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YeahMaybe

@YeahMaybeDev

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Solo dev of the game #TheChoicerVoicer , available now on Itch! Report issues: feedback.yeahmaybe @gmail .com

Joined May 2024
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@YeahMaybeDev
YeahMaybe
3 months
Another thing that's long overdue: a comprehensive how-to and infodump on The Choicer Voicer, and in the most modern of formats: PowerPoint.
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@YeahMaybeDev
YeahMaybe
4 months
The Choicer Voicer is now available for purchase on Itch:
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@YeahMaybeDev
YeahMaybe
3 months
You all are nuts. You know this game is, like, on its first draft, right?
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@YeahMaybeDev
YeahMaybe
3 months
To the people saying "Jerma needs to play Choicer Voicer": NOOO! Version 0.4 is crusty and rough. I dread this game blowing up before I can release an overhaul. That kind of publicity would just raise my blood pressure.
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@YeahMaybeDev
YeahMaybe
5 months
Vinny's stream was great, showed me some problems I hadn't even caught myself, but I guess that's how playtesting goes. That said, IF everything goes according to plan, I hope to release The Choicer Voicer within one (maybe two?) weeks.
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@YeahMaybeDev
YeahMaybe
5 months
Since there's an influx of new people at the moment, have a preview of the customization menu:
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@YeahMaybeDev
YeahMaybe
3 months
The next update for v0.4 will finally give the studio packs their intended purpose: loading your custom glTF files as the studio. I'm sure yours will look better than my beach here.
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@YeahMaybeDev
YeahMaybe
5 months
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@YeahMaybeDev
YeahMaybe
4 months
Full disclosure since I've been kinda quiet: I've been moving, and the whole process has slowed development substantially. As such, I think by now you all deserve a list of my ideas and hopes for version 0.5 and beyond. This is isn't everything, but it's a lot of it:
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@YeahMaybeDev
YeahMaybe
4 months
pain
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@YeahMaybeDev
YeahMaybe
5 months
Fun fact, the current 4-player limit for local multiplayer was due to space limitations. I, basically, accidentally coded it to have no upper bound.
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@YeahMaybeDev
YeahMaybe
2 months
When debugging, I grab bits and pieces from peoples' packs and scramble stuff around for testing. Then I occasionally gain lucidity, look at my screen, and wonder "what the hell am I doing with my life?"
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@YeahMaybeDev
YeahMaybe
5 months
I've made a video where I talk about my current progress with The Choicer Voicer, how some of the systems work, and what things I'm still figuring out:
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@YeahMaybeDev
YeahMaybe
5 months
I apologize that the game is still unreleased. For people who want to make and/or preview pack structure, I've uploaded the defaults here for reference.
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@YeahMaybeDev
YeahMaybe
5 months
Local multiplayer in the works, up to 4 players. Player packs added as a new pack type. Customizable image, name, and introduction.
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@YeahMaybeDev
YeahMaybe
2 months
I assumed users would've coalesced around a site for packs by now, but it hasn't happened. It's either Itch, the fan Discord, or google drive links. Discord isn't a long-term solution because it's not readily available and Discord is AWFUL for archiving. Suggestions, anyone?
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@YeahMaybeDev
YeahMaybe
4 months
Here I thought my cumulative tweaks made my scoring algorithm better, but I'm watching this video of a streamer playing The Choicer Voicer and... why does it keep giving 4/5 EVERY time!? Time to take a break from ver 0.5 to work on that headache again.
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@YeahMaybeDev
YeahMaybe
4 months
With the sheer amount of options I want to implement to customization for ver 0.5, it means I'm spending a lot of time just plotting it out. It needs foundation repair, so with the base code, I have to do it all over again. And I want to get the job done right.
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@YeahMaybeDev
YeahMaybe
5 months
I can't believe it took me this long to think of doing this. Added voice packs as a tab in the customization menu, where you can toggle packs as visible or hidden. Uses the same goofy-yet-simple method of appending the reserved prefix "_ignore_" to hidden packs.
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@YeahMaybeDev
YeahMaybe
5 months
I feel like I'm in the final stretch. Menus look like crap, but right now I just care about them working right. Last big thing is getting my audio scoring algorithm just right... Other than that, it's a lot of little QoL stuff, mostly regarding customization.
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@YeahMaybeDev
YeahMaybe
3 months
Minor update, 0.4.13b: * Added a search bar for the voice packs * Trimmed some pauses during gameplay to quicken the pace * Added options to make rounds go faster by skipping certain dialog * Added a slider for microphone input volume
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@YeahMaybeDev
YeahMaybe
5 months
Me yesterday: "Why are people saying my game's slimegirl host looks like 'Bao?' Who is that?" Me today: "Why have I been watching Bao videos for two straight hours?"
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@YeahMaybeDev
YeahMaybe
4 months
This is my first ever game release, so please be gentle with me while I sit here, sweating in utter terror.
