I originally bought FPSC as an aid to DB dev and rarely used it in itself to make games. Of course this functionality makes less sense now, but was great at the time. There was a command in DB Pro (possibly DB as well) to load and display a level with no fuss. Probably just the easiest solution at the time. I assume the code to extract the files will be similar. Probably because that's the way it's been since FPSC. Quote: "Why are the constituent parts of the map zipped up whilst it's still under development?" Working too with some sort of standalone setting thru dedicate windows, but this is another story I'm not going to bother with. Till now there is not a clear way to get that list, just possible workarounds, such as reading X file to get that info, but that will be like reading the first 44 wav file bytes to get header, and thetefore to get the audiofile duration, realy tricky and time consuming, so there will be another way to get that list being life saver and time saver? I must add that I already know you won't add project-based system, but some tools might help us to being able to continue thinking out the box. Meantime working on some sort of project-based system taking profit of saving map when GG generates required files list for mapbank, in order to get entity and texture list use in the map to build a project folder with all the related dirs and files inside and ready to work with. In my video you can notice I'm entering several inputs so several audiofile paths at time, thru copy&paste them, assuming each line is a audiofile path, or maybe with has to go entering one by one? Anyway it does not talk about TTS way, I guess because you still are baking it, so again not presure, anyway I've some another question that has to do with my convo system project: Does GGMax will allow batching audiofile process? Video show very well the mic record way, and it work amazing, quikly generating audiofile and attaching it to the npc plus behaviours, well done so far. Please don't take my questions as claims or as request tha most likely don't fit with your roadmap, just take them as suggestion, merely ideas and nothing else, nor presures, just good end results. Knowing the duration of the next audio file helps calculate the pause between one file and the Lee I have broken my head trying to find out the duration in seconds of an audio file, via lua but without luck yet, any lua command that can help? The non-linear conversations are even more complex, making the game development depend on an answer, well that is something else. You will have to take into account if the player will have to perform an action so that the conversation continues until it ends. In any case, the user will have to be cautious when it comes to building a conversation, organizing the dialogues and the inputs and outputs well, in addition to the end of the conversation, good practices will be very useful here. Or do you already has think about something to link 1 input with the next? Thinking about player and/or npc needing 2 or more options to choose, how you show that options on the screen if you don't know their inputs or where the code can ask about?Ī plane file with all the inputs/outputs (talking meanly about tts) will be necessary to work with, even with some sort of tags to know who is who, whats inputs/outputs belong to npc1 or to npc2, and so on. Thinking about more complex convo, it is doable but with the needed lua commands. Ok, make some custom convo system just 4 you or 4 your game it is realtively easy, problem comes when you want to do that convo system for everybody, where my code can ask for those per-entity inputs/outputs? Per-level file sound will be useful, however if you want to show the inputs and outputs on the screen you may need to know them, so I wonder how to ask them via lua and where? PlaySoundIf Silent(e,1) doesn't do the job, at least not itself. Rather than using timers or wharever workaround. Don't miss some sort of IsPlayingSound(e,0), so we can do:
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