Ridley Posted March 5, 2014 Share Posted March 5, 2014 I give to you..... A piano..... Of tumbleweeds! Edit: Link to comment Share on other sites More sharing options...
ScaryMonster Posted March 5, 2014 Share Posted March 5, 2014 I don't even know what to say. Link to comment Share on other sites More sharing options...
Battal Posted March 5, 2014 Share Posted March 5, 2014 I'm pretty sure I'd need RoG for this to make sense. Link to comment Share on other sites More sharing options...
Ridley Posted March 5, 2014 Author Share Posted March 5, 2014 I'm pretty sure I'd need RoG for this to make sense. Nearing the tumbleweeds triggers a wind chime sort of sound. Link to comment Share on other sites More sharing options...
Warewolves Posted March 5, 2014 Share Posted March 5, 2014 Make a video and post it. Youtube needs to see this XD. Link to comment Share on other sites More sharing options...
An Artifact Posted March 5, 2014 Share Posted March 5, 2014 Simply glorious. Link to comment Share on other sites More sharing options...
Lumina Posted March 5, 2014 Share Posted March 5, 2014 I applause. Link to comment Share on other sites More sharing options...
DrPoppycock Posted March 5, 2014 Share Posted March 5, 2014 Brilliant! Link to comment Share on other sites More sharing options...
Developer SethR Posted March 5, 2014 Developer Share Posted March 5, 2014 This is awesome. Did you debug spawn them or manage to trap them? Either way, great idea! Link to comment Share on other sites More sharing options...
Warewolves Posted March 5, 2014 Share Posted March 5, 2014 This is awesome. Did you debug spawn them or manage to trap them? Either way, great idea!How hard would it be to program in a piano? Link to comment Share on other sites More sharing options...
Developer SethR Posted March 6, 2014 Developer Share Posted March 6, 2014 How hard would it be to program in a piano? What do you mean, exactly? A bit of extra information about the tumbleweeds: the way that it works right now is that the tumbleweeds play a sound when the player gets near them. In code, we just tell FMOD to play a sound event when the "player is close" function. Then FMOD interprets that and picks a random one of the few sounds in that category. In short, we don't have direct control over the sounds that play with the tumbleweeds themselves. That said, I can definitely imagine making a mod where interacting with various different things plays specific different sounds. Basically, a piano! Link to comment Share on other sites More sharing options...
jbeetle Posted March 6, 2014 Share Posted March 6, 2014 cool Link to comment Share on other sites More sharing options...
Warewolves Posted March 6, 2014 Share Posted March 6, 2014 What do you mean, exactly? A bit of extra information about the tumbleweeds: the way that it works right now is that the tumbleweeds play a sound when the player gets near them. In code, we just tell FMOD to play a sound event when the "player is close" function. Then FMOD interprets that and picks a random one of the few sounds in that category. In short, we don't have direct control over the sounds that play with the tumbleweeds themselves. That said, I can definitely imagine making a mod where interacting with various different things plays specific different sounds. Basically, a piano!That's awesome. How do you judge the range of distance between when the 'player is close' and-I better stop XD I probably won't end up doing it, due to the fact I'll have to learn the language and how to peek around the files, but I might see what I can do about a 'piano' The question remains. Making it like the tumbleweeds or a proper piano. Link to comment Share on other sites More sharing options...
Developer SethR Posted March 6, 2014 Developer Share Posted March 6, 2014 The 'player is close' detection is done using the "playerprox" component. It's found in the data\scripts\components folder of your Don't Starve directory if you want to take a look (the file is called playerprox.lua). If you wanted some help getting started on a piano mod, I bet some folks in the Mods forum would be able to help you out! Link to comment Share on other sites More sharing options...
Warewolves Posted March 6, 2014 Share Posted March 6, 2014 The 'player is close' detection is done using the "playerprox" component. It's found in the data\scripts\components folder of your Don't Starve directory if you want to take a look (the file is called playerprox.lua). If you wanted some help getting started on a piano mod, I bet some folks in the Mods forum would be able to help you out!Ok cool!I'll probably head over there as soon as I get back to my (*cough*) home/lair where I can begin planning it. I might go make a suggestions thread right now about it though. Might as well go over the top. Nice chatting with you Link to comment Share on other sites More sharing options...
Ridley Posted March 6, 2014 Author Share Posted March 6, 2014 This is awesome. Did you debug spawn them or manage to trap them? Either way, great idea! I am honored The first tumble weed practically ran into its cage when i just gave it a little extra shove. The rest I would tell Maxwell to pick them, then stop him from picking it by moving. I would basically stun lock them, by clicking and pushing them at that point. Edit: If someone can point me into the direction of a free video camera thing so I can make a video, I would gladly play some notes. Link to comment Share on other sites More sharing options...
Developer SethR Posted March 6, 2014 Developer Share Posted March 6, 2014 You can use FRAPS to capture video: http://www.fraps.com/download.php (the free version will have a watermark and I think has a limit on recording length, but it should do the trick for this). Link to comment Share on other sites More sharing options...
Ridley Posted March 6, 2014 Author Share Posted March 6, 2014 You can use FRAPS to capture video: http://www.fraps.com/download.php (the free version will have a watermark and I think has a limit on recording length, but it should do the trick for this). It took awhile, but the video is there now Link to comment Share on other sites More sharing options...
Developer Mattesque Posted March 6, 2014 Developer Share Posted March 6, 2014 yeah that was pretty great. nicely done. Link to comment Share on other sites More sharing options...
Warewolves Posted March 6, 2014 Share Posted March 6, 2014 The piano needs tuning, but nicely done! Link to comment Share on other sites More sharing options...
brummbar7 Posted March 6, 2014 Share Posted March 6, 2014 Sounds more like like an accordion to me, but fun nonetheless! Link to comment Share on other sites More sharing options...
Ridley Posted March 7, 2014 Author Share Posted March 7, 2014 @SethR I can't help but asking, did you guys at Klei take predictions on how long it would be before someone caught tumbleweeds for their music? Link to comment Share on other sites More sharing options...
Developer SethR Posted March 7, 2014 Developer Share Posted March 7, 2014 @Mattesque guessed a day. I thought it might be a bit longer than that. But since he made the amazing sounds, he wins! Link to comment Share on other sites More sharing options...
XirmiX Posted March 7, 2014 Share Posted March 7, 2014 Sounds great but why is there a train sound for the tumbleweeds? Link to comment Share on other sites More sharing options...
Ridley Posted March 8, 2014 Author Share Posted March 8, 2014 Sounds great but why is there a train sound for the tumbleweeds? It sounds more like a discorded lonely wind chime of the dry sullen wasteland. But I am all in favor a mod that has a stampede of discorded trains of the sullen wasteland rushing past before a heavy rainful. Link to comment Share on other sites More sharing options...
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