What's up, RMers?
You seem to use a lot of voice overs. I could only imagine how large your SE folder is (if that's where you're storing them). I'd be curious to see your work flow with the deployment of these voice overs, how you organize them, what your logic is to keep it all managed, and what challenges are posed when doing a game with a lot of voice work. I don't see too many RM games with the amount of video and voice work that you have and I don't have any first hand experience managing stuff like that.

I'm writing some brainstorming notes on your suggestions, and writing a blurb about expanding the Audio module with VO (Voice Over) support, and how it might be different from other Audio categories, how it might be organized, how it might be deployed. VO is probably an edge case (most people probably won't be using it (or maybe they would?)) but it's definitely on the list of things that could be explored and possibly implemented in the future. I make no promises.

Thank you for your input ^_^ And your entertaining videos!

I'm not going to clutter this topic with further discussion, but you're welcome to brainstorm with us (>>LINK<<).
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While it may seem like all dialogue in the game is voiced, this is not truth. I actually just do voice acting all my own for the purposes of making the videos more entertaining and fun to watch.

Only pre-rendered cinematics and battle dialogue is voiced. And only battle dialogue requires there to be voice files in the audio/se folder.

Example of Fantasia's audio folder.
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Because cinematics are pre-rendered, we don't need to have the audio files for it present.

Videos like the Intelligence Multi-verse one are voiced by yours truly. As are scenes like this! The TV stations aside, none of this VA is in game, that's just added on to the recording to make it appealing for youtube.

Heh.

Inversely, boss fights like this, do indeed use in game audio and voice lines.

You can probably tell, as the quality jumps up phenomonally.

And another one where I nailed the delivery.

But again, this is not voiced in game.

Oh, also I implemented some new scenes, no recordings yet! But I do feel compelled to share a screenshot two~
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Beyond working on a new youtube intro today...


Which yeah- I haven't finished yet. I've also finally gotten around to doing some updates on the title screen regarding visibility and also some new background images.




Beyond all this, I've also begun on some more maps. The Drifting Archipelagos of Zirkov are now basically done.

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Might have to add some windows on the houses...
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Another day another bunch of maps~!

This time: interiors. You are only seeing the very tip of the iceberg because if I posted everything it'd take the whole page, haha~
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I've come up with a Mad Scientist weird idea for a new script. Editor 

It'd be nicknamed Silly Crystals or Silly Skills.

Planned Features

  • Provide the game developer with an alternate way to learn skills.
  • Steal Siletrea's characters, namely the Crystarians, and use them as crystals. Killer 
  • Heroes would need to appraise it first in order to find out what skills it might contain. (Activation Step)
  • By improving the hero's custom stats, he learns new skills.
    Unlike Materia scripts, you get a new skill only if you get enough reputation or friendliness or seriousness or other weird stats points.
  • Once he has learned all available skills, the crystal disappears (or fuses with the hero).

So what do you think about this idea, guys? Happy with a sweat
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

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My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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I know you're a huge clown but...
The Clown from Clown Town" quoteunquote Wrote:Steal Siletrea's characters, namely the Crystarians, and use them as crystals.
It's generally a bad idea to anger she who is hailed as The Embodiment of Power.

As for me~ I have some dope progress and also a milestone to report!



Diagonal tiles were made to get rid of Tekerlek's "minecraftian" spokes.
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Don't ask about the blood...

But that's far from all!

Today I made a tileset for some floating islands from some parallaxes MZ has in its RTP and some tiles from Celianna's Ruined Temple tileset and first seed material's Autumn and Rural woods tiles.
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So, the MILESTONE is that I've now finished all the maps, the only remaining ones are interiors I'm not sure if I'll even need yet and Crikey's Cavalier which a friend of mine (Coyotecraft) has already made incredible headway on, so I'm letting him take care of that one!

Speaking of Coyotecraft~
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He's been busy!

But wait!!! We're still not done!

Another optional event I felt deserved a video its own!

Galaxion History!

One more thing... I'm working on a new youtube intro, and this was kind of one part of it, ha ha.

Deliberate music syncing, yes. That's all for now!

