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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Sun Jun 01, 2003 6:11 pm Post subject: |
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What? Come on, you need to lighten up. I don't have a screechy voice, and it's pretty deep too. I just can't do people like Minsc (Baldur's Gate).
Unless there are Australian people in Japan, I don't think it would go over too well, y'know? If we have normal American accents, it will just sound dubbed.
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[Neodog] Solar Wandering Minstrel
Joined: 27 May 2003 Posts: 122 Location: Solarland
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Posted: Sun Jun 01, 2003 6:40 pm Post subject: |
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Nice nice nice! Looks great, keep up the good work! _________________ I think, therefore I am... I think.
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js71 Wandering DJ
Joined: 22 Nov 2002 Posts: 815
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Posted: Sun Jun 01, 2003 6:48 pm Post subject: |
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I know, I'm not saying you have a bad voice, It's just that you might be going bit far with... Voice acting...
So what are you going to do, use a 'japanese accent?' or just speak in japanese? Sorry, but I just don't think voice acting would work very well in an indie-rpg. That's all.
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[Neodog] Solar Wandering Minstrel
Joined: 27 May 2003 Posts: 122 Location: Solarland
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Posted: Sun Jun 01, 2003 6:49 pm Post subject: |
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Use Microsoft Sam ;) _________________ I think, therefore I am... I think.
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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Sun Jun 01, 2003 6:54 pm Post subject: |
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-=(FRoG32)=- wrote: | I know, I'm not saying you have a bad voice, It's just that you might be going bit far with... Voice acting...
So what are you going to do, use a 'japanese accent?' or just speak in japanese? Sorry, but I just don't think voice acting would work very well in an indie-rpg. That's all. |
The thing is, 3D games that look awesome shouldn't be read... they should be heard and experienced. And as I said before, if we use normal American accents (which I don't think is an accent, or.. I don't know. It just doesn't sound like an accent to me) then it will sound like it was just redone for an American release, like Final Fantasy and the others were. Get me?
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[Neodog] Solar Wandering Minstrel
Joined: 27 May 2003 Posts: 122 Location: Solarland
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Posted: Sun Jun 01, 2003 6:56 pm Post subject: |
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I agree wholly... Half-Life's a good example, I think, much voice, no text to read, it drains a lot of action-feeling in the game... but it has to be good, too, though... _________________ I think, therefore I am... I think.
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js71 Wandering DJ
Joined: 22 Nov 2002 Posts: 815
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Posted: Sun Jun 01, 2003 7:00 pm Post subject: |
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Quote: | but it has to be good, too, though... |
THAT'S WHAT I'M GETTING AT.
Voice actors have experience.
They don't just drag bums off the street and say, "Hey, wanna do voice acting for the main character in our new epic rpg?"
I tried to do voice acting once.
It was a disaster.
This isn't meant as a diss, just saying that you sould maybe CONSIDER taking a course on voice acting first.
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twinsen Stephen Hawking
Joined: 21 May 2003 Posts: 242 Location: Melbourne, Australia
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Posted: Sun Jun 01, 2003 11:07 pm Post subject: |
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Quote: | I won't be able to do big macho dudes' voices, since I'm still in puberty |
Hey, I'm out of puberty, 6'8" tall, 120kg and built like a tank and even I don't even think I'd be up to doing big macho dudes voice.
Quote: | Do you think you could shake off your Australian accent? It'd be weird to have different accents in the game. |
While I live in Australia I'm originally from New Zealand, just to make things worse :)
And anyway, arent we getting a bit ahead of ourselves here, don't we need a complete story and script before we even think about vocal talent? :) _________________ Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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twinsen Stephen Hawking
Joined: 21 May 2003 Posts: 242 Location: Melbourne, Australia
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Posted: Sun Jun 01, 2003 11:13 pm Post subject: |
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We're talking about voice acting when I haven't even started work on a conversation engine and I haven't even properly completed the audio playback system. Wouldn't we benefit more from other things at this time? If anybody wants to help with the coding I'm more than happy to share the work (once I tidy up some of my variable names :) I don't think variable names like g_uiKwygibo will be very intuitive to other people).
