Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

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


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Hi Everyone,The next video in the series is here, the link to it is below:https://www.youtube.com/watch?v=71sQ_JQAbU4thanks to everyone  for all the positive feedback so far on the project, hope you all enjoy this video as much as the last twoThe Ebon Sky Studios Team

URL: http://forum.audiogames.net/post/404677/#p404677




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

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


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

hi,@number 64, thanks for the interest in the project. Regarding coding, Sable doesn’t support coding/scripting, its been specifically designed this way  so that anyone even without any programming  knowledge can use Sable to create their own RPG audio game. There are restrictions to this type of engine as it doesn’t give as much control as if you were to code a game yourself , but hopefully the engine allows people with creative ideas to be able to make their own RPG audio games, even if they can’t code themselves. games written using an engine  always run the risk of having a similar feel to them,  but we’ve tried to add as much flexibility as possible so users can still create games which feel unique, this definitely takes some creative thinking but we really look forward to seeing what the community  creates using sable, we’ve already seen test maps made  by the team which with a little ‘outside the box thinking’ have really pushed the boundaries of what sable can do.The Ebon Sky Studios Team

URL: http://forum.audiogames.net/post/404676/#p404676




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2019-01-10 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

I've seen the first two videos and I like the idea, but one thing comes to mind, with no code, etc. how will the games support the feature set the creator wishes to implement. Games have to follow a vision, if you're creating one, you have to know what you want, and go then put it into practice. I think this could work, for a while, but what happens when the feature set provided by the Sable engine is used by many different games, and they now all feel very similar.You say no coding is required, but is coding supported? If the answer is yes, then that alleviates the above concern, at least to a degree, then the remainder could be eliminated by knowing how robust the scripting/coding is. In order for games made using this engine to feel unique - accepting of course that there is more to an audio game than just the sounds - we can then come to the conclusion that once several games are released under Sable, at some point, will start to feel very similar.That isn't to say that a card game will feel like a battleship style game, or something like that, but games of the same genre, or games which include elements of the same genre or genres over time will begin to feel very familiar, very similar. This therefore, is my chief concern beyond the obvious ones:, stability, security in data storage, speed of execution, etc. I then pose the question, if coding and scripting is not a feature of the engine, how will developers using Sable make their games feel unique? I am mainly looking into gameplay mechanics, and controls. Mechanics could be how woudl the inventory system work in an RPG? Could you code one of your own, could you add or modify a base class that's already there, etc. Maybe in one game, you're OK with tracking items by total number, but in another, you want to make the inventory system different by creating body slots and items that go in those slots, for example, you wouldn't be putting leather greaves on your head.I do wish your project success and look forward to both trying it for making games, and playing games made using it. I also apologize if I have asked questions that already have been answered, I haven't read the rest of this topic yet, and will do so sometime later on.

URL: http://forum.audiogames.net/post/404540/#p404540




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2019-01-10 Thread AudioGames . net Forum — General Game Discussion : Dragons via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Any update?

URL: http://forum.audiogames.net/post/404525/#p404525




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2019-01-02 Thread AudioGames . net Forum — General Game Discussion : The coll gamer via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Those 2 youtube videos were interesting, I look forward to more. I'm looking forward to the release of the engine.

