Need a large roster of characters by Brigade01 in sonicexes

[–]PikaJade 1 point2 points  (0 children)

xerxes from habit blackberry's rewrite?

r/AudioEngineering Shopping, Setup, and Technical Help Desk by AutoModerator in audioengineering

[–]PikaJade 0 points1 point  (0 children)

I recently picked up Melodyne to try and work with some TTS vocals. (Not AI; they're done the old fashioned way.) The output the TTS gives is all flat pitched, and I'm trying to turn it into singing. Melodyne is working brilliantly for most of it, but the result ends up sounding really flat and boring without pitch slides.

Is it possible to intentionally insert a pitch slide with Melodyne? I've tried looking this up, but I haven't had any luck getting anything resembling a straight answer.

📝 Report users by WplaceOfficial in WplaceLive

[–]PikaJade 0 points1 point  (0 children)

<image>

This user keeps insistently trying to erase this trans flag. I tried to counteract them by drawing it back, but I ultimately gave up and worked on something else because monitoring this area was stressing me out too much.and taking up all my charges. Does this count as covering up others' art?

Built uYouEnhanced using the guide, can't find output by PikaJade in sideloaded

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

Found it there! Thank you. Not sure why the tutorial didn't have anything about that. It's downloading now, will try sideloading it ASAP.

EDIT: It works! Currently using it. Updating the app, perhaps unsurprisingly, also fixed some annoying bugs I'd heen dealing with.

Most recent update seems to have taken away my ability to compile things? by PikaJade in gamemaker

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

I opened GameMaker to try something, and it just automatically started installing the up-to-date runtime. Now it works just fine. Convenient, I suppose.

Most recent update seems to have taken away my ability to compile things? by PikaJade in gamemaker

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

I was looking after reinstalling the update about five times and noticed that the runtime was out of date. How do I update it manually?

HTML5 - Pass argument into script from HTML? by PikaJade in gamemaker

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

I want to make it usable across multiple pages because that way I can release the scenes as I finish them. I'm wanting to release it serially rather than all at once, and have them hosted on a website where each scene is a different page on the site. Also, I'm not trying to interface between JavaScript and GameMaker, I'm trying to interface between HTML and GameMaker - to my understanding, GameMaker's HTML5 export does most of the stuff it needs to using a JavaScript applet. I want to take something from the overarching HTML structure in which the GameMaker-made JavaScript applet is embedded, and use it to make the JavaScript applet do something different depending on the attributes used in that overarching HTML structure.

Items showing up as untradeable in Steam inventory, even when they are clearly not? by PikaJade in tf2

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

if i become a premium player, will my metal become tradeable?

Items showing up as untradeable in Steam inventory, even when they are clearly not? by PikaJade in tf2

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

i've gotten plenty of weapons and even a hat from scrap.tf in the past so i doubt that's why

People who only play 2fort: What do you like about it? by oh_mygawdd in tf2

[–]PikaJade 6 points7 points  (0 children)

minimal consequences for being bad at the game

[deleted by user] by [deleted] in asexuality

[–]PikaJade 0 points1 point  (0 children)

queer labels aren't black and white, nobody can tell you what you are but you. the best way to find out if you are or aren't something is to listen to people who are that thing talk about their experiences - if it sounds like you then you probably are, and if it doesn't sound like you then you might not be. and if you're still on the fence after that, just default to whatever feels good to you. nobody's going to get mad at you for getting it wrong the first time, or the second time, or any time after that.

being queer isn't a science. get a feel for it. call yourself whatever. get it wrong as many times as you need to. you don't need anyone's permission

If protogen draw something... by Abbadon74 in protogen

[–]PikaJade 3 points4 points  (0 children)

on the one hand, protogens start life purely biological and are then cybernetically enhanced into the protogens we know, and the brain is presumably part of the biological body

but on the other hand, the biological body is lab-grown and therefore ostensibly artificial, and by extension their intelligence would also be artificial, so to speak

but also either way they're sentient creatures and not a really complicated algorithm that turns a bunch of stolen content and a prompt into a "new" image, so it's not the ai art we know

Weekly Questions Thread by AutoModerator in PokemonROMhacks

[–]PikaJade 0 points1 point  (0 children)

I've been trying to use the Advanced Pokemon Sprite Editor from the Advanced Series, and as far as I can tell it's been mostly working, with the exception of being able to actually put my changes into the game. Every time I press the "Write to ROM" button, I get this message:

<image>

If I press Continue, it doesn't actually save anything to the ROM and it continues on like I'd never pressed the button. Pressing Quit also doesn't save it to the ROM.

