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Old 10-29-2008, 11:05 PM   #11
SilentThief
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Default Re: Demo yes/no? Speech yes/no?

Doesn't DAZ have a voice-to-lipsynch program??? I swear I remember seeing something about this.

There are various ppl working with new ideas for artwork and such, for example there was someone talking about using live actors for DC. If you use one of these voice programs it might make you the "go to guy" for anyone who wants information about it.

ST
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Old 10-30-2008, 12:08 AM   #12
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Sunglass Man Re: Demo yes/no? Speech yes/no?

Quote:
Originally Posted by SilentThief View Post
Doesn't DAZ have a voice-to-lipsynch program??? I swear I remember seeing something about this.
It's a lyp-syncing program - you still need to provide the audio.

Quote:
Originally Posted by SilentThief View Post
There are various ppl working with new ideas for artwork and such, for example there was someone talking about using live actors for DC. If you use one of these voice programs it might make you the "go to guy" for anyone who wants information about it.

ST
The mod that used live actors was already released. It's called "In the Service of Aldorf" by Sihram. It's the one that is 65MB is size.
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Old 10-30-2008, 06:46 AM   #13
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Default Re: Demo yes/no? Speech yes/no?

It is really a good thought that different accents might give some special flair to the game...

Btw, I have not thought of doing animations combined with speech. I think in editors like e.g. Adventure Game Studio, it can quite easily be done (and should be done), but in DC (especially without animated sprites in the current version), it would be like trying (to quote Stephan)
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to tweak the enginge beyond it's limits
. I write this because voice-to-lipsynch programs were mentioned...

By the way, I would naturally not dub all events in the game.
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Old 10-30-2008, 06:35 PM   #14
manikus
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Default Re: Demo yes/no? Speech yes/no?

One technique to consider for dialogs is just using multiple portraits over multiple events

For example, let's say you are having an actual dialog between two characters. You would have an image of each set up for a theatric conversation - by this I mean character A would be facing the front left and character B would be facing the front right. You would show the appropriate picture of each when their dialog is going on.

For monologs, you use a similar strategy of two portraits of the same character that you cut back and forth between as the various points of the dialog are reached.

For both of these techniques, a text event is used for each time a picture shows. This means you don't have to worry about timing like you would with an animation.

I wish I could say I thought of this, but hans used both of these in various demos he has done for FRUA. I think they looked really good.
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Old 10-31-2008, 12:53 AM   #15
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Default Re: Demo yes/no? Speech yes/no?

Getting a little ahead of myself [or of DC development] aren't I? Well, doesn't hurt to be prepared does it?
Quote:
Originally Posted by Dinonykos View Post
Btw, I have not thought of doing animations combined with speech. I think in editors like e.g. Adventure Game Studio, it can quite easily be done (and should be done), but in DC (especially without animated sprites in the current version), it would be like trying (to quote Stephan) . I write this because voice-to-lipsynch programs were mentioned...
EDIT: Until DC catches up I can use my experiments with lip-synched animated NPCs in the FPSCreator version of my DC designs.



Last edited by Arminius; 10-31-2008 at 01:02 AM.
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Old 10-31-2008, 01:34 AM   #16
manikus
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Originally Posted by Arminius View Post
Getting a little ahead of myself [or of DC development] aren't I? Well, doesn't hurt to be prepared does it?

EDIT: Until DC catches up I can use my experiments with lip-synched animated NPCs in the FPSCreator version of my DC designs.


I didn't mean to imply earlier that you couldn't do this in DC now. You can. It's probably best to save it as an AVI so you don't have to figure out the timing for super large portrait files.

The only drawback, other than a lot of work, is that the download size for the design will be friggin' 'uge!
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Old 10-31-2008, 05:52 AM   #17
Dinonykos
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Default Re: Demo yes/no? Speech yes/no?

Quote:
Originally Posted by manikus View Post
For example, let's say you are having an actual dialog between two characters. You would have an image of each set up for a theatric conversation - by this I mean character A would be facing the front left and character B would be facing the front right. You would show the appropriate picture of each when their dialog is going on.
For monologs, you use a similar strategy of two portraits of the same character that you cut back and forth between as the various points of the dialog are reached.
This (both approaches) is what I am doing - combined with some additional tricks (of which I assume I am not the first one thinking of them...). In my adventure, there are 4 PCs that cannot be removed from the party (otherwise the game ends ), and I have several sprites for each of them (from behind - looks like stepping forward from the rest of the party, from side, only the faces from behind, annoyed, happy, angry etc.). It is also very nice to change between NPC-walls and closeups of the NPC (using several text events) and to combine NPC-walls with the from-behind views of the PCs (indicating who of the party is actually talking to the NPC).
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Old 10-31-2008, 06:00 AM   #18
Dinonykos
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Default Re: Demo yes/no? Speech yes/no?

Quote:
Originally Posted by manikus View Post
I didn't mean to imply earlier that you couldn't do this in DC now. You can. It's probably best to save it as an AVI so you don't have to figure out the timing for super large portrait files.

The only drawback, other than a lot of work, is that the download size for the design will be friggin' 'uge!
Yep. However, AVIs would certainly be interesting for designs like "In the service of Aldorf".
I am absolutely no LARP-player, but for those who are, it would be an interesting option to transfer such a thing to a DC-scenario, including videos of key events.
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Old 10-31-2008, 08:34 AM   #19
Dinonykos
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Default Re: Demo yes/no? Speech yes/no?

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Originally Posted by Dinonykos View Post
In my adventure, there are 4 PCs that cannot be removed from the party (otherwise the game ends ), and I have several sprites for each of them (from behind - looks like stepping forward from the rest of the party, from side, only the faces from behind, annoyed, happy, angry etc.).
Here are some screenshots from the Demo to show what I mean. Maybe I will remove them sooner or later - when the demo is finished, most probably.







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Old 10-31-2008, 08:39 AM   #20
Dinonykos
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Default Re: Demo yes/no? Speech yes/no?

Another example from the game:



Quote:
Originally Posted by Dinonykos View Post
... to combine NPC-walls with the from-behind views of the PCs (indicating who of the party is actually talking to the NPC).
An example: The two guys seen from behind belong to the party and are displayed using a sprite, the "mini-dragon" is a NPC-wall.

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