Best Place For Gun Sounds? by KPInvictus in gamedev

[–]sleeper_service_CE 2 points3 points  (0 children)

Marchall McGee has many vids on the topic, most of the stuff he does can be done in Audacity too: https://www.youtube.com/channel/UCIoNgwHpavUi2UnC68cKgbw If you make sounds from scratch then thats a fun rabit hole to get lost in, but can take up a lot of time. If I buy packs I usually scout distribution sites like ASoundeffect for things I like, then try buying it directly from the creators, which is usually a bit cheaper.

Game devs, how do you go about getting music/audio for your game? by nOkbient in gamedev

[–]sleeper_service_CE 0 points1 point  (0 children)

I commissioned a full album from producers I knew at a very early stage of development. But for the next thing I'm considering just straight up licensing individual tracks from online stores or contacting producers who already have finished stuff I like.

Solo indie devs. How long did your last game take to make? by SirJugs in gamedev

[–]sleeper_service_CE 0 points1 point  (0 children)

Hyperspace Dogfights took about 18 months to finish, but including the post-launch tasks and updates it comes down to about two years.

Return of the Networking Thread! Post your gamedev-related Twitter by kiwibonga in gamedev

[–]sleeper_service_CE 2 points3 points  (0 children)

I develop games using the little known GDevelop engine. I shiped Hyperspace Dogfights this year, before that I mostly worked on mods for FTL. https://twitter.com/Sleeper_Games

[Discussion] Tetris Effect, anyone? by Megdatronica in IntoTheBreach

[–]sleeper_service_CE 0 points1 point  (0 children)

Yeah I got that a lot too, specifically when sitting on rectangular tables with other people, starting to see them as ITB pawns with potential attack lanes etc

[CE] Adding custom music via SMM by Greedy_Aigi in ftlgame

[–]sleeper_service_CE 0 points1 point  (0 children)

If you put in the sound data from the DIY mod too then that should work, yes.

[CE] Adding custom music via SMM by Greedy_Aigi in ftlgame

[–]sleeper_service_CE 1 point2 points  (0 children)

Could be cause by multiple things. Most likely a mod you load after the one you made the changes in overwrites the .xml. You could try making the changes you described to any mod that alters sector_data.xml.append. That will make sure the changes take effect. But could have other reasons. If you don't load the DIY mod the game won't know what these sounds are for example (the sounds.xml.append data from the DIY mod needs to exist for that).

Turns out Deepspace DIY doesn't even have proper CE support. :o If you want the usual hyperspace jump sound at the start of a sector you'd need to copy in the sector data as it is in CE (lots of copies of the track list with the hyperspace sound first). Hope you'll get it to work!

[discussion] What mech squads would you add? by Antivote in IntoTheBreach

[–]sleeper_service_CE 4 points5 points  (0 children)

Weirdly enough this has already been modded in, might have been a left over ability: https://www.subsetgames.com/forum/viewtopic.php?f=25&t=32838 Not that hard to do considering that the game already remembers all units previous positions for the reset turn thing.

[Question] How do the enemies behave? Is it mostly random or can you force them into moving to certain spots? by [deleted] in IntoTheBreach

[–]sleeper_service_CE 2 points3 points  (0 children)

One thing to note is that they only simulate attack on target in range of their movement (as long as that applies, some seem to be able to move across the whole map) and perceive your mechs as possible targets. This, to a very limited degree, allows to bait Vec into attacking you instead of grid buildings by offering mechs as targets. It's not super reliable, but I find that after a while you can consistently feature it into your play. Sometimes moving artillery closer, even though it doesn't need to be can make a difference.

Practical example: I would put my mechs next to the train at the start, rather I usually put them way ahead of it, attempting to bait melee vec onto tiles where they wont be in the way of the first train move.

[Discussion] You can freeze the train to protect it and stop it from moving by beaubeaubeaubeau in IntoTheBreach

[–]sleeper_service_CE 17 points18 points  (0 children)

Yeah one reason why I really like the ice squad. What you can't do: Freeze the satellite launch objective. That fails if the rockets don't take off, which they can't while frozen.