested in what you had in mind, as it’s an interesting concept. Again, I can’t promise it will make it in and it probably wouldn’t make it into the initial release , but it is a good suggestion.-@number 284, wow watching all the videos in one go is a serious amount of videos hahaha, huge thanks for taking the time to watch them all and for your positive comments too. I’ll try an answer your questions below:- it doesn’t currently support other languages, , although as you mention anything you create you can name in which ever language you want, but there is a lot of core stuff which is in English. A few people have suggested the ability to be able to customize some of the core names, which is a good idea and would help with languages slightly as you suggest.-as for map descriptions, this can be done. At the point of creating a map you can give it both a name and reference. The reference is what sable uses to identify different maps, but the map name can either be left blank, or if you put something in here it is then spoken when the player enters the map. This has been set up like this as I know some games/people like the name of a map spoken when the player arrives  and others not, so both options are available. I’ve actually created maps myself where instead of a name I’ve typed a description here instead as this is then read when the player arrives on the map (as with any text in sable it can be muted with ctrl, if the player wants to mute speech). You can add descriptions to all things like objects/npc /doors. So potentially for buildings since they all have doors (hopefully hahaha) you could always add a description to the inner door, so when the player first enters the room they are brought in and are where the inner door is , so if you had put a room description on the door they could press the description key when they’ve entered and it would read the description of the room you’d given it. Also in rooms you can press a key to see objects in that room, although that’s objects not a description. I like your idea of having a key which a player  could press to get a description of a map.@number 285, you can actually already set the currency in sable to whatever you like,  so if you want to set it to  beer tankards that’s absolutely  fine hahaha. As mentioned in my comment above, the suggestion of being able to customise other  core names such as stats etc has come up before and is a good suggestion.@number 286, thanks for the continued support and I’m really pleased you enjoyed the latest video.@number 287, hahaha, I’m pleased you liked my intro opening to the video. I’d never really paid it much attention, I just record the videos as they are without thinking about the intro, but I’ve actually always worked in sales and now I’ve gone back and listened I think unintentionally that’s probably my sales voice/intro slipping in there hahaha As ever, thanks for all the positive comments everyonePaulThe Ebon Sky Studios Teamemail: i...@ebonskystudios.comFacebook: https://m.facebook.com/ebonskystudios/Twitter: @ebonskystudios

URL: https://forum.audiogames.net/post/468682/#p468682




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-15 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

I honestly think that that "hiii! it's Paul here from Ebon Sky Studios..." is going to be iconic 5 years from now.The way he inflects and draws it out is just so unique and amusing.  LOLIt reminds me of an older woman greeting a family member or friend at a get together where she didn't expect to see them.  You know the sound...

URL: https://forum.audiogames.net/post/468598/#p468598




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-15 Thread AudioGames . net Forum — General Game Discussion : Naruto via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

woot! always love seeing these! all these new implementations give me new , and more ideas!. as always , looking forward to it., and, if the music, says anything about the game Crimson Eclipse as well. will be buying all three. hahaha

URL: https://forum.audiogames.net/post/468560/#p468560




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-15 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi, I agree with 280. Screen reader support is a pretty important thing for those who can't get good sapi voices. The voices you get on win 8 and 10 are Ok I guess, but having a screen reader support added would allow a great deal more control on what voice the end-user can use if desired. I doubt it's too hard to add it these days. As said, there's tolk, and other libraries that can be easily integrated into the game. Also, as some others have said, I'd love to be able to have party members leave, or be permanently killed, and for you to be able to change the names of the core stats (gold, strength, mana etc.) so you could have gold instead be dollars, credits, or beer tankerds if you wanted! :d

URL: https://forum.audiogames.net/post/468512/#p468512




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-15 Thread AudioGames . net Forum — General Game Discussion : firence via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hello. I've just read through the whole tread and saw all te videos, no idea why I didn't before A lot of peopple sayd it before, but just one more wont hurt anyone so... this is awesome! It was interesting to see how it evolved during the last months and read all the ideas and coments, and I think the comunication with comunity is great, specially when it comes to answers.I came a little bit late but... I have some questions, hope there is no problem.The first one is about language; as I've read, the engine is, and will be, in english; I'm fine with that, but when it comes to a progect all of the... base stuff will be in english?Lets say, for exampple, that I create a progect and in it I add a class in spanish, NPCs with spanish dialogs and equipments and descriptions in spanish. As I understand, all of this will show up without problems, but the engine stuff such as battle menus, equipment category, body parts and things like those will be in english.Is this correct?The second thing is more like a idea, whitch I guess it comes too late, but it wont hurt anyone if I post it.It would be great if an optional map description setting, just a text that descrives a little bit the general area, or eve going deeply into this the current building could be added. This, of course, is just a way of having a more detailed description of the map, witch can not be necesary, but can help the player to dive in the game's satage..One exampple of this is the message that shows up in entombed when you are in twilight town; it can give the maps more customisation without needing to fockuss just in sound.An other comparition I can made is a room description in muds. On videogames players don't need this kind of things because... well, they can see around. But when it comes to audiogames, atleast as I know, there is nothing something like this.Maybe the progect creator could decide if it is read just by pressing a certain key, or if it is read the first time the player enters a new map or building.

