- Master Volume adjusts all sounds including music
- Music slider adjusts only music sounds
- new enum added to insicate which type of sound each sound being played is.
- general menu formatting
because we are now guaranteeing that atleast one english caption file is going to be present, I removed the if statements checking if there was more than 0.
I pretty throughoughly tested and everything seems to be working properly.
- added subtitles.h as dependency in a few places in makefile
- moved making a directory for the subtitles.h/.c to inside the python script
- fixed pathing for a #include
building is now working for me.
- python file added and invoked at make that produces a subtitles.c and subtitles.h synamically based on the closed captions files present inside of the resource/ folder
- added an in-game slider to choose from the languages which were dynamically loaded at time of building.
- if no closecaption files are present at the time of building, the script will still make the subtitles.c/.h but it just wont have any data. This will also result in the two menu items relating to closed captions being removed.
- the names of subtitles in the .yaml files are the upercase versions of the names of subtitles in each subtitle file, so that they are easy to find.
- fixed margins on sides of subtitles
- fixed color of subtitles to be more visible
- sped up the fade in and out animations.
- automated new-line breaks.
Issues I have seen:
- if you load more than like 6 closed caption languages into the resource/ folder the game doesnt seem to want to start up once built. I think this is due to the sheer size of the subtitles.c file that is generated. I would love some feedback on how to make this work a little better/be more memory efficient, as it would be nice to have every closed caption language available on every build.
- languages with very unique characters (chinese, japanese, korean, greek, etc.) do not work because the python codec that is used to decode/encode the files doesnt support them. for now that logic is in a try/except so it wont fail, it will simply skip a language that is not supported.
- added subtitles and all required functions to get them up and running. Subtitles accross all main game dialogue is running now.
- subtitleID's are included as metadata now when a q_sound line is put in a map's .yaml file
- Also added in a toggle button to turn them on or off.
there are only 3 downsides to my method here.
- subtitles must be manually added to their array when new dialogue is added. I included all the english subtitles in a .txt inside of assets folder.
- no punctuation/symbols. once the font is updated though this should be resolved.
- font size is a bit big, however if the font is ever updated to have a size modifier in the future this would be a snap to change.
attached video of it working.
Fixes#262
This PR implements the following quality of life/bug fixes, as well as a new feature:
- fixed a minor bug where you couldnt apply a single button to look forward/look back
- start no longer exits the menu. this is because if the player set a or b buttons as the pause action, they could no longer use the menu's anymore, because it would exit them from the menu.
- adjusted the sensitivity/accelleration sliders down slightly
- added a portal render depth slider in the GameplayOptions menu. this allows the player to adjust the portal render depth in real time. this was in the original game in the menu so I replicated here.
attached video shows new menu additions.
- tweaked portal gun to have a max fire rate, that is tied to its animation speed (used video of portal1 for reference)
- allowed ControllerActionOpenPortal1 and ControllerActionOpenPortal2 actions to be "Holdable" meaning that you can hold down the button and continuously do that action
- made sure two portals cant be shot at once, prohibiting both buttons being held at once.
video attached: