Hi Ryan, Good point. To be honest I didn't think of that. I always trim my footstep sounds to be the same length so weather you are walking on a concrete floor or a patch of grass your movement is consistant in my games. However, I do see your point that a timer would be more consistent in general.
Cheers! On 7/29/13, Ryan Strunk <[email protected]> wrote: > I'm not sure why you wouldn't use a timer to calculate movement rate. If > you > rely on whether the sound is playing or not, you run into a whole host of > problems: > * If you change the step sound, the game's speed changes. > * If your floor footstep is shorter than your grass one, you would move > faster on a floor. > * If you want to adjust speed either up or down on the fly, you're out of > luck. > * Literals, especially such obscure ones, are not a good idea. > If you're going to have your player move a tile at a time, use a timer, > then > have the sound stopped and restarted if it's already playing. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
