CALUNIO'S PROFILE

Brazilian, psychologist, game making lover. I make strange games, but I'm not a strange person.
The Lonely League
The Lonely League is a superhero Tactical RPG.

Search

[Sound editing] Ideas on how to disguise a song's vocals

I have a songwriting minigame in my game, in which the player can write the lyrics to a song.

After that, the song will be performed, and I'll use an actual music file.
Originally I was thinking of using an instrumental track and the lyrics would only appear written.
But now I want to use a track with vocals, but I'm trying to think of a way to disguise, or maybe "blur" the vocals a bit so they sound meaningless and it's easier for the player to "imagine" he's singing his own lyrics.

Ideas on how to do that?
I don't have the vocal/instrumental tracks separate.
The best idea I have so far is, since the performance will happen on a concert, use loud crowd wounds whenever the vocals appear, so they'll be almost indistinguishable. But I wonder if there are ways to do that with sound editing. I use Audacity.

Need a male singer

I have a singing minigame in my game and I need a male singer who is willing to collaborate. It’s just one track, generic-ish voice preferrable, able to reach a somewhat high pitch! Much appreciated <3

[RMMV] Synching audio tracks

I want to make singing minigame, and one possibility is having a song track separated in two audio trackes (one instrumental, one vocal) and adjusting the volume of the voice track according to the player's performance, so when he misses the voice track is mute, when he hits he'll listen to the complete song segment.

The challenge is: in order to make it work, I need to have the two trackes synched perfectly. The slightest delay in loading either of the tracks can make the final results sounds weird. As for playing two tracks at a time, I can play the instrumental track as SE and the voice as BGM, but still... how can I make absolutely sure they are synched?

[SCRIPTING] [RMMV] Cannot read property "width" of null

So this is an error I get sometimes in my game - "UncaughtType Error: Cannot read property 'width' of null".

After a lot of thought and some research, here is what I think happens:

Sometimes I use a script command to show a picture, and immediately after that I use another command to manipulate that picture (usually move picture, often in a script call too). The loading of the picture is not instantaneous, and if the move picture is called before the picture is loaded, this error happens.

My biggest trouble dealing with this error is it's not consistent. It happens rarely, and sometimes it happens once in a given moment but if you play it again it runs fine.

I have a friend playtesting my game and he's getting this error too often. I asked if his computer is slow, he said yes. So I think it takes even longer to load pictures, and that's why it's more prone to error.

IF THAT WHAT'S REALLY HAPPENING (and this is the reason I'm making this topic), a possible solution could be:
Alway preloading every picture I show (I can just use a show picture command with 0 opacity) in every part of the game.
It should work
BUT
Considering how far I am in development, backtracking every show pic and doing that will be A LOT of work.

So I just want to know if my reasoning makes sense, so I won't waste time.

[SCRIPTING] Storing and recovering javascript variables

Here's the thing.

I have a common event at the begining of my game that declares a bunch of variables through script that are used in the game. They are declared in the following format:

Window.VARNAME = 0;

These variables are accessed and changed many times in the game.

My problem regards saving/loading the game.

If I save a game, load it and try to access VARNAME, it doesn't recognize the variable. If I call the common event that declares the variables again, it resets all variables.

How can I store the values of these variables in the save file?

Help me with the logic for this targeting system

I'm designing a tactical RPG like Final Fantasy Tactics with grid movement etc.

I currently need help thinking an issue. I don't need exactly scripting/eventing help, just figuring out the logic for what I want.

When the player is going to move, movement tiles are placed to signal his movement reach. To do so, I used a event spawner plugin, and made events spawn copies of themselves on adjacent tiles until they reach the movement limit. They don't spawn over occupied tiles, so if there's an obstacle, it reduces the movement range, and it looks like the first chart of this image:



So far so good. What I need to do now is to place tiles for long range attacks. I cannot use the same logic because, according to the first chart, you'd be able to target an enemy behind the obstacle. Another option would be just to place the target tiles in all non-occupied tiles within range, but it would also allow you to target enemies behind obstacles, like chart 2.

So how do I design it so that an obstacle will block other tiles "behind" it? Ideas?

HP x Defense

I'm designing a battle system from scratch, and I'm trying to rethink things that are usually obvious and come up with new stuff.

The issue I want to discuss is the potential redundancy between HP and Defense. I feel like both stats represent how long you last in a battle, or how much damage you can take. If they’re the same, I can only use one. I’m thinking of removing the defense stat, and base damage solely on attack power and some random factor.

Sounds reasonable? Or am I missing something?

[HIRING] Programmer

I want to make a game with a TBS like Shining Force, and I need help from a programmer who can make me or edit plugins, mostly for targeting and pathfinding.

I'm willing to pay, but I'm not actually hiring a team member because it's a short free game and I don't need help designing the entire system, just a few specific plugins.

RPG Maker MV, but possibly MZ.

[RMMV] Pathfinding

My childhood dream has always been to design a TBS/SRPG, but I never even tried because I lacked the technical knowledge. Know I think I can do it, and the only thing I'm missing is a proper pathfinding method.

I found this plugin that is almost perfect for me:
https://forums.rpgmakerweb.com/index.php?threads/smart-pathfinding.46761/

The only problem is I really need to limit the number of steps the event takes, so I'm hoping someone might help me with that.

Also, is there a way to determine if event 1 is reachable by event 2 before event 2 moving? I tested that plugin and if one event is blocked, the other will move as close to it as possible before stopping. But if I could determine that reachability beforehand, it could greatly help me design some sort of AI.

I know there are complete TBS/SRPG plugins around, but the amount of work I'd need to customize them to my needs is undoubtedly much greater than just figuring this pathfinding thing out.

Brainstorming battle system ideas inspired from other games

The thing is: I'm tired of the old turn based battle system, but when I try to come up with alternatives, all I can think of is grid-based tactical battle systems, which I love, but it's hard to make and can't be the only alternative.

What I like about TBS is that it looks like a variation of a grid board game, like chess or checkers, adapted to a battle system.

So what I want help brainstorming right now is: other possible battle systems that are inspired from other games (including board games).

First thing that came to my mind is this battle system that looks a lot like rock-paper-scissors. Though I used it in two games of mine, I'm sure I got that idea from someplace else, but I don't remember where:
https://rpgmaker.net/games/5876/images/43433/

What other typically non-battle games could be transformed into a battle system?

I'm also open to ANY other battle systems that are not too much like the ones previous mentioned.