URL: http://forum.audiogames.net/post/402636/#p402636




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

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


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Hi Everyone,Hope you all had a great new year’s eve . Thanks for all the positive feedback and comments,, I’ll try and answer a few below-@number 57, thanks for the interest in the project, below are answers to your questions:-at present Sable only supports English language, but as you said from a design stand point you could create all your weapons, enemies, abilities, labels etc. all in whatever language you wanted , but the menus/interfaces would all still be in English. -Regarding sounds, since the user can add their own sounds for pretty much anything in sable, if you wanted a sound to have an affect like reverb etc. you would add this yourself  to the sound before you added it to sable . -regarding scripting, sable has been specifically created so no  scripting or coding is required, you are right that this does give some limitations, but it allows anyone regardless of coding or scripting experience to be able to create their own RPG audio game. -@number 58, thanks for the positive feedback about the project, I’ll try and answer a few of your questions below.-We have talked about adding a dialog tree system for NPC’s, which would do what you are after, where the user would have a choice of replies and  which ever reply they give would  potentially make  the NPC give a different reply or outcome to the conversation. It’s definitely  not in there yet, as to whether it will make it into the final release we will have to wait to see.-regarding tasks no it doesn’t always have to be go fetch something, as you suggested you could set a task for a player to go slay something and the task wouldn’t be complete until they found and slayed whatever you sent them to kill. . Regarding NPC’s acting differently if you are on a certain quest, other than the NPC who set you a task , giving the ‘you haven’t completed the task’ speech, other NPC’s wouldn’t act differently. But it’s a good idea.-yes there is an event trigger which would let you change a map after a certain event, so like in your example you could have the event trigger fire so that you return to your village only to find out the dragon has burnt it down, and instead of the village it is now a ruined village reduced to smoke , rubble and debris.-you mentioned an event trigger which  would move you to another map, at present there isn’t anything like that, but its another good idea and we are always trying  to add new event triggers to add more options and flexibility.-@number 59, a huge thanks for the offer of sounds, that is a really kind offer, we actually already have a sound engineer on the team however so are doing fine for sounds, but again the offer was  hugely appreciated. You mentioned side scrollers, sadly sable is designed for RPGs only, so couldn’t be used to make a side scroller.Hope the above answers everyone’s questions, again thanks to everyone who’s watch the video and for all the interest and positive comments.The Ebon Sky studios Team

URL: http://forum.audiogames.net/post/402541/#p402541




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-31 Thread AudioGames . net Forum — General Game Discussion : techmaster20 via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Cool. If need be I'd gladly contribute some sounds to the project. Anyway, iit would be interesting to be able to decide whether you wated your  game to be 3d or side scrolling.

URL: http://forum.audiogames.net/post/402262/#p402262




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-31 Thread AudioGames . net Forum — General Game Discussion : rashad via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Let me add my own slew of questions to the list.1, you guys are awesome for making this. Plenty of people in this community can write well but can't code worth a damn, so this seems like it'll be a great alternative. fine, fine, this is not a question, moving on.actual questions now.First, can you set up conversation like interactions like AHC, AKA choosing how to respond to dialog and having different bits of dialog or tasks trigger in response.Next, can you create tasks that don't have you fetch an item, for example I need you to go to Wintertop mountain and slay the blue dragon.relatedly, can you have NPCs interact differently with you if you're on a task? AKA in your quest to slay the blue dragon,  if you go to speak to bob the barbarian he might have some advice on the fine art of dragonslaying.Lastly, is it possible to have an event trigger move you to a different map? During your fight with the dragon, you are thrown clear of Wintertop mountain, and would have died except for a handy scroll of levitation which allowed you to float down (relatively) unharmed in a random forest in the middle of nowhere.Or, you were too late getting to the dragon, and it ended up burning your home city, changing the map to one containing only ruins.Even if none of this is doable, very excited about this project as is.

URL: http://forum.audiogames.net/post/402251/#p402251




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-30 Thread AudioGames . net Forum — General Game Discussion : tomecki via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

HiFirst, thanks for very interesting idea!I have few questions.1. - Will be possibility to make non english games? i know, that We can be set non english names, texts etc but what about directions, menues, hotkeys etc?2. What about multilingual games when user can change language?3. In modern games there are some stuff like 3d audio, reverbs, filters and other effects which makes world more realistics. What about sable?4. Every closed enviromment has potentially a lot of barriers for non standard tasks. Do you thing about make possibility to make some scripts by users which makes something special or creating plugins and share with other users? This can makes your product far better, be cause it can be build not only by your team.best from Poland and sorry for my english.

