MrMiller's Forum Posts

  • lucid,

    Darn. It would've been cool.

    As an alternative to learning how Phonetic Arts might've worked with a main sound file as their foundation source, I've been trying to find a way to extract some speech tracks from some old PS1 and PS2 sports games. If I can ever find a way to extract, I plan to turn the files into a library that I can edit by importing mass amounts of files into something like Audacity and then export them to predefined file folders that could obviously be used in any program that accepts external files. Seems like the easy part is doing everything besides finding a way to exract the files, but I'm going to keep searching until I find a tool or something.

  • There is a company called Phonetic Arts, and they've created this cool speech synthesis technology that creates continuous commentary from using a voice recording (although it's more complicated than that). There were videos of it on the web, but since Google bought them, they've all disappeared and Phonetic Arts has pretty much disappeared with them in terms of visibility. However, I have a hunch that a similar simpler type of technology could be done just by having some kind of tool that manipulates speech, maybe being able to manipulate each word in a typed sentenced in addition to being able to manipulate the entire sentence.

    So, I was using the text-to-speech object in Construct the other day and was wondering if it would be possible for a plugin to be made that could manipulate the tone, inflection, depth and speed of the speech voice? Right now, I think the object is nice, but being able to shape the voice would be make it incredibly useful for RPG/Drama games and would be huge for sports game that require play-by-play commentary. This way, you could make all kinds of voices to give your games a more professional edge and you wouldn't have to load your game up with a bunch of external audio files.

  • Your action in event line 1 needs fixing.

    Double-click on the action "-> System: Set global variable 'PAUSE' to 1

    When the box comes up, type in: 1 - global('PAUSE')

    After you do that, line 1 should look exactly like line 21 in the picture I posted above.

  • Here is an example:

    mediafire.com

  • <img src="http://farm6.static.flickr.com/5265/5675359651_25d7c6ce10_z.jpg" border="0" />

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  • 1- Image editor: yeah, graphics card issue. Update your graphics card

    2- Checkbox never worked for me either, really annoying some times

    CC is an open source project that has been discontinued, too bad in my opinion, I really like it but I hope C2 gets even better than it

    I thought Lucid was working on it? Is that over?

  • I realize I can create multi-dir movement by using a "Move at angle" action, but there doesn't appear to be a way to program 8-dir movement to the right thumbstick that's identical to using the 8-dir movement object for the left thumbstick.

    Is there any chance in a future build we might be able to just assign the 8-dir movement object to the right thumbstick?

    Disclaimer: I didn't know where else to post this...

  • Hmmmm. I look at event groups and "include event sheet" as two separate concepts. The groups are used inside a specific event sheet to keep the event codes you've created organized and defined to certain functions.

    "Include event sheet" is used to copy/carry over the event process of another layout without having to waste event lines in the new layout's event sheet.

    when you copy a layout, you're given the option to also use the event sheet of the layout you copied, in the new layout's event sheet. However, a lot of people like to make level editor or some type of system that randomly creates levels which adds a new wrinkle into the mix.

  • I couldn't get the link to work. Check this page for the clickable download link:

    69.24.73.172/scirra/forum/viewtopic.php

  • Hmmmm. I couldn't get the link to work. If anyone is having the same problem they should go here:

    69.24.73.172/scirra/forum/viewtopic.php

  • The NDAA situation is an absolute disaster with inevitably dire consequences on the horizon, but one must understand that the office of President has been re-designed to be spineless for generations now, so it's not squarely Obama's fault. He's just a figurehead, a spokesman for an agenda much larger than him and one that he has no real authority to control, like has been the situation for all Presidents for generations now. This was going to happen no matter who was President.

    The Patriot Act was a beta test, and now the NDAA is an advertisement for the release of the final game. It's about to get VERY ugly.

  • I should also mention that you'll need to use either a private or global variable (your choice) to keep track of the characters damage. I'll try to make an example for you when I get time, unless someone else beats me to it.

  • There are a few ways you can approach this....

    1. If you wanted to make just a bar you could use the progess bar object and have it where each time your character sustains damage the bar goes down a certain amount.

    2. You could also make a bar by using animation frames that disappear revealing a bar with less length underneath it each time the character is damaged. Or, instead of doing a disappearing approach, you could take a sprite object and put several frames into the animator, then have each frame correspond with the damage the character receives.

    3. Another thing you could do is make a bar out of a single sprite, and each time the character is damaged you could decrease the length of the bar.

    4. As for making a curved health indicator, you could do any of what's mentioned in #2.

  • I can't argue with using less events, but since he's a new user I doubt he--like any new user--would understand that expression or know what it means very easily or how and when to apply it, which would just lead to more questions. At the new user stage it can be confusing/overwhelming to be looking at an expression with math attached to it. At least with the style originally presented the application and intent is more immediately obvious.

  • Here is one way to do it using a single sprite object and a global variable: mediafire.com

    If you need to have 3 separate sprites (1 for each weapon), you'd use the same process, except this time the action for each event would be the sprite name you want the event to correspond with, and then you'd set it to have an action to set the frame of that sprite, like so:

    Is global variable weapon change equal 0 ====> Sprite 3: Set animation frame to 1