Looking for tutorials for the wiki (step by step)

  • #20, by afrlmeSaturday, 13. December 2014, 00:40 10 years ago
    I was told that the loading screen was better suited more mobile platform targets. But yes, for windows/mac games it is pretty pointless because it only displays for a second or 2. I guess if someone had the inclination then they could probably create their own loading screen with a menu scene & some animations, action parts, lua or a mixture of all 3.

    Experienced developers? I'm not an experienced developer. I just approach things in a different way to a lot of people. VS is as I have mentioned before: quite a logic based program & logic & work-around solutions are my forte, so I didn't really need much help with the editor stuff as it was pretty easy for me to figure out what was what. Lua script however took me a month or so to get to grips with as that seemed very illogical to me at first. Plus I hadn't programmed anything other than html, css3 & jquery/ajax in over 10 years to this point.

    Anyway... Looking forward to seeing what you come up with. wink

    Imperator

    7278 Posts


  • #21, by LebosteinFriday, 06. February 2015, 09:04 9 years ago
    The default footstep sound system is little to be desired. The best approach I believe is to actually add the sounds to the walk frames themselves which would actually generate the sound in real life. Pretty simple.

    I think you should use footstep sounds in your game only, if you can play it randomly from a set of sounds. Otherwise it has a cruel torture effect for the player...

    PS: It would be very cool if you could add optionally a set of footstep sounds to an action area directly. An the trigger for playing a random sound from this set could be activated via checkbox in the frame properties ([x] frame triggers a footstep sound). And if no action area with footstep sounds is defined or the player is outside all areas, the default footstep sound of the character is played. That is more 'real life' (sounds are triggered by specific frames but connected to the underground) and easy to use I think.

    How I can change the repeat speed of the default footstep sound at the moment? My character walks relatively slow and the footstep sound rate is very high. An the frame based way is no option for me. I have different undergrounds.

    Key Killer

    621 Posts

  • #22, by marvelFriday, 06. February 2015, 09:58 9 years ago
    It was designed to make it as easy as possible for an amateur game developer. But sure, if you want it more flexible, you can add the walk sounds in the frames and play them randomly. This is what several users are doing (and as well daedalic) and this way you can control that the footstep sounds will be played when the specific foot hits the ground.

    Key Killer

    598 Posts

  • #23, by afrlmeFriday, 06. February 2015, 10:24 9 years ago
    If he wanted to get more dynamic then trigger the sound in desired frames by using the startSound() function inside of an execute a script function. With the Lua method you could use math.random() to randomly define volume by a small amount &/or you could use characters current scale value for defining audio volume too - all of these things would add dynamics to sounds in general.

    Alternatively you could create a value & then set a random value between, say: 1 & 4 then add if queries after the random set value action to determine which media file should be played.

    There's multiple approaches to creating dynamic sound when it comes to VS.

    Imperator

    7278 Posts

  • #24, by LebosteinFriday, 06. February 2015, 10:24 9 years ago
    Thanks. I will try to write a tutorial for that. It seems to work with a construct of simple scripts. Randomly sounds with different undergrounds....

    Key Killer

    621 Posts