If anybody out there knows C/C++, OpenGL, FMOD, LUA or has any experience with 3D programming, I could always use some help. I'm not immortal :) _________________ Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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twinsen Stephen Hawking
Joined: 21 May 2003 Posts: 242 Location: Melbourne, Australia
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Posted: Mon Jun 02, 2003 2:34 am Post subject: |
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Quote: | Unless there are Australian people in Japan |
You're saying Australian's dont go to Japan? _________________ Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Mon Jun 02, 2003 3:59 am Post subject: |
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twinsen wrote: | Quote: | Unless there are Australian people in Japan |
You're saying Australian's dont go to Japan? |
Well, this will be set in WWII, and since Japan was on the Axis powers........... probably not.
Also, I know FMOD (a little, very little) C/C++, and OpenGL. Not much 3D programming, but it depends on how sophisticated you've made things.
Voice acting was just thrown in there as a feature that should be done, not a "right now" sort of thing. If you've played FFX, there are parts with voice acting, and then there are super minor NPCs that just have text. But uh... Nek wanted me to help him with voice acting too, but I haven't heard from him (Shelley and all that)
Ya, I have my first class of college tomorrow, and it's bloody late, so I'd better get to sleep.
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twinsen Stephen Hawking
Joined: 21 May 2003 Posts: 242 Location: Melbourne, Australia
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Posted: Mon Jun 02, 2003 4:08 am Post subject: |
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Quote: | Also, I know FMOD (a little, very little) |
Well there we go. You can do the audio code. I havent touched it yet, so the games still very quiet :)
You know the drill. The user can select the number of channels available (16/32/64?) for sample playback depending on how powerful their CPU is. So there will be a function like playSample(filename), and it will play the MP3/WAV specified in the filename in the next available channel. Then once we reach the last channel, loop around and play in the first channel again.
Then we'll also need a channel specifically set aside for playing background music, I've got a musician who has volunteered to do the music, hes a brilliant tracker so make the music playback module formats (XM/IT/MOD etc).
And I'm not sure what the best way to handle dialogue is, should there be seperate channels set aside for dialogue or should that just be played back in the sample channels. Shrugs, probably best that way.
But yeah- you get the drift. Just try and keep the memory management nice and clean.
Is that within your capability? Let me know. _________________ Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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twinsen Stephen Hawking
Joined: 21 May 2003 Posts: 242 Location: Melbourne, Australia
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Posted: Mon Jun 02, 2003 4:11 am Post subject: |
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For anyone who cares I just bought a book on 3D terrain programming, I decided I didn't want this game to be stuck indoors. So fingers crossed, I should have actors running around on some pretty terrain soon :)
Anyone got any ideas how I can take the best from both worlds, have outdoor terrain as well as indoor levels. Might have to use two different pieces of rendering code depending on whether the scene is indoors or outdoors. _________________ Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Mon Jun 02, 2003 4:20 am Post subject: |
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IIRC, the CrystalSpace 3D engine divides the world into sectors (joined by portals). There are "outdoor" sectors which use a terrain engine and "indoor" sectors which use BSPs.
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twinsen Stephen Hawking
Joined: 21 May 2003 Posts: 242 Location: Melbourne, Australia
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Posted: Mon Jun 02, 2003 4:22 am Post subject: |
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That'd work :) Thanks. This books interesting, its got a section on deformable terrain. Although I really cant see any reason to have deformable terrain in an RPG *Shrugs*, maybe the blast from a spell could blow a crater in the ground. _________________ Lovely girls & great prices always available at CLUB 859, 859 Glenhunly Road, Caulfield, Open 10am till late 7 days. +61-3-9523-8555. (Sorry, it was in front of me in the newspaper, I just had to use it as a signature!)
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