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Messages - NickamonPoppytail

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1
Ask a Question / Re: Subtitles Option
« on: May 25, 2018, 05:53:09 pm »
Trial and error would probably take you ages, maybe make a small stencyl 'game' that plays your audio track and  adds the track time to a list when you tap it, then you could listen and tap when you need each line to come up. (Though if you could get audacity working it would be much easier to tweak the timings).

I didn’t think of doing that. Thanks Designpeg!

2
Windows / Mac / Flash / HTML5 / Re: Poppytail
« on: May 25, 2018, 05:52:20 pm »
Switched to my slow laptop and made some progress with a subtitle system and some little touches to make everything look a bit better. Hopefully the “demo” will be released soon. I know I said I would have it out by the end of April, but I WILL have it out by the end of May (maybe).

3
Journals / Re: The Poppytales (Journal Thread)
« on: May 25, 2018, 05:49:21 pm »
When you say sprites--do you mean the image files or the actor?

I mean image files.

That laptop sounds really old. Might be easier to just the faster computer and use a flash drive or external drive for storage.

I have two: the one with half it’s storage being taken up by an unknown source (the one that corrupts .STENCYLs) and the slowest one (takes nearly half an hour to just log in). The first one is two and a half years old, and the second only twelve months. I’m thinking of getting another laptop.

4
Ask a Question / Re: Subtitles Option
« on: May 25, 2018, 06:02:09 am »
Hi, I've got a working karaoke in my game, getting the timings for the words was the biggest challenge, but I found you can add a label track to your sound in Audacity (free app), and then export it as a text file with start and end times for each word.

I've also got a lip sync feature, to make the timing for this I used a free app  Papagayo https://en.wikipedia.org/wiki/Papagayo_(software) if you set the framerate to 100fps, then type in your text it automatically matches phonemes to mouth shapes and outputs a text file with timings and mouthshape, which you can then use.

It's a great app - see screenshot.

Hope this helps.



That's really cool Designpeg! Unfortunately I don't have Audacity, and I've been having computer storage and speed issues recently with multiple laptops.

What I've got's going well, but I still need to figure out how to make subtitles for my audio recordings. Walter Turnbull's speech is in one audio file, and this is everything his recording has to say. This is a bit spoiler-ish, but I'm going to release a demo soon and I just need my basic systems done and then that will be released for feedback and criticism.

Quote from: Walter Turnbull
Uh... Hello? Is this thing recording? Oh, hold on... Alright, yes. Okay, welcome to Rosemary Games. I am Walter Turnbull, one of our most experienced programmers here, and, well... this recording's for... y'know, anyone who... is new here, or who wants more information about this company, Rosemary Games. So, we are so world-renowned because of our technology as well as our games. Hey, I know it's only, uh... 1984, but... we have some pretty futuristic tech here. We have... uh... well, we have Simulation Rooms. We use these to create environments we intend to program in our games; to see how events in the game would play out in real life, y'know, so... we can make our games as realistic as possible. Also, while other companies mess around with fancy arcade machines, we produce new gaming consoles, get this: every year. Hold on... Campbell? ...Yeah, yeah, I know, I get it... Sorry, Dad wants to see me? ...Alright... Well, I have business to attend to. Hope you enjoy working here or playing our games, depending on who's listening. Bye!

Is there any way something similar to what you have would work better than simple trial-and-error?

5
Ask a Question / Re: Subtitles Option
« on: May 25, 2018, 04:52:28 am »
Thank you! I'll try this a bit later.

By "a bit later" I mean nearly two weeks.

6
Journals / Re: The Poppytales (Journal Thread)
« on: May 25, 2018, 02:35:21 am »
Well, Stencyl hates me. The file with my sprites just became corrupted and I lost a Pink Poppy and Classic Poppytail sprite as well as Poppytail's "up" sprite that I had been working on for an hour, and even before that it deleted my work I had already saved multiple times.

Also, my other laptop I was switching development to is extremely slow, and it sometimes takes nearly half an hour just to log in and get an application such as Google Chrome running without it immediately crashing.

Oh well, at least I uploaded my existing (two) Poppytail sprites to the internet so I can get them back easily.

7
Journals / Re: The Poppytales (Journal Thread)
« on: May 24, 2018, 12:43:07 am »
I'm not sure for Windows. For Linux it's /home/username/stencylworks/logs

Well, it shouldn’t be too much of a worry now. I’m switching development to another laptop.

8
My RPG tutorial series should help you allot with this.

I'd recommend this too.

9
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: May 23, 2018, 03:03:46 am »
I am moving from creating to testing, balancing and polishing.

:D Great to hear!

10
Journals / Re: The Poppytales (Journal Thread)
« on: May 23, 2018, 12:29:09 am »




Early version of Poppytail. He was drawn by hand, then outlined, photographed, emailed from my phone to my laptop, the background was cut out, and then I coloured him in pixel by pixel. I've still got another 18 images of him left to go... And that's just five frames for each idle animation that I've made so far...

Here's the original:


11
Journals / Re: The Poppytales (Journal Thread)
« on: May 22, 2018, 03:10:47 am »
Check the logs subdirectory in your stencylworks directory. I accumulate from 300MB to 600GB 600MB per month of logs, which adds up if I don't remember to clear it out every so often!

Where do I find this?

12
Journals / Re: The Poppytales (Journal Thread)
« on: May 22, 2018, 01:08:03 am »
Sometimes a fresh start is necessary. It may feel like you're starting over, but you're really not if you can take and apply what you learned from the first generation to your next. If I may offer some advice: consider trying out new mechanics or anything experimental on a smaller scale project. I like Ludum Dare for this sort of thing--lots of feedback from a supportive community and if the idea is a total flop, I only lost 48 hours.

I have actually restarted making a few of my previous games during their development (PT1, PT2, PT5, TPT). With the old version of PT1, I wasn't making the sort of thing I wanted. The old version of PT2 kept glitching out in an early version. I couldn't make the sort of thing I wanted with PT5, and even then I couldn't get the system working. Now I have that working exactly how I wanted it to, but the delays for that aren't because I'm stuck, but because I'm usually busy with other projects.

And finally, the old TPT. I couldn't make that the way I wanted either, and I did not have the knowledge nor the skills to make that properly. Plus I didn't have the 3D art assets for some of the PT5 characters (which I still don't have months later).

I'm trying out new mechanics and art styles because I don't want my games to be too "predictable" among others. Pixeltail's getting a new mechanic so that it's not simply an upgraded clone of the first four games in the Poppytail series. I think The Poppytales' mechanic may work well as a combination of the existing idea for the RPG battle system and suggestions that have been given to me by other users from Stencyl about my other games.

Let's just see how this one turns out...

13
Your code should work... have you checked it’s not in an Updating event? If it is, that would explain it, as that event happens 100 times for every second your game is running.

There is an event under a section called Time (I think). This will run your code after a given amount of time or every given amount of time. Place your code into that event.

15
Ask a Question / Re: Saving Storage
« on: May 21, 2018, 04:48:00 am »
Theres a remove unused files in the drop downs across the top im stencyl.. debug maybe?  Itll remove those.. backup first.. and triggers a long compile

Thanks Squeeb. Will try tomorrow if I have time.

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