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@YeahMaybeDev
YeahMaybe
2 months
Someone made a category for The Choicer Voicer on Nexus Mods, but no one uses it (Unsure how easy or hard it is to upload there). Someone suggested GameBanana at one point, but when I tried making a category, I couldn't. Got told it already exists even though it doesn't.
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@YeahMaybeDev
YeahMaybe
4 months
Small update for version 0.4.12, as "things it should've already had": * Version is now displayed on upper right corner * Including support to show "author" of packs. For now, via a TXT file called "_author" * Contestant responses are now properly cut off for new rounds
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@YeahMaybeDev
YeahMaybe
2 months
Oh right, progress update. Judge packs will be able to have more than 5 judges. Each voice session will randomly pick five judges from the pack. You will also be able to bind an audio file and success screen to a specific judge. Still ironing out the bugs, which there are many.
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@YeahMaybeDev
YeahMaybe
4 months
Small update, version 0.4.13 released. Of note is a change to scoring to make 5/5s easier to get. Also, an experimental change to the player modpacks: audio for them now partially supports the upcoming v0.5 format, with more dynamic file assignment.
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@YeahMaybeDev
YeahMaybe
4 months
Just posted my first bugfix with version 0.4.10: * Fixes a bug where host dialog would return to the default * Prevents a scenario where the game would crash if you made a pack with an illegal folder name * Shows the current allowed length range when given the "too few" error
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@YeahMaybeDev
YeahMaybe
5 months
If you're liking the menu music, then please check out #TheChoicerVoicer 's music artist, @AzureOtsu !
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@YeahMaybeDev
YeahMaybe
5 months
Call me a string theorist, cause I'm adjusting arbitrary variables until I get the outcomes I'm looking for. (Coding this stupid exhaustive interface took me over three hours)
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@YeahMaybeDev
YeahMaybe
3 months
Quick pause in development to learn HTML. My right hand isn't a fan of the excessive use of "<" ">" and "/". On a related note, I have a rudimentary neocities site for The Choicer Voicer. Here's the page on making voice packs for v0.4:
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@YeahMaybeDev
YeahMaybe
4 months
At least one person has informed me that their audio devices do not work with the current release. I have yet to diagnose the cause. The customization menu free download includes the mic test, so I would suggest testing that before purchasing, to be safe.
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@YeahMaybeDev
YeahMaybe
2 months
The game will likely need some trial and error to properly use your custom studios. I am not well-versed in GLB/GLTF, but it seemed the best choice due to its versatility. I've added a reference to give you a head start while I continue working on 0.4.14:
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@YeahMaybeDev
YeahMaybe
5 months
✨Menu design in my passion✨
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@YeahMaybeDev
YeahMaybe
5 months
Continuing on data management, added the ability to hide clips. The reserved prefix "_ignore_" will prevent the game from loading it, and in the Hide Clips menu, you can easily hide any clips you've seen so far. Also re-added a little tutorial from the previous iteration.
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@YeahMaybeDev
YeahMaybe
6 months
I've had people asking me where they can follow for updates on #TheChoicerVoicer . I don't have socials for that. I guess this is it now.
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@YeahMaybeDev
YeahMaybe
5 months
@Full_Sauce I can't believe it's already been a month. I've been working feverishly ever since Vinny's stream, yet I lost to a highlights clip, haha.
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@YeahMaybeDev
YeahMaybe
3 months
However, the next thing on my to-do list is rewrite the waveform box that records and displays your performance. Many people have reported issues with different mic delays, and in order to get the ability to account for variable delay, I need to completely remake that code.
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@YeahMaybeDev
YeahMaybe
5 months
My buttons. Simple innocuous little guys, right? WRONG. These spaghetti-coded monsters took me over five hours to untangle this weekend. On the bright side, you will now be able to set separate colors for button idle and button hover.
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@YeahMaybeDev
YeahMaybe
3 months
Status update, while I'm at it: The past week was mainly spent rewriting Crow-Sourcing, a microgame I made to test Twitch integration in Godot. Once I've confirmed the new version works, I can start adding Twitch voting into The Choicer Voicer.
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@YeahMaybeDev
YeahMaybe
6 months
While the previous version handled multiple voice packs just fine, I stupidly didn't do the same for the customizable settings. Any new packs for menus/judges/ect would overwrite each other. Now, you can even swap between custom menus on the fly.
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@YeahMaybeDev
YeahMaybe
6 months
The game tracks your seen clips by their absolute file path, so if they're moved, it's not recognized. The "Rebind Seen Clips" option will find the changed paths and assign them, as long as all clips have unique file names.
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@YeahMaybeDev
YeahMaybe
4 months
@junetember Updates will stay on the same Itch page, so purchasing it at any time will give access to all future updates.
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@YeahMaybeDev
YeahMaybe
5 months
I originally wanted to have local multiplayer working before releasing early access, but I'm realizing I didn't properly prepare for it with this iteration's structure. I'm going to make sure the file system is future-proofed properly, and I'll see where it goes from there.