URL: http://forum.audiogames.net/post/402157/#p402157




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-29 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Hi Everyone,As ever, thanks for all the positive comments, we’re really pleased you’ve all enjoyed the second video in the series. Below I’ll try to answer a few of the questions which have come in:-@number 51, thanks for the interest in the project and your questions, I’ll try and answer them below:-the NPC voice lines are not randomized , since most times you would want them to play in a certain order to progress story/dialog in a specific order. Your suggestion of a random option is a good one though, as I could see certain situations or specific NPC’s where randomized voice lines might work well.- yes it is possible to tie sounds to objects. There is an object called container, this is kind of like a blank object you can create yourself.  Using your dresser example, you could  select container from the object menu, it will then let you name it so you could call it dresser, then you can give it a description of a dresser, assign its radar sound and then assign dresser opening and closing sounds for when the player opens/takes stuff from it, maybe a creaking draw opening sound or something similar.-regarding packaging /compiling  games, since sable is still in its prototype stage its too early to confirm any details like that, at the moment our primary focus is on our first game Crimson Eclipse.@number 55, thanks for the interest in the project, I’ll try and answer a few of your questions below:-yes you can specify the sound which is made when you first reach an NPC, so it doesn’t have to be that coughing sound. In maps I’ve made whilst testing Sable, I’ve had NPC’s speak a pre recorded voice line when you first meet them rather than the cough. So you could use this to have them use a pre recorded voice line when you first reach them,, but then have the rest of their actual dialog spoken using TTS, like you said this way it would cut down on costs for voice lines, but still give the player an idea of what that  NPC is meant to sound like.-Regarding event triggers, yes you can select for an event trigger to fire when you interact  with an NPC, when setting an event trigger on an NPC you can also specify when it will fire, so like you suggested you could get it to fire a cut scene when you first meet the NPC, or you might for example get it to trigger a battle at the end of their dialog, or maybe something after you have completed a task for them. -currently cut scenes don’t mute the ambience on a map whilst they play, but it’s a good suggestion since I could see situations like you mentioned  where you might want the background ambience muted whilst its playing.I hope the above answers everyone’s questions,  again just a huge thanks for all the positive comments The Ebon Sky Studios Team

URL: http://forum.audiogames.net/post/401839/#p401839




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-29 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Even if you don't write code yourself, using something like this doesn't make someone a lazy person, because they still have to design the world, characters, diologue, and so on...I myself am offle at math, so can't; and won't; ever be able to program on the scale required to make an RPG such as the ones this tool claims it can make.At Lemm, is it going to be possible to make NPCs have some spoken diologue and some tts diologue?If it was, a person could record a few lines for the NPC if they wish but stil use text.In your example in the video with the statue, the intro text explaining why the en keeper needed said statue could be spoken, but the other text wouldn't need to be.This way people who have limited funds; or friends; to record lines could still have the best of both worlds.Also, would it be possible to make an nPC have a custom sound when you reach them instead of the throat-clearing sound that's used?This way, regardless of if a maker decides to have intro voice clips or just a radar clip could still convey how an NPC is supposed to sound.Also you talked about event triggers in your video.Could one of them be used to activate a cut sceen when first talking to an NPC?This way you could have a long intro sceen where the NPC would introduce themselves and what not, and the player would never encounter that diologue again if they talked to the NPCAlso, is their going to be a way for the environmental sounds to be muted when a sceen plays?This way you could actually show a sceen that takes place somewhere else entirely so you could cut away from the player character to show something in a different part of the world for example.I know that's a lot of questions, but this is the first time we; as blind people; have a resource to be able to craft games with systems and narratives on par with what a sighted person could do with something like RPG Maker XP; for example.This is vary exciting.Well that's it for now.PS; RPG Maker XP is mainly used these days to create Pokémon fan games, playthroughs of which can be found on youtube.Later!

