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  Skullstone - a dungeon crawler game  (Read 42758 times)
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Offline philfrei
« Reply #30 - Posted 2016-06-15 02:49:48 »

Quote
@philfrei:
I don't know if I can output a PCM stream, to be honest my knowledge about audio is very little. The engine uses OpenAL for audio and all I'm doing is playing samples in proper location, environment etc.

I took a look at JMonkeyEngine, and as far as I can tell, it is probably using LWJGL for its audio (which implements OpenAL) but it could be using JOGL as an alternate way.

I found an article that looks like it might lead to making a way to hook in streaming audio. Whether this can be done while preserving the environments and 3D location functions, I don't know. I'm a bit backed up with tasks at the moment, but if I get the chance to make a wrapper and a perpetually changing torch-burning sound, would you be interested in testing it out?

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Offline FrozenShade
« Reply #31 - Posted 2016-06-15 06:17:46 »

JOGL is not officially supported by JME 3.0 and I'll not change the main library at this point of development. Too risky.

Quote
can you play a continuous stream of slices from the torch sample?

Do you think of 'rewinding' the sample to some point and playing it for some time, then rewinding again? I think it would be possible but isn't there a danger of some sound glitches?
Anyway, the torch and its sound is a simple thing in game. I'm not sure if player would devote enough attention to recognize that it is actually a simple loop, which would be obvious for him.
I think I'll stay with current solution, I have too many other things to code Wink

Offline philfrei
« Reply #32 - Posted 2016-06-16 22:58:53 »

Quote
I think I'll stay with current solution, I have too many other things to code Wink

A totally sane response!

I did get a bit piqued, though, and added a "campfire" to the peacefulbrook sound scape jar, just to prove to myself the technique would work. It uses a 5-sec sample lifted and tweaked from a longer free SFX. I think it sounds pretty convincing as a non-repeating, endlessly varying fire. The torches in your hallways would be a bit different, but this should be close enough to extrapolate.

A couple things on the queue but hopefully before long I will attempt to build a LWJGL/OpenAL direct audio-streaming tool. It seems to me something like that could be a nice step forward for procedural audio on LWJGL-derived engines.

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Offline FrozenShade
« Reply #33 - Posted 2016-06-17 09:07:49 »

Java-Gaming is one of the firsts forums where I show the sketch for second style of dungeons.



@philfrei I think that you should consider contributing your work on fire sounds to some game engine, JME for example. If you make it as some AudioNode descendant (NonLoopingFireAudioNode or sth. ), many gamedevs would use it for sure.

Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #34 - Posted 2016-06-18 05:25:03 »

I honestly love sound effects. My favorite games are ones where you can actually get into the audio files and change them to something else. So it is of request to anyone from me to have dynamic sound effect loading.

The game already looks flawless. I love it. Good job.

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline FrozenShade
« Reply #35 - Posted 2016-06-18 10:08:32 »

Dynamic sound effects loading is not a good option. There are many small samples in the game, but loading every sample every time we need to play it, just because someone might want to replace it, can cause ingame lags. Just imagine - every time a monster starts to roar we need to: open a file, load it, play it, not a good option when we fight for every millisecond per frame. That's why such resources are kept buffered in the memory.

If you love sound effects then we have some good news: a professional sound designer joined our team, so we starts to replace all existing samples, which were downloaded from various sites with free assets, with ones designed especially for our game.

Offline Hydroque

JGO Coder


Medals: 25
Exp: 5 years


I'm always inspiring a good time.


« Reply #36 - Posted 2016-06-19 18:01:51 »

I'd imagine you'd load all assets necessary for the scene into memory.

You think I haven't been monitoring the chat? http://pastebin.java-gaming.org/c47d35366491fHere is a compilation <3
Offline erana

Senior Devvie


Medals: 1
Projects: 5



« Reply #37 - Posted 2016-06-20 08:20:32 »

Hello,

I like the full game concept but I would advise for a look at eye of the beholder (AD&D 3) as someone suggested.

Try to wrap in a good AI such as a Gaussian SVM (support vector machine), it'll give you a better feel of the game.
Offline FrozenShade
« Reply #38 - Posted 2016-10-17 18:04:00 »

Few more screens for you. Sorry for infrequent updates, we will try to do it more often.








There is also one 'making-of' video, its a simple model, soon we will show something more complex.

<a href="http://www.youtube.com/v/5FZ2pusDP7k?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/5FZ2pusDP7k?version=3&amp;hl=en_US&amp;start=</a>

 

Offline FrozenShade
« Reply #39 - Posted 2017-02-11 18:46:57 »

Things are going on slowly but steadily. We has been surprised by Valve's decision about closing Greenligs, so we'll try to pass it as fast as possible. I'll inform you and ask for help when our campaign starts.

For now I'm happy to show you few more screens and introduce our website: http://skullstonegame.com/





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Offline FrozenShade
« Reply #40 - Posted 2017-02-24 08:37:08 »

The Skullstone gameplay trailer has arrived!
Dangers, treasures, and secrets of this forgotten dungeon await.

Skullstone coming Q4 2017

<a href="http://www.youtube.com/v/AnqzGANkPG8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/AnqzGANkPG8?version=3&amp;hl=en_US&amp;start=</a>

Offline FrozenShade
« Reply #41 - Posted 2017-02-27 09:10:09 »



We are on Steam Greenlight, if you are willing to help us, please vote here: http://steamcommunity.com/sharedfiles/filedetails/?id=870575498

Offline FrozenShade
« Reply #42 - Posted 2017-05-12 09:52:19 »

Last days we managed (again) to increase the quality of rendered graphics. Personally I had a lot of fun trying to remake all the screenshots we had on our presskit and was amazed seeing the huge difference in quality. You can compare them on your own - check the links.

---> Old version.
---> Old version.
---> Old version.
---> Old version.
---> Old version.
---> Old version.
---> Old version.
---> Old version.

Updated monster's spawning (see one of the above posts to see the old version)



EDIT:

Damn, I cannot add new post to bump this thread, because of forum settings... It seems that I'm stuck here.
[size=5pt]Posting this message would cause 6 consecutive replies from you in this topic.
Apparently your posts do not cause much of a discussion at the moment.
Please append your message to your latest reply instead. Thank you!
[/size]


Anyway, let's see some new stuff:

https://media.giphy.com/media/l4FGAvjMMvYEOBWUg/giphy.gif













<a href="http://www.youtube.com/v/mSogpFCIANQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/mSogpFCIANQ?version=3&amp;hl=en_US&amp;start=</a>


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