Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Vivid dreams do make some awesome scenarios for scifi and fantasy.

Watching the trailer made me realise how comparatively hard to do this is - most pixel-art point&clicks are fine just barely animating the mouth movement, and the resulting voice (if any) doesn't even have to be synced with the mouth/lips movement at all. Compared to that, what you are doing is exponentially harder to do!

Feel free to quote me on that elsewhere.

That said (and to be fair), there are also other examples of it being hard even with classic "speaking" - the first Legend of Kyrandia had partial lip syncing in the talkie version (sometimes, it desynced). There, that fact was compounded by it running under DOS. Imagine coding lip syncing for various hardware by interrupting the CPU and writing it in Assembly or pure C. With the audio format standards being atrocious back then. :p

Thanks for a very nice comment! :D

1. That's true, so that's why I try to rely a bit more on realistic references, and translate them into pixelart, rather than making pixelart animations from scratch. Although I have found a relatively good solution to this mouth movement sync. You can see in the "Empty Party" game. 

2. Thanks a lot letting me know that I can quote you that it is a bit harder than usual ;)

3. Interesting. I can vaguely remember that some old games had some mouth lip sync, which was sometimes hilarious to watch. As a grown-up, I truly understand that it was very hard to do with the older programming languages like Assembly and C, and audio formats of lower quality. I recently played some scenes of Gabriel Knight (original game), and it seems the lip sync is great, but I don't know if it is synced perfectly with the oral pronunciation of words and sentences which often differs from written language. 

4. Coming back to point 1, I think I must make three-fold arrays of sentences, one describing ASL sentences which differs from written grammar, one describing written grammar, and the third showing correct pronunciation with which lip movements sync. The first two players can see in textbox, and the third one is hidden for players, but it is shown in the protagonist's mouth movements.