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https://www.gevanni.com/projects/pb3/ProxySinging.mp4 

Made a short video demonstrating lipsync. Might not be the best lipsync ever but could be enough for game like this. No multiplayer sync yet. Other than that - more of new sound effects, lots of bug fixes, flyby effect for bullets, sounds for falling particle debris.


Gameplay

- Done mouth animations for all Proxy skin variants;

- Implemented lipsync whenever characters talk or scream;

- Characters can blink now (Marine, Proxy so far);

- Fixed holes in broken characters when viewing upclose;

- Fixed bug causing visors to break multiple times;

- Fixed bug causing crash due to creation of extra glowing layers in Skin Editor that do not exist on idle state;

- Fixed crash due to frozen spots being spawned on water (they normally only spawn on floor/walls/ceilings);

- Disabled scheduled firing when frozen player is no longer frozen;

- Fixed bugs related to flawed caching in result of which parts of sprites could be lost;

- Fixed bug causing visor undimming when face state changes after death (eyes closed with delay);

- Kind of fixed bug that caused Marine's face to randomly disappear in one case;

- Dying characters blink at higher frequency;

- Fixed bug causing improper calculation of glow intensity whenever game renders sprites at higher quality;

- Allowed defibrillator to be applied to held teammates (normally bullets simply ignore held ragdolls);

- Tested case of particles spawned in front of multiple background walls overlapping - particles do not shake on the floor;

- Implemented different lipsync logic for case of talking (alert, dying, enemy down...) and screaming (hurt, death sounds);

- Particle system optimizations;

- Finished design for one new weapon (C). Weapon was made earlier, just had dummy appearance;

- Fixed bug causing beam of a new weapon (C) to stay after player stops controlling turret;

- Flyby effect when bullets pass near player. Pitch depends on bullet velocity, can't be heard from behind walls;

- Made it possible for new weapon (C) to attack destructible walls;

- Fixed bugs causing particles of broken walls to be spawned at zero coordinates;

- Implemented partial freezing for new entity (S) instead of full freezing;

- Fixed bug causing new entity (S) to not have beam shown whenever frozen;

- Fixed bug causing explosion to happen inside of a wall whenever character shoots rocket launcher in a water, water shape edge perfectly matches edge of a wall, and water shape was made before wall. This bug was causing no damage and no underwater explosion effect;

- Fixed bug causing partial character destruction when full was expected, but only when game runs in fast motion;

- Fixed bug causing new weapon (C) to spawn times more particles when game runs in fast motion;

- Improving automatic turning for new weapon (C) whenever previous hit point no longer visible due to other objects like bullets passing through beam;

- Fixed crash caused by buffed logic of one of throwable gadgets;

- Fixed time warp grenade logic being affected by its' own area (percentage of speed decrease of field itself was affected);

- Fixed crash on leaving control of a turret that is firing new gun (C);

- Fixed bug causing automatic turning of new gun (C) not working in turrets;

- Fixed bug causing turrets breaking into debris rather than completely vanishing when they are supposed to;

- Made it possible to apply invulnerability to grenades and destructible walls when needed;

- Fixed bug causing fall damage ignore invulnerability effect;

- Fire loop can be heard in 2D mode now;

- Replaced sprite alpha cache with transparency byte check, when improving bullet hole positions and generating visor particles (faster load, faster usage);

- Fixed case where permanent freezing & invulnerability could happen.


Level Editor

- Improved code hinting when typing-in known in-game objects as well as built-in objects & constants;

- Fixed crash for case when timers had no function to call;

- Tick-based timers that increment not with in-game or real-world speed, but with how frequently ticks are happening in game (for example to make character switch to a certain gun and instantly throw it away, usually something like this requires an in-game tick to pass);

- Made it possible for timers to be disabled and enabled;

- Fixed bug causing deletion to not delete live preview version of object;

- Added quick search for drop-down lists (for example level designer can type "pistol" to highlight all pistols and quickly navigate them with arrow keys as well as "Home" and "End" keys);

- Fixed bug causing first highlighted model during quick search to be saved in undo/redo history;

- Made it so "Esc" key cancels just quick search and not whole drop-down list;

- Added Level Editor wireframe update when 2D/3D mode is switched;

- Implemented skin caching when new world preview is being requested to speed up world generation process by a lot in cases when map is using too many different skins.


Sound

- Sounds of falling metal particles;

- Sounds of falling glass particles;

- Made plenty of sounds for different kinds of grenades, gadgets, turrets;

- New grenade throw sound;

- Bullet flyby sound effect;

- New sounds for new weapon (C);

- New sounds (charging, magazine-in/out) for previously made new weapon (BNG-like weapon);

- Fixed improper trimming of door loop sounds.


