Hi Dark,

That's a good point. One of the things I didn't do when I wrote
Montezuma's Revenge is I failed to ad the jumping skulls because it
was far too difficult to figure out when they were up in the air or
down on the ground. In the classic 1984 game you had to run under them
as they jumped, and if you timed it wrong you were dead. I tried
emulating this with constant pitch changes, but that sounded really
funky, and decided to abandon them altogether.

However, this problem would apply to the standard walk along
beat-m-ups as well. I've played a number of classic beat-m-ups where
you had to hit the enemy in the air, just at the right moment, or you
missed. Timing is everything in some of those games as well as hitting
them with the right combo. If you aren't able to translate that into
audio that could be dificult to play.

Cheers!


On 1/4/12, dark <d...@xgam.org> wrote:
> Well the hard point in an audio beat em up would be showing the vertical
> position of the enemies around you rather than their horrizontal position. I
> suppose you could do as deakout egghunt and the like do and just have a
> volume as distance indicator with a notification when they were on the same
> row as you such as an alarm as to when you could attack, but this would
> essentially turn the game into a run and smack fest.
>
> to work, you'd need to be able to judge an enemy's vertical position
> relative to your own more precisely.
>
> perhaps graded changes in pitch of enemy constant indicator sounds such as
> voice or footsteps, though again how well this would work i'm not certain
> and you'd stil! have problems with diagonal attacks.
>
> Beware the grue!
>
> Dark.

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