URL: https://forum.audiogames.net/post/468510/#p468510




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-15 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi.Thanks for yet an other great video. I look so much forward to play around with this engine, and of course also to play your first game.

URL: https://forum.audiogames.net/post/468504/#p468504




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-14 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

IMHO screen reader support is pretty important since most people don't have great SAPI voices to choose from and can't really afford better ones.I thought that the "TOLK" library worked in almost any mainstream language and supported all the major screen readers out of the box.If reading delay is the issue, you could always just have the user set it manually like they did on the old GMA Games titles.It's just really nice to have that flexibility in the exact voice, inflection, volume, and rate you want (the realspeak solo and vocalizer voices both only work with the reader but no external programs) and not have to unload it, possibly missing notifications while playing, but if you code fine grained controls for SAPI voice volume/pitch and such into the game that will definitely help.Anyway, if doing screen reader support would take away from other more important things, I can understand.  The voices that come with Windows 8/10 aren't to bad, so as long as it can use those it's probably not necessary.

URL: https://forum.audiogames.net/post/468475/#p468475




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-14 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

IMHO screen reader support is pretty important since most people don't have great SAPI voices to choose from and can't really afford better ones.I thought that the "TOLK" library worked in almost any mainstream language and supported all the major screen readers out of the box.If reading delay is the issue, you could always just have the user set it manually like they did on the old GMA Games titles.It's just really nice to have that flexibility in the exact voice, inflection, volume, and rate you want, and not have to unload your reader and possibly miss notifications while playing, but if you code fine grained controls for SAPI voice volume/pitch and such into the game that will definitely help.Anyway, if doing screen reader support would take away from other more important things, I can understand.  The voices that come with Windows 8/10 aren't to bad, so as long as it can use those it's probably not necessary.

URL: https://forum.audiogames.net/post/468475/#p468475




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-14 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Hi@ number  279. Pleased you enjoyed the latest video. I’ll try and answer your  questions below:-at the moment Sable  doesn’t support  screen readers. I can’t say what will and won’t make it into future releases of sable, As mentioned previously We  are cautious of not wanting to over promise or commit ourselves .  we want to try to focus on what sable can do rather than what it might. Actually adding party members is a great example of this, it was something that lots of people asked for on the forum, and although I was sure it would make it into Sable, we didn’t want to commit ourselves to that until it was actually in Sable and working, as sometimes things can come up in game development outside of your control and plans change.-there still isn’t a release date for Sable, at present our main focus is on producing our first game title using Sable, this will really give us a chance to fully test Sable, iron out issues and hone and tweak the engine. As soon as we have more details on Crimson Eclipse we’ll be sure to share that information here. -, although we  haven’t built anything in for jumping, I have however seen test maps made where through clever use of existing sable tools and a little outside the box thinking people have created maps with stuff to jump over. @number 280, hope when you watch the  video you like how the feature works, I remember you saying in a previous post you’d like to see something like this implemented. Regarding party members leaving a party, this isn’t currently possible. Although I’d enjoy a feature like that, along with other similar mechanics like swapping out party members  in battles etc ,  these features would probably not be in the initial release and be more long term goals if sable is successful for future releases, as we are very weary of ‘feature creep’ and spending so much time adding new features to the current version of sable that its release date just gets pushed farther and further back and never actually ends up getting released.Again, as ever thanks for all the positive commentsPaulPaul

URL: https://forum.audiogames.net/post/468471/#p468471




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-14 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

Thank you so much! The idea for my game requires party members joining at regular intervles. I haven't watched the video, but does this system allow for a party member to leave the party as well?

URL: https://forum.audiogames.net/post/468466/#p468466




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Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

2019-10-14 Thread AudioGames . net Forum — General Game Discussion : Ty via Audiogames-reflector


  


Re: Creating a code free RPG using Sable (video 12), by Ebon Sky Studios

@278I saw the video, very nice features indeed.I have a few questions though.1: Is screenreader support ever going to be implumented into sable?2: I know this has been asked a lot, but will sable be released soon?and 3: is there jumping functionality in sable?

URL: https://forum.audiogames.net/post/468464/#p468464




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