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@YeahMaybeDev
YeahMaybe
5 months
The features for it will be rudimentary for now, but I plan to include the ability to show/hide and preview clips within a selected pack.
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@YeahMaybeDev
YeahMaybe
3 months
@ShrineFoxMods It means a lot to hear. I'm very lucky to have a kind, patient, and enthusiastic playerbase for my first game release.
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@YeahMaybeDev
YeahMaybe
3 months
@rapscallionDlux I needed more than just 3 or 4 people privately testing it. It was worth it because I've learned a lot. I knew going in that the first public release would be rough, but what I hadn't expected was this level of interest in it this quickly.
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@YeahMaybeDev
YeahMaybe
4 months
The author name only shows up on voice packs for now, but you should include it anyway in other packs you create for when the game loads those too. In version 0.5 it will likely merge into the configs, but I can make it backwards-compatible.
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@YeahMaybeDev
YeahMaybe
5 months
@ethan_josephson Yes, each pack type is a user-customizable element. There is a local folder that you drop your pack folders into, and they all show up in the white box seen in the center screen.
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@YeahMaybeDev
YeahMaybe
4 months
@Omegpha Thanks for the tip! 0.4.12 introduced an option that's supposed to make it generally easier, so that might've helped. But even then, it's just a stopgap I threw in; I need to try making something better from scratch
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@YeahMaybeDev
YeahMaybe
4 months
@dany777106 It's something I definitely want to do, but Itch has far fewer barriers to entry, which is why I'm starting with just that.
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@YeahMaybeDev
YeahMaybe
5 months
@Madclown55 Any image will be rescaled to 512x512 when it is put on the main screen, so anything larger than that is probably unnecessary. A lot of the images I put into packs are actually 256x256 in order to reduce file size.
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@YeahMaybeDev
YeahMaybe
5 months
@EmiruFin ...that's a good idea that I didn't even consider. Not sure how exactly I'll implement it just yet, but it should be doable. Thank you for the suggestion.
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@YeahMaybeDev
YeahMaybe
4 months
@NezomiFloof There actually is no fullscreen option at the moment. It hasn't been worked on in a while, but when I was, it was incredibly glitchy for some reason. I'll have to look into it again.
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@YeahMaybeDev
YeahMaybe
5 months
@OfficialNoName9 I've got local multiplayer working, which I'm hoping will act as the base for online eventually. It's definitely the most daunting goal for me, but is important to have. I'm planning to try tackling it once I have a few other planned features implemented.
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@YeahMaybeDev
YeahMaybe
4 months
@CodyRingler Whoops. Dunno how I blinded that this entire time...
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@YeahMaybeDev
YeahMaybe
2 months
@brycenby I think a big contributor is the buttons. I coded a custom shader in order to get that kind of look. Also the fonts; I use Waukegan LDO a lot. I would recommend collecting screenshots of UI elements that you want to emulate and finding the similarities between them.
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@YeahMaybeDev
YeahMaybe
4 months
@John_Kpoop Ironic timing, considering I was just adding character limits in version 0.5 an hour ago. Spillover is funny, but I'll have to see whether I clamp the visuals for that or not, lol
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@YeahMaybeDev
YeahMaybe
5 months
@EmiruFin Good question! That is definitely a limitation at the moment; I plan to enable JSON support for voice packs. In that way, you can have whatever number of images, and then assign images to voice clips via the JSON file.
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@YeahMaybeDev
YeahMaybe
3 months
@JayyyCoal Since all versions use the same local directory to load packs from, every version will load the same settings and packs without any additional setup.
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@YeahMaybeDev
YeahMaybe
5 months
@lcfmetropolis Online multiplayer will not be a feature in the early access launch; I have no experience with Parsec, so I wouldn't know if it would be a suitable substitute, but it would require transferring other players' audio to have VERY low latency in order to work.
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@YeahMaybeDev
YeahMaybe
4 months
@TechaTecha I actually just posted an Itch announcement that talks about the mic issue, so if you've found a temporary workaround, that would be a good public spot to mention it for now:
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@YeahMaybeDev
YeahMaybe
4 months
@TorNis7 Currently, yes they are, haha. It's a temporary thing as I've been testing sound effects before having my musician create new ones. Before the ZE sfx, it also had sfx from the old e-Reader.
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@YeahMaybeDev
YeahMaybe
5 months
@EmiruFin Not rude at all! Being able to assign images à la carte would be a nice QoL improvement, since yes, currently the only solution is to make a subfolder for voices that share a filler image. Although, if you have hundreds, assigning each image via JSON would be more time-consuming
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@YeahMaybeDev
YeahMaybe
4 months
@rapscallionDlux It's a separate page on my Itch here: I would just merge it with the main page, but then it'd be included as part of the purchasable game in order to access.
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