Hi everyone,
Firstly huge thanks for all the positive comments, its great to hear so many people enjoying this Alpha build of Sable. I secondly want to say a huge shout out to all the members who have come in and answered questions other members have had, it really is fantastic to see such great community spirit, especially since I’ve been manically non stop these past 24hours and haven’t been able to reply to questions which have come in as quickly as I’d have liked, but as well as posts here I’m also trying to manage emails, private tester queries and bug spots, private messages coming in from social media etc, so its been pretty hectic, so again shout out to those helping answer peoples questions. Now for my turn to answer some of the remaining questions:
@fluffy, thanks for the post, I’m useless at explaining the brush size mechanic lol, but I’ll give it ago. So the brush size creates a grid of tiles where the player is at the centre, so if you set the brush size to 3, its in fact actually creating a 3x3 grid around the player, then when you hit enter to place tiles they fill that 3x3 grid (so in this example it would actually place 9 tiles) and the player would be at the heart of that grid. If that doesn’t make sense, drop me an email at [email protected] and I can try and explain it better.
-@ Sevrior, there should have been a file in there called ‘Sable Alpha test version 1.8.1’ I see post 104 spotted what the problem was, hopefully you have it all sorted now, if not drop me an email to [email protected]
@ Djsentor, , if you go to the project options (alt and E), in here you can set party size, there is also an option called something like ‘allow user to set party own names and class, if you set this to yes when a player first starts your game in play game mode they can choose their own class, name and gender for each party member, if as a creator you set this to no you are asked to give the starting party members their names, gender and class, this way when starting a game in play game mode the player will no longer have the option to choose party members but be given the party members you as the creator of the project gave them. Hope that makes sense.
@ threeblindnoises, pleased you got your building music to work. thanks for the project options bug, I’ll add that to my ‘to fix’ list. As for the battle music folder, one is the intro and one is the actual victory track loop. For battles triggered through an event trigger you can set your own battle music and ambience for those battles. If you want to change the main battle music or victory track, you can just replace the current sound files with your own ones, you’ll just need to remember to name them exactly as the current ones are called so sable will use them. Volume control for the music track is a good idea.
@ an idiot, regarding battles it could be one of two things, firstly you need to set an encounter rate, press r in creator mode for this. the value you enter here is a ratio, so entering 1 means you have a 1 in 1 chance of encountering an enemy each time you move (therefore would encounter one every time your player moved), or if you set it to 10, this would mean each time the player moved there would be a 1 in ten chance they would encounter an enemy. As for your battle music questions, see my reply above to threeblindnoises.
@ Greg steel, yes you could , but if for example you wanted one of the panning sounds for an object, you’d need to head into the map sounds folder (which is where panning sounds are stored), copy the sound you want and place it in whichever sound file you want to use it in, for example if you wanted to use it for some reason as a door sound, drop a copy of the sound in the door folder. Hope that makes sense.
@ spiderman, wow that’s so cool I have an actual marvel avenger playing with Sable, big fan, love the spidey suit hahaha. Back to sable, your panning sound issue is a bug which someone else has also spotted. Basically you shouldn’t be able to place two panning sounds on the same tile, but it lets you. what happens is it puts the second sound down, overwriting the first sound,, but doesn’t stop the first one playing, so you end up with both playing at the same time. This is on my to fix list, as a work around though, simply save your map, exit sable an reload and only the new sound you placed will still be there. Hope that makes sense. Just seen your other questions, so I’ll answer those below too:
1. Placing an object shouldn’t change the tile underneath the object, sable doesn’t store any information about previous tiles, so it would have no way of knowing it used to be a stone tile there.
2. When you first place a building you can select the building wall tiles, if you have placed a building but now want to change the walls, you could manually walk round and change them all, but it might just be easier to delete your building and place it again. You can delete a building with the delete key, you need to be standing inside the building to do this, you also need to ensure you are not standing on any other objects, doors etc other wise it will delete them instead
3. All classes are shown in debug Mode, as although you have set starting party size to one, you might encounter other new party members mid game, so you would want to be able to test these out in debug mode. if you have set the party size to one, when you start play game mode (which is how your players would see your game) here you will only have one party member
@brian P, that would be awesome if you turned your book into a sable audio game. As for vehicles, you do have fast travel points, I’ve used these in my own test maps to simulate vehicles, you could have one play the sound of a player entering an airship , it taking off and then landing at the new point, or in your example a rocket taking the player to another planet.
