The Choicer Voicer dev talks about The Choicer Voicer
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- čas přidán 22. 08. 2024
- Sorry for scratchy voice, and kinda low volume. I haven't actually made anything where I talk about and show off the game, so here it is.
Now available for purchase on Itch: yeahmaybe.itch...
Version 0.4 default packs download: yeahmaybe.itch...
My twortter: / yeahmaybedev
Very much looking forward to Choicer Voicer! I adore the slime girl host too!!
Fantastic thing you're doing here. One thing I would like to add, speaking from personal experience, I think blind people would love to Be able to play this game.
Looking forward to this! I wanna make a Simpsons voice pack.
edit: And you absolutely deserve to earn money for your hard work.
I'm so glad I found this video! I just got done watching Joel & most recently Mike play this
And I heard in Mike's stream that apparently, fanart of Shae is welcome and even advocated
Ever since I saw her I've liked her simple little design so much- I'll happily give her the fanart she deserves!
Fantastic work so far, very much looking forward to future updates! Its so interesting how simple the judges work with easy and hard judges. I suspected some of the judges were easy judges, but I also thought that maybe they had preferences for different things (eg. one judge valuing pitch way more than timing, one judge valuing timing etc.). I think that could be an interesting change to give the judges some personality (but obviously very low priority at this stage of development)
oh damn, its not out yet. I'm so pumped to play this with my friends. Gonna be hilarious.
Thanks for this video, hearing about the more technical details was very interesting! I notice that a large part of the game is menus (obviously), and as someone who also does stuff in Godot, I'm wondering how you find making and programming these menus. While not hard, I think control nodes and styles are kind of a hassle to mess around with, it's always one of my least favorite things to work on.
Anyway great work on Choicer Voicer, I'm glad someone took it upon themselves to make something like this!
Menus can definitely get clunky fast. Of note is the buttons and menu/overlay during a match, which is a single cobbled-together clump of barely-cohesive Control nodes at the moment.
The actual menus are much nicer because I planned ahead on them. Since all of them are supposed to have the same base structure, and I use a lot of them, I created a menu template to cut out the setup for each new one. Also of note is how the buttons at the bottom of the menus, and the little text at the top showing you where you are, aren't part of any individual menu scene. They're part of the "menu_master", which holds individual menus in a capsule. A menu has its own class variables that tells the master what the text directory should say, and what bottom buttons should be visible (exit/back/save&discard). Any time something is explicitly shared by a couple scenes, I try my best to make them share it in some way.
However, I am absolutely not an expert, and sometimes am shocked I've even gotten this far.
I am for sure playing this when it comes out
Hey man, i loved your game when i watched both of vinny Streams and Coneys, too.
Take your time and get plenty of rest...
Very excited for this.
Oh wow this looks amazing! I can’t wait for this! I am definitely buying this as soon as this releases!
Your texture wrapping issue (around 6:50) is an issue with Godot, for some reason importing from Sprite3D always sets texture wrapping to repeat. A PR is open but hasn't been merged yet, the last activity was in mid-May. You could wait for a new release or just build Godot manually with the fix. Or for the time being you could write a shader that disables texture wrapping.
Well if that the dumbest thing Ah ever heard...
I'd tried looking this issue up, but apparently couldn't word it right such that I'd find other people talking about it. This whole time I thought it was a me-problem, because like I say in the video, setting the texture filtering to 'Nearest' for the Main Menu clip disc actually got rid of it. But, perhaps that's just because those images are a mere 64x64 pixels? imgur.com/a/yLneCsr
@@FairWeatherPierce If you're still getting bleed with nearest neighbor filtering it may be due to anti-aliasing done on the texture (like MSAA). In the screenshot you provided there doesn't seem to be AA (judging by the jaggies) but I do see AA in the scene with the hosts. In some cases this can cause minor bleeding with repeat texture wrapping because of half texel offsets.
bought the game! very excited to either create stuff for the game, or see what others make!
inSANLY exited for the game to come out, one question tho, where should we post our packs once the game releases?.
That's a good question that I don't have a good answer to. I lack the capacity to host and moderate a place for Choicer Voicer packs.
What's that one site that everyone uses for mods? It's "NexusMods," right? The packs are basically mod packs anyways, so I wonder if that could work...?
@@FairWeatherPierce personally i would prefer GameBanana, but we’ll see!.
yeah you're absolutely right about not making assumptions on copyright. they will jump on you like a shark that smells blood if you're not careful enough. be as cautious as you need. i am just thrilled to buy a lovely game from an independent creator.
i am not an expert so i can't provide any tips and tricks, but certainly, theres a lawyer or someone, like legal eagle, you could ask even on twitter? i'm sure someone would do it for free or for cheap. or for a part in the credits lmaoooo.
Maybe someone mentioned it already but, a reason for the timing to start speaking feeling difficult to match, could be that there are too many micro-pauses between the end of the countdown and the bar actually moving. 1. The end-animation of the countdown-background, then the go staying alone after window is gone, then the go vanishing, then another small delay, and then the bar moving, and the pre-roll time before the actual clip starts. These are only very brief moments but the amount of them can throw you off. Maybe it should be 2,1,go on a background than hard cut to immediate bar start. Thanks for making this btw!
Oh yeah, the 21GO! overlay has too many issues. I'm planning to scrap it in the next iteration, and probably replace it with something akin to the four timing beeps in Paper Mario during hammer attacks. Three smaller lights that quickly light up with a beep like a beat, and then the mic light comes on the the clip is playing right on it, or something like that.
super excited to support both you and the game!
was curious about one thing concerning voice packs: is it possible for the game to randomly select clips from all of the packs added, or would that require one combined or "assorted" pack?
