Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).
Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).
Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).
Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).
Re: Platformer audio cues list
Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).
Re: Platformer audio cues list
Hrm, thats a good point, a gap can mean many different things. When thinking about it I imagined the reverb of the edge sound would determine the distance of the gab, with the pitch determining the height of the opposing ledge/surface. So if you were to walk
Re: Platformer audio cues list
OK was trying to upload an OGG of what I have so far but this router is rather unstable... I have to find out a way around that since I'll be stuck with it for a long while.How would reverb work? I did give it a quick consideration before, but I don't know
Re: Platformer audio cues list
CAE_Jones wrote:Most of the 1.5D audio side-scrollers give pits a wind sound, but also have the player's steps change when they get close to the edge (mud, crumbling rocks, squeaky boards, whatever's thematically appropriate).Yeah, I was wondering about maybe
Re: Platformer audio cues list
Well, have been implementing some of these ideas in a simpler variant of the sound engine proposed here. What works fine so far:Footsteps, including pitch variants to indicate slopesUsing reverb to indicate something is under a ceiling (works really well)Bop
Re: Platformer audio cues list
Most of the 1.5D audio side-scrollers give pits a wind sound, but also have the player's steps change when they get close to the edge (mud, crumbling rocks, squeaky boards, whatever's thematically appropriate).Battle Zone doesn't bother with the altered steps
Re: Platformer audio cues list
Audiogames Battle Zone is more or less a side-scrolling hack-and-slash or run-and-gun, with a few additional obstacles like pits, cars, and moving blade-things. I mostly like the fact that it isn't overly verbose or step-count-y, and all the important
Re: Platformer audio cues list
Hm, you could try applying a reverb effect to the edge detection sound in addition to pitch to indicate the breadth of the gap in much the same way reverb is used to indicate the height of the ceiling.
URL: http://forum.audiogames.net/viewtopic.php?pid
Re: Platformer audio cues list
Thought I had replied. The link doesn't work though (the site doesn't... ugh, I hate how unreliable is that server).Anyway, today I was giving it some more thought, were you thinking on something like this?Walking on normal ground makes dusty footstepsWalking
Re: Platformer audio cues list
Huh, yeah i've noticed its been somewhat unstable lately. Thats the second time its been down for whatever reason, well anyway I suppose its a good thing I already downloaded the sample, i'll just put up the relevant snippet here.The points you raise
Re: Platformer audio cues list
Well yeah but you're likely to find the one-way floors before the ceilings. In fact, you're guaranteed to, since the game has you start right next to one (to let players know those walls aren't fully solid).magurp244 wrote:Are there objects that can fall
Re: Platformer audio cues list
If it helps, the 3 cursor sounds in Bokurano Daibouken 3 are obviously synthesized, and the difference between solid tiles and solid-but-unhookable tiles is that the latter has a short tone appended to the end of the sound. I'm not really sure how easy
Re: Platformer audio cues list
Not exactly, I pictured more of the sound of rocks sliding like someones foot along the edge of a dirt cliff, like these. Maybe you could adjust the pitch of the wind sound at their edges to effect distance? Or add a reverb effect?
URL: http
Re: Platformer audio cues list
Hmm, I keep thinking that one-way flooring could be represented by the sound of crumbling dirt or some such, but only when your walking and underneath it, like an additional surface cue. If above it you could simply play just the crumbling sound when walking
Re: Platformer audio cues list
When above it I think it's better to just treat them as normal floors (especially since you can't drop off them). The only real issue is when you're below one. Also I just realized this means they'd have the wind sound from the "gaps" at their sid
Re: Platformer audio cues list
Well, decided to just put the list on a proper page (note that it was remade from scratch):http://sik.titandemo.de/audio_clues.htmlFor now the biggest focus should be describing the level layout since that's the hardest part (for objects I can probably come
Re: Platformer audio cues list
OK, that's fair. I did get lost in LBZ more often than not.
URL: http://forum.audiogames.net/viewtopic.php?pid=232263#p232263
___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
Re: Platformer audio cues list
Yeah, the panning suggestion I mentioned worked similar to that, except it involved the volume of both speakers instead of just one (note: didn't get to check the recording yet, no sound right now). I guess that using plain volume would be easier, but first
Re: Platformer audio cues list
For the conveyor, one way might be to use a slide volume setting to illustrate the direction the conveyor is moving? For example in this recording, the engine sound starts at full volume and decreases gradually to half before reseting back to full volume
Re: Platformer audio cues list
(sorry, I don't know how to use quotations on this forum):Like so:[quote="author"]
Text
[/quote]while a sightted kid could do it in a couple of days.Try a couple of hours.I could never see as well as the average sighted person, yet the only par
Re: Platformer audio cues list
Hi there,Very interesting topic, but there is a question (maybe more philosophical than practical) I'd like to share.Sik said (sorry, I don't know how to use quotations on this forum):And yeah, my problem with blind-friendly platformers is that they simplify
Re: Platformer audio cues list
Hi there,Very interesting topic, but there is a question (maybe more philosophical than practical) I'd like to share.Sik said (sorry, I don't know how to use quotations on this forum):And yeah, my problem with blind-friendly platformers is that they simplify
Re: Platformer audio cues list
In other words, you ran into just about every single problem I had with the sonar.I like the idea of moving platforms changing their pitch to indicate their direction. Maybe I can make falling platforms go lower pitched and rising platforms go higher pitched
Re: Platformer audio cues list
In other words, you ran into just about every single problem I had with the sonar.I like the idea of moving platforms changing their pitch to indicate their direction. Maybe I can make falling platforms go lower pitched and rising platforms go higher pitched
Re: Platformer audio cues list
I would say reasonable, rather than stubborn. I have no intention of dumbing things down, either... it's just a struggle to distinguish genuine design flaws from things being harder than most blind players are use to.I forgot to mention
Re: Platformer audio cues list
Hello Sik.Okay well I will try to give you ideas on how to do some of these things.Breaking platforms and breaking spikes should have 2 different sounds. One for when you break a spike and another sound for when a platform breaks.Sounds of enemies need to pan
Re: Platformer audio cues list
Spikes don't break... I have the feeling the list tree didn't come out right (or at least it doesn't on some screen readers, despite each entry should be its own line?) Also please let's make the assumption that all sound effects would be 2D where relevant
Re: Platformer audio cues list
This is pretty much what I was thinking, when I first got here.In practice, things get a bit weirder.It doesn't help that a lot of those features--slopes, conveyer belts--haven't really been implemented in audio games at all (not for lack of trying on my part
Re: Platformer audio cues list
This is pretty much what I was thinking, when I first got here.In practice, things get a bit weirder.It doesn't help that a lot of those features--slopes, conveyer belts--haven't really been implemented in audio games at all (not for lack of trying on my part
Re: Platformer audio cues list
This is pretty much what I was thinking, when I first got here.In practice, things get a bit weirder.It doesn't help that a lot of those features--slopes, conveyer belts--haven't really been implemented in audio games at all (not for lack of trying on my part
Re: Platformer audio cues list
I actually had thought about that idea for the belt before (though good call on using the motor sound for the extremes), no idea if it would work though. I assume the belt would be represented by mechanical sounds (maybe some humming part?), but I wonder
Re: Platformer audio cues list
For the belts, I was imagining something kinda like the sounds that Swamp uses, since you can hear both the general ambiance, and some parts bouncing a bit as they move. I wouldn't know how to break that up into something better, though; maybe a stereo
36 matches
Mail list logo