Tomorrow I will begin breathing life into all these maps. NPCs, critters and so on!
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How entertaining! You do good work and so does Coyotecraft ^_^

UPDATE: I'm posting this video here. Tech demo incoming...

Testing : RGL/RMXP Hybrid

This is a hybrid version of Belly of the Beast, using a mix of experimental RGL and the RGSS engine (for now.)

This is a general features / navigation test.

Walk, run, crawl, climb, push, pull, leap and shimmy your way through the caves.

Oh yeah, and I play the bass and guitar tracks with a little bit of keyboard. It's probably not the greatest, but I do use real instruments, only the drums are samples. The samples are original too. I even jammed the corny timer music with my bass and guitar, Zelda style ;)

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(04-02-2022, 08:08 AM)Kain Nobel Wrote: How entertaining! You do good work and so does Coyotecraft ^_^
Thank you, thank you~ You're too kind!

(04-02-2022, 08:08 AM)Kain Nobel Wrote: UPDATE: I'm posting this video here. Tech demo incoming...

Testing : RGL/RMXP Hybrid

This is a hybrid version of Belly of the Beast, using a mix of experimental RGL and the RGSS engine (for now.)

This is a general features / navigation test.

Walk, run, crawl, climb, push, pull, leap and shimmy your way through the caves.

Oh yeah, and I play the bass and guitar tracks with a little bit of keyboard. It's probably not the greatest, but I do use real instruments, only the drums are samples. The samples are original too. I even jammed the corny timer music with my bass and guitar, Zelda style ;)

This reminds me of Diablo / Diablo II and that's a good thing I promise, the bass and guitar along with the drum hits sounds very similar, especially love the ominous giggling being used as a backing track.

You can definitely stand to update that fire BGS you have playing on the title screen. Thankfully RPGmaker MZ introduced two new fire background sound files that sound like an actual blaze instead of some kid wrinkling foil and cellophane~

Fire2
Fire3

Also bring the BGS volume down, it's far too loud and distracting.

Otherwise, looking very cool. I like the parallax you did in the second map with the other stone mounds in the background.

Okay! So I've been working at life-ing up all these maps!
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Otherwise, not a whole lot to report!

Though I did shoot a recording of an Optional event I'd done already!
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Well, still working on the requested Tactical battlesystem. I kinda gave up on the redesign of the *barf* horrendous result window. Not from it being difficult, but for lack of input on the feature. However, the result window (okay, I tinkered) allows for it to vanish after X seconds or requires player input to close. Game developer's choice.

Now for the fun part... In most tactical systems for RMXP, it is usually one-on-one where you see the attacker taking a swipe at an enemy. Basically a guy fighting another guy. However, the requester wished to show this as army warfare and it is platoon vs platoon. For this, the requester wants a window to appear in the screen where you see the two platoons fight. And the number of visible members a platoon has is akin to the HP for the platoon before wiped out.

I'm going to have to get creative to show two 'groups' with their numbers set by HP scores... and moving them? Making attack animatics in this window. Yeah, this is gonna be very interesting.
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(04-07-2022, 07:27 PM)DerVVulfman Wrote: Well, still working on the requested Tactical battlesystem.  I kinda gave up on the redesign of the *barf* horrendous result window.  Not from it being difficult, but for lack of input on the feature.  However, the result window (okay, I tinkered) allows for it to vanish after X seconds or requires player input to close.  Game developer's choice.

Now for the fun part...  In most tactical systems for RMXP, it is usually one-on-one where you see the attacker taking a swipe at an enemy.  Basically a guy fighting another guy.  However, the requester wished to show this as army warfare and it is platoon vs platoon. For this, the requester wants a window to appear in the screen where you see the two platoons fight.  And the number of visible members a platoon has is akin to the HP for the platoon before wiped out.

I'm going to have to get creative to show two 'groups' with their numbers set by HP scores... and moving them?  Making attack animatics in this window.  Yeah, this is gonna be very interesting.

A Soul Nomad and the World Eaters-esque battle system sounds pretty interesting and would probably be the first of its kind available for RMXP.
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