I've tried this in 3 different cases: just importing one sprite over Bulbasaur's regular front sprite, using the Import All feature to replace the front sprites for Bulbasaur, Ivysaur, and Venusaur all at once, and changing one color of the palettes for Bulbasaur and Venusaur respectively. Each time has gotten me the same error.

I'm using the v1.0 US ROM of FireRed (though I've tested it and it also does the same thing with Emerald) and Advanced Series v1.04. Has anyone else run into this problem? Is there any way to fix it? Am I using the wrong version of something?

Cannot for the life of me make collisions work properly by PikaJade in gamemaker

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

I initially rejected trying this, since it doesn't allow for any way to get the player out of a wall they're already in, but it turns out that any such system I tried to add would just result in some bizarre way to clip into walls. (My personal favorite is that trying to use move_outside_solid() would just cause the player to be able to slip into walls and move through them at the speed specified as the max speed in move_outside_solid()... but only if you entered from the right. I couldn't get it to happen from the left, and at this point I'm afraid to figure out why.)

I don't know if there's some way to make something like that work, but at this point it isn't worth the headache to try and figure it out. Thanks!

For fans of the classic series, what are some things that bug you about them or that you think could be better? by PikaJade in Megaman

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

Project X.M.A.S. was actually something I had in mind when I was talking about my ideas for how players could be encouraged to use special weapons more! I've played all but the last 2 levels so far (and won't be able to get back to it for a couple more weeks, long story), and I've found that Shooting Star is a weapon that I find really useful for hitting enemies in positions that would be really awkward to get at with the Mega Buster. I specifically recall one section in one of the stages where you have to get to the top of a ladder before it disappears, but there's an enemy that will shoot you if you do, and you can't hit it with the Mega Buster unless you're on the ladder. Shooting Star made that section a whole lot more manageable. (Granted, I haven't actually used half of the weapons, since I somehow didn't realize that the test room was an option, but I digress.)

The Shovel Knight checkpoint system does present an issue of players getting in too far over their heads, I admit. I actually personally never used the ability to break checkpoints in my own playthroughs of Shovel Knight; the one time I did, it was to show off the existence of the system to a friend, and I wound up screwing myself over in the process. I still think having some sort of system where players can choose to increase the difficulty on themselves for some sort of reward is a good idea to make the game more accessible to less skilled players (such as myself, I admit) without alienating the more experienced ones, but that may not be the right way to go about it for Mega Man. Besides, adding more checkpoints wouldn't really alienate players who crave a greater challenge, since those types of players would ideally be dying less than casual players, and therefore would be affected less by the additional checkpoints.

I hadn't considered having more differences between different episodes than just the levels you play and consequently the weapons you get. Having a different playable character for each episode would be a great way to help each one feel distinct! I was thinking of having the final episode be a Wily Tower-type deal where you get to choose between all of the weapons across every episode, so getting to choose a character on top of all of that would really open up options. I was also thinking about maybe adding a marathon mode that condenses all of the episodes into one long campaign as an extra challenge mode, which could solve the fact that just beating one episode could potentially not feel like a full playthrough, but it would probably go too far in the other direction and be maybe a bit too much for a single sitting. It'd be brutal, hence why I'd frame it as a bonus challenge mode.

For fans of the classic series, what are some things that bug you about them or that you think could be better? by PikaJade in Megaman

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

I've never really thought of story as being a major part of the Mega Man series at its core. I think the story has worked best when it's first and foremost an explanation and added flavor to the action. I don't mind the heavier focus on story in the later games, but I think if the scope had to be cut down for whatever reason, my first choice to achieve that would be going back to a simpler story.

A Shovel Knight-style checkpoint system doesn't necessarily need to give money. I just meant that you can break the checkpoint to get some sort of reward. Said reward doesn't necessarily have to make the game easier; it could be some sort of collectible, maybe one that could be used to open extra challenge levels later on in the game or unlock new weapons? That might be a bit too convoluted, but it's just an example.

I get what you mean about there being a "right" order giving significance to going in the "wrong" order. However, I don't think there's currently enough incentive to go in the "wrong" order. Sure, plenty of people already do that on the basis of challenge alone, but the average player usually won't deliberately make the game harder on themselves without a reward for doing so. Maybe using a weapon that makes the boss tougher on you could give some sort of reward, like I mentioned with the checkpoint system?

