Get ready for another long post…
About audio, things to do for those who want to help, and creating cutscenes in the future that run at the correct fps
I decided to try playing all the sounds once at volume zero in a default script and stop all sounds in the load script in the intro, I think it worked but not really sure.
FFR 1.5.1 - WIP6-24-2022_12-18-14.wick (2.7 MB)
I also used this file:
(Also, thanks @KringlePrinkles for working on that, I appreciate your efforts and attempts of making the ai work properly)
And …
I checked the file, someone had added a // before the line that plays the audio for that clip (on mouse enter).
When I remove the // the project returns an error, so I’m guessing the audio file might’ve been removed before I updated it at some point ? I don’t remember how it sounded, but I know we have a lot of audio assets for buttons, we could replace it with one of them.
I’ll look more at it later when I find the time.
btw, I might’ve forgotten to mention this, but I have a folder with all the audio files that were in the project before I removed them. They can also be found on repl (I’ll remove this link after a certain amount of time since anyone with it could delete, remove, and edit the files - if that happens I already have a copy of all audio files on my computer).
I'll just be adding some other things here for anyone in the team who's looking for a way to help
The keybinding doesn’t seem to work at all.
This should be easy to fix.
The library will be needing some editing
(By “editing” I don’t mean writing more in the books, but rather making some slight adjustments to perfect it more, for example, the top left half blue and half red button could be turned into a bookshelf)
According to the gif the fps starts at 12 and goes down to 9 when the game is played.
I experienced a similar issue when testing the game on a school device.
It’s a frustrating part of development when you know that not all devices will be capable of having the same experience, that’s why for story mode I want to consider using a video element (see this project here for a good idea of what I mean) for cutscenes. This way, we could make sure that animations will play at the correct fps. We’ll focus more on this later, I just wanted to mention it now to see what you guys (the team) think of it since the cutscenes won’t be available during an offline gameplay.