There's the top-level option for "All Voice Packs" which is what is sounds like, randomly chooses from all voice packs. Unless you're asking individual packs; packs can be continually nested within one another (folders within folders), and a selected pack will sample from all of its children recursively.
So, if you have "Pack A" that contains "Folder 1" "Folder 2" and "Folder 3", selecting one of the Folders would give you a round with clips only in that Folder, but selecting Pack A would give you a round with clips from any of the three folders.
awesome, that's what i figured but wanted to be sure. thank you so much for the clarification!
you've already got your fix for the sprite bleed. add a line of pixels, but in engine. isn't an issue for the user if the system already applies the fix.
Can't wait to play it! Probably a stupid question but I'm wondering if this game could actually be used for karaoke too. Like I don't know if that's possible with the current algorithm, maybe adding a silent vocal track to compare it with the player's recording while the instrumental plays could do the trick. I'm asking about it since there's no other karaoke game/system that does this so this could actually become both an impressions and a singing game 😂
A silent vocal track while an instrumental plays isn't something the game is able to handle at the moment, unfortunately. You see, the waveform that shows when the clip first plays is actually a live sampling of the clip. It's one of the biggest flaws with the game at the moment, IMO.
What irks me a lot is that Godot DOES have FFT (Fast Fourier Transform) built-in to its code, but the FFT seems to ONLY be accessible from the AudioEffectSpectrumAnalyzer, which ONLY works on live audio. If I could just apply FFT to a loaded (and not playing) audio file, it would solve three things:
One, the clips wouldn't have to be played back live in order to get waveform and pitch data.
Two, clip data would actually be the same every time, because currently, the data sampled from the live FFT is slightly different each time.
and Three, I would probably have access to more diverse waveform comparison between the clip and the player performance if I could do FFT data on the full player recording, instead of a gotdang live AudioEffectSpectrumAnalyzer sampling.
Now, an FFT addon does exist for Godot, but I admittedly didn't really understand it, so I haven't tried using that. I just wish I could just sample loaded AudioStreams with Godot own FFT without needing the AudioEffectSpectrumAnalyzer. It's an unnecessary layer of complexity.
Sorry for the mostly unrelated rant. The closet way to get to karaoke right now is only playing the vocals of a song, and then probably turning the "clip playback volume" slider to 0 so you don't hear it when it's your turn. But even if I was able to FFT on non-playing audio, you would still need two tracks: an instrumental track to play, and a vocal track to compare to the player. That being said, my scoring algorithm is probably the worst thing you could choose for a karaoke game. And I'm not sure how well it can handle long audio files, like more than a minute or two.
Excited!
Is there a clean image of the host available? I would like it, for wise reasons only. Both the one in this video and the first alpha Vinny played where she's a judge would be highly appreciated.
I don't have the original handy, but the current host image is available in the default pack download on my Itch page. Also, how wise we really talking here, son?
@@FairWeatherPierce Oh, thank you, didn't realise the pictures were just accessible.And oh... you know, about as wise as a Vinny fan can get, so don't worry about it. Thank you!
hell yeah 9 hours 9 persons 9 doors mentioned
Let players upload their own voice clips. (Don't include any voice clips you don't own the rights to).
I live this
Hey! I made a Star Trek the Next Generation voice pack and was wondering if I could submit it to you? Vinny takes some time to get back because he has a lot of emails to go through so I thought it would be more efficient to send it to you?
You're definitely better off sending it to the Vinesauce contact email. Vinny and his mods go through and vet submitted material through there. I don't think there's a rush to do another Choicer Voicer stream anyways.
@@FairWeatherPierce Gotcha. Thanks for responding. Keep up the good work!
will it be on Steam or are you just planning for an Itch release?
also if it is going to be on Steam will you allow for workshop support?
or will all packs need to be manually installed?
Just Itch for now. Steam could come down the line. As it stands, packs people make will have to be manually installed and moved into the game folder.
hey man, is there any way of giving me access to the game without having the need to pay? i would love to play it but i'm super poor
how long until when you release the mobile version? like android and ios
How do you add text hints? Neither of the example packs have them
The only current method is to include an individual .TXT file in the pack that shares a name with the audio clip. The next version will also add the ability to assign text hints with a single JSON file.
Might want to replace UI sound effect from Zero Escapes since it could dangerous move if you are trying to sell a game. And of course, it's very grey area to have images/voices of copyrighted characters / IPs in the paid product.
Yes, the sfx from other games are temporary and are being replaced. And the base game has only one tutorial voice pack, no base packs use other IPs. The purpose of the game is for individuals to create their own to use with the game.
@@FairWeatherPierce and where we will be able to download "meme" packs and such? is there gonna be some sort of hub for that? devs ones and community ones
@@TorNis7 I have no plans to host a hub for packs. Not only do I lack the infrastructure and know-how, but it'd be a nightmare having to moderate both for hateful content and copyrighted material.
My current thought is for people to use preexisting sites dedicated to game mods, or just sharing google docs links. It's a shortcoming I can't really fix, especially not right now.
@@FairWeatherPierce gotcha, thanks for explaining. So in case of Vinesauce, how we can enjoy those packs too that he played?
I've recently added a meme sample pack alongside my Itch download for the default packs. However, it's mostly just misc and vintage memes. No copyrighted stuff like the steamed hams pack.
Hey, don't mind me asking, what part of Gigglebone gang game is that ribbit ribbit mm mm mm from?
Wouldn't know, sorry. That was one of the packs made by Jackal, not me.
Gonna have to ask Vinny himself or what he said
I NEED TO PLAY THIS WHERE CAN I PLAY THIS
it’s coming within the next 2 weeks, more or less!.
Can you send me the link of this game, please? I wanna play it.
Game link?
I Wish I Could Download This For Free