URL: http://forum.audiogames.net/post/401683/#p401683




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-29 Thread AudioGames . net Forum — General Game Discussion : mohamed via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

I agree.   coding maybe will be better.because  with coding you can do anything that you want.you are not restricted  maybe this will be good for me at some point.but I will try to learn python.because personally I like  2d side scroller games better than RPG

URL: http://forum.audiogames.net/post/401665/#p401665




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-29 Thread AudioGames . net Forum — General Game Discussion : pelantas via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

HI,To add to it, i am writing code myself as well, but i find sable interesting to write in games as well Greetz mike

URL: http://forum.audiogames.net/post/401648/#p401648




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-29 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

redfox wrote:so, yet another product to make things easier for people and make it so they don't ever have to do work, graite! what happens if it ends up that the language it uses is shit? what happens if it doesn't work correctly? I'll probably still check this out, but i'm probably going to use actual code, because it makes me less of a lazy personYes, this engine is for those who can't code. Sounds like this engine is not for you, at all. Because you are able to code, I'll recommend you to pass this topic, do some amazing coding, be a less lazy  person, make your own shit and stop calling people who can't code lazy people. Again, this engine is clearly not for you when writing such comment. It is for people who even don't care about the code, but just want an easy creation tool to help them creating the game they wanna develop, without having to mess with code they aren't able to learn anyway.Let me take an other example: Websites. CMS systems like Wordpress and others are made for those who don't wanna sit handcoding websites. If you wanna write all the code yourself, then fine. Just do it. But if you wanna be, in your own words, a lazy person, there are other alternatives such as CMS systems, which lets you make a website without having to code.Do what you want. Code your own games from scratch if that's what you want. But don't say between the lines in projects like this, that people who can't code are lazy persons. You didn't said that directly, but you said that between the lines in the following sentence:I'll probably still check this out, but i'm probably going to use actual code, because it makes me less of a lazy personBy saying this comment, this engine is not for you for sure...

URL: http://forum.audiogames.net/post/401644/#p401644




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-28 Thread AudioGames . net Forum — General Game Discussion : techmaster20 via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

so I had  some questions. Is it possible to make NPC voice lines randomise, so you can get sometging different each time, also same for the rest of it. It would be amazing if you could have multiple sounds tied to an object type that would play at random, example, you might go into a house, and open a dresser, then take out a knife. Also will you be able to compile your sable games into a windows executable so you could run it on any machine?

URL: http://forum.audiogames.net/post/401619/#p401619




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-28 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Looks cool and I'm excited to see what develops. The turnoff for me is the fact that this engine only supports trn-based combat. I appreciate turn-based games and enjoy them, but we need a truly inovative realtime combat system. It's far, far overdue in the audiogames market... granted, my opinion may be an unpopular one. But there it is regardless.

URL: http://forum.audiogames.net/post/401590/#p401590




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-28 Thread AudioGames . net Forum — General Game Discussion : redfox via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

so, yet another product to make things easier for people and make it so they don't ever have to do work, graite! what happens if it ends up that the language it uses is shit? what happens if it doesn't work correctly? I'll probably still check this out, but i'm probably going to use actual code, because it makes me less of a lazy person

URL: http://forum.audiogames.net/post/401585/#p401585




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-28 Thread AudioGames . net Forum — General Game Discussion : adel . spence via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

I want this software. and also if you are takeing beta testers, sine me up!

URL: http://forum.audiogames.net/post/401566/#p401566




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-28 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Hi.Thanks so much for the second video. This is getting better and better. Keep up the fantastic job guys. Merry christmas and a happy new year to you.

URL: http://forum.audiogames.net/post/401483/#p401483




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-28 Thread AudioGames . net Forum — General Game Discussion : pelantas via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

HI@lemna very impressive video again, as said, i am very interested to see on where this project goes, cause this is a very good candidate to be added to our toolbox Keep up the awsome workGreetz mike

URL: http://forum.audiogames.net/post/401418/#p401418




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Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

2018-12-28 Thread AudioGames . net Forum — General Game Discussion : lemm via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 2), by Ebon Sky Studios

Hi,-@number 41, thanks for posting the link to the new video for us, you beat me to it haha. Hope you enjoyed the Video.-@number 43, for the moment the purpose of the Z axis is to allow users to create buildings which are more than one story high, but as mentioned in a previous post  having the Z axis there means we could possibly add other mechanics  which utilize this at a later stage, but for the moment it is just for buildings.As ever a huge thanks to everyone for all the interest in the project.The Ebon Sky Studios Team

URL: http://forum.audiogames.net/post/401413/#p401413




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