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Hi there! |
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@Computerfan23 I forgot to update description last night, this build currently has support for button reading out Link's direction in degrees. It'd be great to get your feedback on what information you'd like to be able to query It'd also be useful to know how well existing tooling functions. For example, in-game the hookshot has a dot in middle which turns red on surfaces (& ship has an option to turn green on surfaces you can hookshot to). It could be useful to have TTS read out when this indicator changes state, but I don't know if you have an existing setup to read out the color in the middle of the screen But there's other features we could check on the surface (sfx, entity ignored, projectile ignored, damage, slippery, climbable). Similarly having this dot for C-Up would be nice, if it just needs color in middle then it's straightforward |
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Of course i have feedback. I think we need tts to read the dialogue, menu, any text on screen like pause menu for the different subsections, save screen, game over screen, fime select and character name screen, the menu you press esc to open. Also all text in general needs tts support. |
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It would be really helpful if we had the sword from the get go, that way we would not have to fret about that nasty rolling rock. |
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While having the sword from the start would be helpful, i dont agree. I think it is cheating or not fair. I have no problem going through the challenge of avoiding the rolling boulder. |
hopefully some improvements (like reading out action button changes) will make finding this more straightforward. Ultimately the training ground serves to prepare you for what's to come in Deku Tree |
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Hopefully that will help. You do use the action button to perform various actions. So it is a important aspect to have action button text be readable. |
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Will the new update that is released tonight have the action button prompts read? I would like to see that. |
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Uh oh, lookl like one of your checks is failing. |
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I also get an ubable to merge message. What does that mean? |
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It looks like your clang format check has failed. |
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Unable to merge is because this PR is a draft, I take my PRs out of draft when I'm ready for maintainers to merge Builds are in progress. Once they complete artifacts will be updated |
this is the latest commit |
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I get it. |
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Looks like the Windows and Linux builds are failing |
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met with Computerfan23 to see how accessibility build works. Overall there is so much there already that working on these features is kind of worthless without being able to package with the accessibility build. As a result here are my notes & priorities going forward:
note to self: look at DC stairs, they have audio cue for where to bomb |
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I am glad i could meet you serprex and give a rundown of accessibility build and other topics. |
Recently a player was asking for help trying out accessibility, unfortunately the build artifact for #3207 is not available
At this point #3207 doesn't look like it's progressing, in the meantime it'd be useful to implement simpler accessibility features
To understand the problem I watched videos of playing through OOT blind: https://www.youtube.com/watch?v=nmmqarQRSSE&list=PLXcBFfRlLcpiGcMcdCpJ_L1Okqm2uQvrL
Their playthrough involves striking objects for audio cues. watching this, it seems a useful feature would be a keybind to state player coordinates/rotation & what is front of player
This PR sketches out saying Link's yaw on BTN_CUSTOM_MODIFIER1 & saying what actor id is nearest in front of him on BTN_CUSTOM_MODIFIER2
In their later videos they make heavy use of hookshot to orient & judge distances between walls. It'd be useful to add a TTS control to state distance to wall / whether ledge is immediately in front
Build Artifacts