Interface

- Fixed text centering of in-game menu;

- Background improvements in main menu.


Skin Editor

- Added color picking from existing model;

- Made picking of similar colors more sensitive;

- Added lisync state switch for preview;

- Added quality selection for preview;

- Added glowing part dimming/broken visor states for preview;

- Fixed issue causing new points being not added on a closest line;

- Fixed improper ordering of body parts during color picking;

- Added context menu with copy/paste for color altering window when right clicking on HEX value;

- Fixed improper focusing in color altering window once it is open (preventing instant Ctrl+V action);

- Made shape points smaller when looking upclose.


Also, some Star Defenders 2D updates, many of which weren't even done by me at this point. You can check those here, as usually: https://github.com/Eric-Gurt/StarDefenders2D/commits/main

Comments

Anonymous

Lmao. That video was funny. Goodstuff. I wonder how the lipsync and voices would work with normal character text alerts like in the levels where marine and proxy were together in the second game. Would it go the madness project nexus route and have voices only for character actions and dialog only with the text alerts campaign wise or would you have a whole script of lines to be recorded and added to the game?

UnrealCrash

I think we could afford voice lines recorded. Then Marine/Noir Lime could have blinking lights on their helmets whenever they talk. As for other & custom skins - they just would need few face states done in order to talk & blink. As for lines themselves I think it will be possible for custom map developers to add their own sound files. It is already possible to play sound files at specific locations via new "trigger actions" (which are more like code snippets).

Anonymous

Imagine multiple intercoms marked on some walls saying certain things getting quieter as you move away from them or regions always moving towards entities saying custom stuff moving away or closer to hear it. This is great work you are doing.

Anonymous

Hey Eric! Good to see another update from you. Lip syncing seems to be coming along nicely. I think it will fit into the game just fine. I'm assuming you plan on implementing Text within a dialogue box above their head too? Would look good alongside the lip-synching so players can read if they don't quite catch the voice lines. Speaking of Voice lines personally, I would prefer reading a dialogue box over listening to character voice lines in the story. Will there be an option to disable cutscene dialogue if possible? I do prefer the simple callouts that they would do during combat and such but it would be nice to have the ability to disable cutscene voice lines in the options menu. How's the Level editor coming along? Does it feel like you have been making good progress or do you feel like progress has slowed down? How do you feel about it overall? There are bound to be a lot of features you wanna implement into the Level Editor but I'm curious to know if you have been able to implement most of them or had to cut some things. I'm also curious about the campaign overall. Do you have the story planned out already? Curious to see if you already know or have planned out your goals with the campaign once you start working on it.

Anonymous

The lip sync is great and I notice we have a new voice actor :D Personally I think Proxy being able to move her mouth even after she dies is a little off as dead people don't usually move their mouths but everything else looks great imo :)

Anonymous

But she didn't die. Eric just pressed X when the usurper sound effect played. Health was still full.

UnrealCrash

Yes, she actually didn't die there. Characters do move their lips for a little while death sound as well as animation is being played though. Shown lipsync in a video uses talking mode, while death and hurt sounds have special mode for them in which character doesn't close their mouth from time to time as if they are talking. This same voice actor is in PB2 even now ^^

UnrealCrash

For Multiplayer - yes, I think text "bubble" over the head would work just fine. For Singleplayer I think some kind of better dialogue system should be in place. Maybe like larger window above characters with potential options, in case if some Custom Maps would like to use that. Maybe Campaign itself could too. Hmm. Disabling voices probably could be possible. If I'll somehow miss that function - I would add that later upon mentioning. Level Editor seems pretty functional. I decided to spend less time with it because there are higher priority tasks. Recently I've added Region/Point/Vertex/Circle objects a more of a visual appearance rather than just boxes. It feels like Level Editor is good to go for now. So far it probably is missing stuff that isn't part of it, such as Audio previewing, which is part of File Manager. Then few crash fixes like setting size of a gun to 0. Story for Campaign - for the most part yes, at this point I do have few alternate scripts, especially when it comes to potential bosses. Haven't started working on levels themselves - so far trying to add features/entities it will need.

Anonymous

Sounds good Eric! Keep up the good work cant wait to see what you achieve next Dev update!

Anonymous

What's the (C) mean?

UnrealCrash

Weapon which name starts with "C" character, at least during development. Same for (R) and (S) entities. Maybe I should not be that cryptic, but I figured I'd do that with stuff that I didn't see in recent games. Basically something that seems relatively original to me.