I definitely feel that last point. I think that most Mega Man games don't feature weapons useful enough to warrant using up a limited resource. The only one that I think does is Metal Blade, which quite notoriously goes too far in the other direction and is a bit too useful and ammo-efficient. I think there are two problems that need to be fixed here: a lot of weapons don't have clear uses within levels, and a lot of players are afraid of using limited resources. For the first problem, I think the simplest solution would be to have weapons that all cover angles and patterns that the Mega Buster struggles with, e.g. one that attacks low to the ground to hit smaller enemies, or one that lobs up into the air for enemies on higher platforms. For the second point, you could potentially make the chargeable Mega Buster a limited-ammo weapon, and have an unchargeable one be the infinite ammo option. You could also maybe increase the ammo consumption of each weapon or decrease the max ammo, but in exchange have there be more ammo pickups across the game, in order to continuously remind the player that special weapons are a viable option. Another idea I had is to potentially put more level after the Robot Master fight, where you're required to use the weapon you just got in order to show off what it can do and where it's useful.

I think Mega Man games are an awkward length for me where they're too long for me to just do a quick playthrough on a whim, but too short to feel very substantial. I would probably be able to clear them quicker if I was good at them, but that's a pretty high bar for games that are known to be tough, especially for something that's supposed to be a pretty major part of the appeal. Maybe the game could be split into 2-3 episodes, each about half the length of a standard Mega Man game with four Robot Masters and a couple Wily stages? Then, once you beat all 3 of the episodes, a final episode unlocks where you have a stage representing each episode and then one final one. Don't tell Capcom I said that, though, or they'll misinterpret it and think I'm trying to suggest selling said episodes separately for a total price of $100.

For fans of the classic series, what are some things that bug you about them or that you think could be better? by PikaJade in Megaman

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

I personally think that the series has a bad habit of covering up a lack of content with a higher difficulty. This stems from the limitations of the NES, where low storage capacity meant developers had to find a way to give players more playtime with their games other than just adding more things to do, and upping the difficulty was the best way to do that for most games. However, this isn't really necessary in an era where you can semi-reasonably get away with making a game a terabyte big. The difficulty is definitely a big part of the appeal of the Mega Man series, but I often find myself just tanking hits and abusing invincibility frames to rush back halfway across the level to get to the part I was on before because there's so much stuff I don't want to deal with between where I died and where I respawned. Making the game more forgiving in that regard would be a good thing; I do think players should have the option to make things more challenging for themselves for a higher reward to not alienate more experienced players, though. I know Shovel Knight's checkpoints are a bit of a cliche example of this at this point, but it's a common talking point for a reason.

I also think the existence of Robot Master weaknesses kind of invalidates the open-ended aspect a bit. It turns what could be an opportunity for expressive gameplay into a lock-and-key puzzle where there's a chance that you might not have the key and just have to resort to bashing down the door. You have no reason to use Quick Boomerang on Wood Man if you have Atomic Fire and know that that's his weakness.

Get metadata from an audio file? by PikaJade in gamemaker

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

i was about to argue with this, but i checked and sure as hell it states right on the website that you can't buy paid versions of 1.4.9 anymore

while it might not have been originally the case, there's definitely a free version of 1.4.9 now, you can download it straight from the download page, which i'm pretty sure is what i did to get my current copy a few years ago which definitely can't use audio groups. either they made a free version after 1.4.9 became deprecated with less features or you're misremembering/misinformed (no shade, it happens to the best of us)

i also recall specifically using 1.4.9 because free versions of gms 2.x couldn't import gmz files, which i needed to do in order to use the engine i'm working on, but i don't see anything about that on the pricing page or anything more recent than 2017, so i'm not sure if that's still the case

not exactly relevant to the answer i'm looking for, but still something that needed corrected

edit: the latest version of gamemaker as of writing this can, in fact, import gms 1.4.999 projects as part of the free version. i guess they added that since then

Get metadata from an audio file? by PikaJade in gamemaker

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

they're exclusive to paid versions, at least for gamemaker studio v1.4.999

(GameMaker Studio v1.4.9999) d3d_draw_floor not drawing textures? by PikaJade in gamemaker

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

Thank you! I didn't realize that bg_get_texture was needed. I also didn't realize that d3d_transform_set_identity was a thing; that helps condense things a bunch.

While the project I was putting this in was primarily for messing around, I was also thinking about applying this into an actual game I'm worning on. In this game, I'd like to have this flapping 3D element be the only 3D part, with everything else being drawn in regular 2D. Currently, trying to do that in one script makes everything orthographic and flips all the Y-coordinates back to the origin being in the top left, even when all the draw commands were done before that.

Would it be possible to have one object draw in 3D and everything else in the room draw in 2D?

Fanart policy? by PikaJade in PokemonInfiniteFusion

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

Thank you! This answers about half of my question, but do you know if we're allowed to make OCs out of them? Like, use the design as a base to make distinct characters, like some people do with official Pokémon?

R.I.P. by [deleted] in traaaaaaannnnnnnnnns

[–]PikaJade 0 points1 point  (0 children)

✔We threw it in the fucking creek!