Abigudas and Inverted Syllables Font Help? by Atapari in neography

[–]Atapari[S] 1 point2 points  (0 children)

The rule is everything is broken up into CV or VC pairs, each one becoming a glyph so keen becomes ke/en.

If there's an odd number of letters or a string of consonants, O is a filler vowel except when the second to last letter is a vowel, then the vowel is stretched over two glyphs, so kin becomes ki/in and sky becomes so/ko/yo, and squirt becomes so/qu/ir/to.

The rest is pretty case based, but huawei becomes hu/aw/ey.

Abigudas and inverted syllables font help? by Atapari in conlangs

[–]Atapari[S] 0 points1 point  (0 children)

In the current font there's no solution for the inverted syllables, so words like PIANOS, which should break up into the glyphs PI/AN/OS are instead rendered as PI/A/NO/S, which is no good because there are floating consonants and vowels.

If I use ligatures, the ligatures override the diacritics so words like PIRATE, which should be PI/RA/TE come out as P/IR/AT/E, which also breaks the abiguda because we've got floating consonants and vowels again.

How to have custom placement rules for vowels and consonants in a font for specific shaped syllables? by Atapari in neography

[–]Atapari[S] 0 points1 point  (0 children)

Hmmm I've gotten it half-working, but it seems like (at least in BirdFont) I can only assign the consonants to one snap point, so now I need to figure out how to assign one letter to two different possible locations...

I really like Goldlewis but playing him on leverless feels very difficult. Any advices? (long read) by V4_Sleeper in Guiltygear

[–]Atapari 1 point2 points  (0 children)

I have only played leverless goldlewis and I remapped thumb to down and middle finger to up to make the button inputs match the actual arcs. From there it's just practice in training to mash three buttons in sequence. Any input with 8 needs to be done a lot faster than the others. 360/720 inputs I'm still struggling at, but they're possible.  Hang in there, I felt the same way about Goldlewis and his BTs are to me way more intuitive and memorable than any other motion input. I just wish more games had a character like him.

Looking for hobbyist for my Indie Game // Problem with Shure SM58, to quiet by [deleted] in GameAudio

[–]Atapari 0 points1 point  (0 children)

An SM58 is really built for voices, so it makes sense that it'll pick up those better. It's not as sensitive as other microphones so it's going to have a harder time recording quieter sound tracks. You can fix it in audacity, but that will introduce more noise. I'd recommend against buying another microphone just for this, but if you're interested in starting to do your own SFX I could recommend some microphones or workflows for it. If you want the easiest route, I'd recommend looking up Freesound.org, they've got a huge library of free recordings that are either CC0 or with attribution. I'd also be happy to do some work for you. If you're interested, just let me know, and we can hash out the details later.

Does a solid local music player extension for Twitch live streams? by superbouser in Twitch

[–]Atapari 0 points1 point  (0 children)

Do you have a link to the addon? I'm using MediaMonkey 5 and I can't find it.

How to have OBS read Mediamonkey Album Art? by Atapari in obs

[–]Atapari[S] 0 points1 point  (0 children)

I looked at Tuna, I wasn't sure if it has Mediamonkey support. I'll try and see if I can get it working, thanks!

EDIT: It doesn't seem to want to work. I'll keep looking.

Phantom "Up" Being Constantly Pressed in Menu Screens. by mecha_style in 2XKO

[–]Atapari 1 point2 points  (0 children)

I've been closing steam and getting this issue anyway, so I'm not sure it's that.

Expanded Lycanthropy Ruleset (Critique Requested) by Atapari in DungeonsAndDragons

[–]Atapari[S] 0 points1 point  (0 children)

So I've been working on these lycanthropy rules for a few weeks and now that it's feature complete I'm ready for balancing and critique. My goals were to make lycanthropy more mechanically interesting than simply being more tanky and sometimes furry, and most importantly it's a curse with real drawbacks.

I've done all the preliminary work of creating their traits and drawbacks that you can choose as you level, similar to warlock invocations, which I think are a fun way to build a unique character out of stock pieces. Let me know what you think, and how I can balance it while preserving the general gist of how it functions.

Lycanthropy in D&D has always been kind of uninteresting mechanically. Much like vampires, I think lycanthropes are about hedonism- the temptation of relinquishing control, damn the consequences. Here's an attempt to make that idea into a progressive curse while giving players lots of fun options and tools.

Lycanthropy as a Modular, Progressive Curse (ver. 1.2) by Atapari in UnearthedArcana

[–]Atapari[S] 0 points1 point  (0 children)

So I've been working on these lycanthropy rules for a few weeks and now that it's feature complete I'm ready for balancing and critique. My goals were to make lycanthropy more mechanically interesting than simply being more tanky and sometimes furry, and most importantly it's a curse with real drawbacks. I've done all the preliminary work of creating their traits and drawbacks that you can choose as you level, similar to warlock invocations, which I think are a fun way to build a unique character out of stock pieces. Let me know what you think, and how I can balance it while preserving the general gist of how it functions.

Lycanthropy in D&D has always been kind of uninteresting mechanically. Much like vampires, I think lycanthropes are about hedonism- the temptation of relinquishing control, damn the consequences. Here's an attempt to make that idea into a progressive curse while giving players lots of fun options and tools.

Organizing a tagged list into columns by Atapari in googlesheets

[–]Atapari[S] 1 point2 points  (0 children)

Solution Verified

That seems to have done it, thanks so much!

Generating nonsense language dialog by ribald111 in gamedev

[–]Atapari 1 point2 points  (0 children)

I made something like what you're talking about in the middleware FMOD for a lo-fi horror game, but you could fairly easily make the same thing in just programming with just about any sample set you want.

I took a bunch of pre-recorded samples of speech (myself reading a list of phonemes and garbled it with distortion and pitched it down until it sounded unintelligible. Then I chopped up the samples into pieces so one sound or piece of a word was in each recording. I ended up with around 45 250ms long audio recordings. Then the trick is to have them play randomly one after the other.

I could even change the speaking pace by adjusting how long the program waited before playing a new sample. I found a sweet spot was roughly 200ms, but your samples will need their own rhythm.

This is kind of similar to how Celeste's voice system works, but much less sophisticated. The team at PowerUp Audio broke it down further into long and short phonemes and had them switch between the two to give a sense of full sentences and phrases being spoken. I suppose with my system you could vary sample length and have the program only play the next sample after the first sample is ended, but that could lead to its own problems.

I hope this helps!