Evdog's Recent Forum Activity

  • Hi Evdog! I think I understood what you wanted. Try one of these files with the templates, and tell me what you think.

    https://dl.dropboxusercontent.com/u/700 ... Evdog.json

    https://dl.dropboxusercontent.com/u/700 ... yEvdog.csv

    Yes! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> That's just what I'd had in mind! Thank you heaps, I'll be implementing this in my RPG

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  • Hey Magistross,

    I was wanting to make a dialog system where the player builds a sentence from the options provided, and each path generates varying reactions from the NPC's. For example:

    • Haha! That's...
      • ...so funny!
      • ...the dumbest thing I've ever heard!
      • (back)
    • I'm not sure...
      • ...if that was supposed to be a joke or not.
      • ...you should talk that way about him,...
        • ...that's mean.
        • ...he might hear you.
        • (back)
      • ...I want to be around you, after hearing you say that.
      • (back)

    and the respective sublist would only appear onscreen after the option in the previous list was chosen (with the "Back" option allowing them to undo their choice and go back to the previous list).

    Any ideas how I would go about getting this system to work in the template?

  • Is there a way to include Italics, Bold, and Bold Italics into the font? I can't seem to figure out any way to use these with spritefonts, due to the need for character mapping

  • I think it would be better to leave a spritefont as representing just one font, but then have a way to merge different spritefont objects in the same run of text. But then you still need some kind of markup and parser to specify where you want which font styles...

    Ashley This would be perfect! Having a phrase like "You always do this to me!" could then be easily done by switching the spritefont to a bold italics version of the font for just the word "always", and then switching back to the regular version for the rest of the sentence. I really hope something like this gets implemented.

    I quit working on this a while back since it was enough for my current project but I'll try finishing it.

    Tokinsom Please let me know when you release this. I've been trying to work with plugins and addons to create a text system as versatile this for a while now, and I've been coming up against a brick wall every time.

    Can this system work with any spritefont, or only the specific one you're using?

  • All the best, mate

  • So you want a voice that sounds chipmunked, but is still at a normal pace?

    That's called Pitch Shifting. You can use pitch correction software to do that like Autotune. I personally use a similar program called Melodyne. Or, if you're on a budget and don't need it to be too professional, you can easily use the "change pitch" setting in the free program Audacity.

    Hope that helps.

  • Audio files are like a food recipe. If you bake a cake, and then try to get all the egg out after it's cooked, it's not going to work.

    If you can find an instrumental (song without vocals) track and an acapella (vocals only) track, you can play the two together while still having them as two seperate files. Or if you personally know the person who produced the recording, they could make an instrumental and acapella for you. But you can't just get an .mp3 with vocals and instrumental and try to separate the two, without both ending up as a horrible mess.

    Source: Have been producing music for 6+ years

  • Okay cool. Got that working

    The dB tags seem a bit finnicky, though. I opened your sample .capx and switched

      "Play Fate not looping (tag "") with fade-in volume from "-60dB" to 1 in 1 second"

    to

      "Play Fate not looping (tag "") with fade-in volume from "-60dB" to "-10dB" in 1 second"

    and everything was silent. Switched it to

      "Play Fate not looping (tag "") with fade-in volume from "-60dB" to "0dB" in 1 second"

    and it was still silent. Changed it back to linear numbers

      "Play Fate not looping (tag "") with fade-in volume from "-60dB" to 0.8 in 1 second"

    and it was working fine.

  • Is there a way to smoothly crossfade two pieces of music? That is, to fade out one track, while simultaneously fading in another?

    Here's an example of what I'm talking about (sorry about the guy talking over it): https://youtu.be/50QEapyTPD4

    As the player goes to higher and higher rooms, the audio transitions seamlessly into the next audio file, which is the musical score but with more instruments. The rhythm is kept intact throughout, but the crossfading allows the musical dynamics to vary depending on how far the player has progressed.

  • I'm using Mozilla Firefox 47.0 on a Samsung Galaxy S6, and the text in your 'test' capx is halfway down the page.

    EDIT: Just double-checked on Samsung Galaxy native browser and it's the same, so it's not an issue with Mozilla...

  • "Shift down" solves the issue for desktop, but it still causes a discrepancy of placement on mobile...

    Here's a capx, if it helps to diagnose the problem: https://drive.google.com/open?id=0B9cfa ... E8tSDJXeFU

  • This solved the issue, but it's ended up creating two others in it's place:

    On desktop, the top of the text is now cut off:

    And on mobile, the text has jumped further down:

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Evdog

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