@ Dragons, thanks for the kind words, as I know you’ve been following Sable since we first showed off a video almost a year and a half ago I’m really pleased to hear you finally have a copy to play around with and you are enjoying it. Huge thanks to you for all the continued support, I know I say it all the time, but it really is fantastic to see so much enthusiasm towards the project
@ Gameulation, Rory games, Greg steel and dragons, really pleased to hear you are all enjoying it, huge thanks for saying its something you would purchase, its great to see even as just an alpha people already see the potential of sable.
@ timothy John, to answer your questions, you can set up an enemy band of just one enemy, enemy bands are handy if you just want certain enemies to appear only in certain areas, or if you want certain enemies to appear together, as you wouldn’t for example want a dragon and a pig to spawn in a battle together, well not unless you fancy hog roast hahaha. You can avoid setting up bands all together if you want, providing no bands have been set at all sable will just pick at random any enemies from your enemy list and put a random selection and amount of them in a battle with you. obviously this probably isn’t very practical since you would have stronger enemies and weaker ones all grouped together. A third option, create an enemy band for your map, select to set it up as a non-fixed band, you are then asked for the maximum amount of enemies you want in the band, you could set this to one if you wanted or say 4, if you pick four each battle sable will pick a number between 1 and 4 and face you against that many enemies. Next you can fill the list of enemies you could encounter, so for non-fixed bands you just place which ever enemies you want in here, you can add as many or as few as you like then when you have an enemy encounter sable first decides amount of enemies (based on the value you entered previously), then will pick at random from the enemies you added to the list, so if you added a dragon and a pig only, you could end up with say three pigs , or two dragons and a pig, if you had added a hundred enemies to that list sable would just pick at random 3 from that list. Hope that makes sense. sorry about the loud battle music , I meant to reduce the volume of this track before release since for some reason the track was overly loud, but I completely forgot, you can go into the battle sounds folder and put your own battle music track in here, you would just need to delete the current one, when you put the new one in you would need to ensure it had exactly the same name as the old battle music track so sable could still find it. just seen your second post, yep that sounds like a bug, when you get the battle transition sound, I take it you mean the sword being drawn sound but no battle, right? Is this in play game mode or debug mode? also were you walking around to start the battle or forcing a battle with b or shift b?
@ Remi, really sorry to hear you are having this problem, can you write me off list and I’ll try and get this sorted for you. drop me an email to [email protected].
@Johanntrm, , , with the delay between hitting an enemy and the enemy pain sound, there shouldn’t be a noticeable gap, are you using custom sounds, or the sable sounds included with the download? Hope you make a video of your final project , if you do let me know I’d love to take a listen
@ deathtime, it sounds like you are doing everything right, with nonphysical keys they are invisible , so the player never actually gets told they have received one , they are just used as a behind the scenes way for sable knowing when you get one the quest is complete, but the player never actually sees they have received it, its just for sable to know when a quest is complete. So in your example you could set your enemy rats to drop the nonphysical key once they have been defeated, again the player will never see that, but sable will know its there and no that part of the quest is complete. These are really powerful tools as you can also use them for things like go speak to this other npc, then set that second npc to give the nonphysical key once you have spoken to them. Hope that makes sense, oh and by the way physical quest completion keys are actual objects the player has to get , so if you wanted them to find a surfboard (like in Liam Erven sable live stream last Saturday) you’d name the quest completion key surfboard.
@ Gameulation, there isn’t at present a way of adding enemy intros, but it’s something we’ve talked about here at Ebon Sky Studios.
@ Bryan P, hopefully you got your building issue sorted from the advise given by Ambro86, it sounds like you almost have it anyway, just select the buildings height when creating the building, when you go to place the transition, and I think this is where a lot of people get confused, it asks you which map you want it to lead to, if you want the door to be on the same map you need to select your current map, its set up like this so you can also have doors lead to other maps. As for your quest, yes that would be possible, get the first npc to set a quest, like find daughter , create a nonphysical key, then when you create the daughter , set an event trigger on her to join your party if you want her to join there and then, or if not set the event trigger to give the nonphysical key to show you have completed the quest when you talk to her. If you go for the first option, you would still need a way to give the player the nonphysical key for finding the daughter, I’d maybe put the daughter in a room, and set an event trigger to the exit of the door to that room to give the nonphysical key, that way you get the daughter to join your party, but also get the nonphysical key which shows sable the quest is complete. Check out my reply above to death time where I explain nonphysical keys, they can be a really powerful tool
Thanks as ever for all the sable love everyone, great to see so many people enjoying playing around with sable, also thanks to anyone who’s reported a bug so far and I apologise to anyone having teething problems or issues with sable, any major issues email me directly at [email protected] for the quickest reply and I will do everything I can to fix your problems.
Paul Lemm
Ebon Sky Studios
email: [email protected]
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