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Gabriel Verdon
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« Reply #1260 on: January 31, 2012, 02:30:01 PM » |
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DAY 288 - January 31, 2012 - Started working on a sound cue editor program.

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BlueSweatshirt
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« Reply #1261 on: January 31, 2012, 05:41:47 PM » |
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That's interesting... What's the purpose of the cues? Was it that thing to have one sound out of a bunch play when something happens, for variance?
Also: I have totally been following your development since day 1 of this thread.
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HyperDuckChris
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« Reply #1262 on: February 01, 2012, 04:12:48 AM » |
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It's basically to allow us to implement our sound without having to give it to Gabe each time we're wanting to test stuff. I think? I'm fairly sure it's that 
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Gabriel Verdon
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« Reply #1263 on: February 01, 2012, 04:37:08 PM » |
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DAY 289 - February 1, 2012 - Added loading and saving to the sound editor.
@Jakman4242Yeah, that's basically it. Each cue is tied to an event, so when that event happens it selects from a list of sounds. It also prevents the same sound from playing twice in a row. And the editor is just a small program to edit those cues (which are saved as text files).
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« Last Edit: February 01, 2012, 05:14:55 PM by Gabriel Verdon »
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todd
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« Reply #1264 on: February 01, 2012, 04:43:00 PM » |
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I guess this is a question for both Mecha and Gabriel - Is making a sound editor common practice when collaborating on a larger project with musicians? It's a pretty neat/time effective idea.
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HyperDuckChris
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« Reply #1265 on: February 01, 2012, 05:12:20 PM » |
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I think this is the first time I've been on a project where the developer actually made an interface within the sound engine to allow me to edit actually! But then again, Gabes awesome. So that happened.
Gabe asked me how I worked within Dust after I showed him some of the sound design I had done within that, I think, and I basically told him we worked from XACT (continue to work from XACT on Dust, it ain't done yet, almost) engine to create cues and instances which Dean the developer would then link to the code within the game, usually he'd have the names set up so basically all we would have to do is set up the sound effect cues & instances and do our thing. What Gabe is doing is equivalent of that in the sense that it will allow us to just do a lot more testing to get the sound right, then deliver the set up to him and he can hear it exactly as we intend it to be heard.
That said, we do usually do video captures of movements in Archer for synchronisation purposes and work from them in Cubase as well, but this way around I think is potentially faster, it cuts down a bit of time, and in the long run it'll be worth it. +1 to Gabe, he's a star.
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todd
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« Reply #1266 on: February 01, 2012, 05:32:50 PM » |
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Very cool. It's great hearing about the inner workings and behind-the-scenes design stuff. Thanks!
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Gabriel Verdon
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« Reply #1267 on: February 02, 2012, 07:01:35 PM » |
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DAY 290 - February 2, 2012 - Finished my "32-day" design jam plan.
I was originally planning to start a month-long prototyping sprint in a few days to try to carve out some of meaty encounters of the game, but then I decided to start on another project which is taking up a lot of time. So my original plan of 32 days will end up being stretched out longer. But it's still something I'm going to do, because without it the game will not have much interesting content.
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« Last Edit: February 04, 2012, 01:48:40 PM by Gabriel Verdon »
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Gabriel Verdon
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« Reply #1268 on: February 03, 2012, 08:02:36 PM » |
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DAY 291 - February 3, 2012 - Started working on an AI director for defense missions.
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« Last Edit: February 04, 2012, 01:48:46 PM by Gabriel Verdon »
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Gabriel Verdon
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« Reply #1269 on: February 04, 2012, 01:48:18 PM » |
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DAY 292 - February 4, 2012 - Integrated some sweet-ass Hyperduck Sounds.
- Restructured the test rooms into a "testbed" map so I can easily get to all of them.
- Updated map and main menu and added a couple new fonts for various UI elements.
- Started working on saving/loading for logbook entries and backpack items.
- Added three save slots and appropriate menus.
 Ran into some frustrating problems with the supersound.dll, so I think from now on I will just use the default Game Maker sound system for testing.
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« Last Edit: February 04, 2012, 04:32:05 PM by Gabriel Verdon »
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HyperDuckChris
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« Reply #1270 on: February 04, 2012, 01:49:46 PM » |
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DAY 292 - February 4, 2012 - Integrated some sweet-ass Hyperduck Sounds.

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Gabriel Verdon
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« Reply #1271 on: February 04, 2012, 11:01:37 PM » |
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DAY 293 - February 5, 2012 - Started attacking the list of prototype levels I finished earlier.

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Farmergnome
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« Reply #1272 on: February 05, 2012, 01:11:50 AM » |
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Loving the new look of this man, great technique for the backgrounds especially  Looks amazing.
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whilefun
Level 1
Ah, that's what this field is for...
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« Reply #1273 on: February 06, 2012, 07:56:47 PM » |
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Just spent the last 4 hours catching up on this amazing dev log. Duder, I have to say I was impressed when I first saw this on indiegames, and am even more impressed now. I am SO excited to play this game! :D Also, when I got to the "project cancelled" portion of the dev log, it was like that scene in the land before time when whatshisface is chasing his mom's shadow but then the audience realizes she's still dead.  BUT THEN THE PROJECT CAME BACK TO LIFE! YAAAAY!  <3
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Gabriel Verdon
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« Reply #1274 on: February 06, 2012, 08:39:00 PM » |
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DAY 294 - February 6, 2012 - Setting up a defense level prototype on a moving ship.
@FarmergnomeThanks man! That means a lot coming from you, I'm a big fan of Under the Garden and Edmund. I remember I first played UtG when I was in college and it was probably the first game that made me interested in TIGSource. @whilefunAwesome! That scene was super sad. I'm also surprised you say duder, I thought only me and my friends said that.
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