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Topics - SquareNote

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Paid Work / SCUMM-style adventure game dialog
« on: September 27, 2012, 07:05:38 pm »
Not sure if anyone else is interested in this, but I've been working on creating a dialog tree system that's similar to the old SCUMM adventure games.

I tried to set it up in such a way that editing the dialog isn't a complete pain in the neck.

The way the behaviors are set up, there's one Dialog Manager behavior that handles all the text drawing and UI stuff. Then your player actor has a single behavior that contains custom events for each of the dialogs the player could have with other characters. Each custom event is a dialog tree representing a conversation with that character.

Depending on how you fill it out, you can have the player start first, the NPC start first, or whatever.

Attached is an example of one of the dialog trees. The idea was to keep all of the game logic out of the event that had the dialog, so that you could keep track of the dialog writing better.

Let me know what you think! I can put these up on the Forge after I clean a few things up.

Ask a Question / Simulating key strokes
« on: July 19, 2011, 06:15:31 am »
I know it's possible to have a behavior set the x and y of the mouse, but is it possible to have a behavior simulate the pressing of a key?  I know this wouldn't make sense in most game contexts but I have some ideas for interfacing between the game and external devices using GlovePIE, which would listen for key presses.  I would want the key presses to be able to come from the game itself in addition to the player.

Any thoughts?

Ask a Question / Keeping track of the beat
« on: July 15, 2011, 06:25:56 am »
This is a long-ish post but I'm looking for advice & feedback..

I'm trying to create a basic framework for games like Rez where events in the game are sync'd with the rhythm of a song. Here's what I'm doing so far.

Play Track:

This behavior initializes a bunch of game attributes that I use for tracking the measure number, which beat in the measure it's on, what the tempo of the song is, and how many beats there are in a measure. Then it starts looping the track.  Ignore Weapon1BeatList for now. 


This behavior takes the tempo (in beats per minute) and every beat it updates the BeatPosition to the next beat number. 1, 2, 3, 4, 1, 2, 3, 4.  Every time it goes from 4 back to 1 it updates the measure number.

I use GameBeatWindow to let other behaviors trigger events on the beat. I set a short window around when the beat changes, and during that window, the flag is true and behaviors can check that to make sure they're firing on the beat. For example...

Explode Death Actor:

I attach this behavior to a death animation that spawns when the player dies. This waits until beat 1 rolls around and the beat window is open, then makes the dead player's body explode with a sound. That is, when you die, you're disabled but your body sticks around until the first beat of the measure, then it explodes, on the beat.

This is pretty cool when it works, it turns out. But what I'm finding is that the synchronization between the song that I'm looping and the metronome is really sensitive and prone to falling out of sync. So after a while when the metronome says it's on beat 1, the song isn't on beat 1.

I figure this is related to CPU load or having lots of 'always' behaviors or something.

So finally, my question(s)! 

Is trying to sync a behavior to the sound like this a dead end? Am I always going to have syncing issues?

Is there anything in particular I should be avoiding that would be making this worse? I'm using the pieces of the run&gun kit that constantly updates player x and player y in game attributes, for example.

Any other thoughts on better ways to accomplish this?

Thanks a ton! 

Game Ideas / Question for other musicians
« on: June 29, 2011, 07:23:00 am »
I'm always curious about how other people's creative processes work.

How long, on average, would you say it takes you to produce a minute of music (in your chosen style)? 

I mean including writing, sequencing, recording, programming & automation, mixing, effects, etc. The whole works, from start to finish, for an average minute of your music.


Shared Resources / 8-bit stings
« on: June 20, 2011, 12:19:50 pm »
Hi everyone,

I'm just getting started with my plans to upload music on StencylForge--hopefully the first set of many. My first pass will be a collection of very short (like, under 10 seconds each) stings in 8-bit NES style. I'm using a midiNES, which directly accesses a working NES sound chip for maximum authenticity and nostalgia!

These stings could be useful for game events like acquiring a power-up, completing a level, game over, showing a hi-score screen, and things like that. I'll also include some very very short clips for menu UI sounds.

After that I'll probably do some 1-minute loops for background or menu music.

The collection of stings should go up sometime over the next couple of days depending on when I have a free hour or two to package them all up--I'll reply here when I upload them.

This is just the beginning from me. I have some orchestral stuff too I'll probably release.


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