Re: Title Fight alpha 0.1

2019-08-30 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Title Fight alpha 0.1 Thanks for the kind replies, I'll see how far I can take this. And thanks for the offer for voice acting, Haramir, I may take you up on that at some point. URL: https://forum.audiogames.net/post/458557/#p458557 -- Audiogames-reflector mailing list

Re: Title Fight alpha 0.1

2019-08-30 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Title Fight alpha 0.1 'Developer's Room - Share code, talk to other developers, try early alphas and projects not ready for new releases.'This game is definitely in alpha state hence why I posted it here. I've realised I need to create some sort of tutorial / practice mode so players

Re: Title Fight alpha 0.1

2019-08-29 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Title Fight alpha 0.1 Yeah I've got the crowd effects covered, I'll be adding them later once everything else is in place. URL: https://forum.audiogames.net/post/458466/#p458466 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Title Fight alpha 0.1

2019-08-29 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Title Fight alpha 0.1 Yeah I've got the crowd effects covered, I'll be adding them later once everything else is in place.Forgot to mention I'll be adding ambient effects and an improved main menu system with more options (not decided what yet but I've got a few ideas).Career mode of

Title Fight alpha 0.1

2019-08-29 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Title Fight alpha 0.1 I thought I'd try and create a boxing game and came up with Title Fight.This is the first audio-only game I've made, not sure if it's got the potential to be any good. If anyone wants to try it out, I'm posting the link below:https://www.dropbox.com/s/xg5m3hvrjfcue …

Title Fight alpha 0.1

2019-08-29 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Title Fight alpha 0.1 I thought I'd try and create a boxing game and came up with Title Fight.This is the first audio-only game I've made, not sure if it's got the potential to be any good. If anyone wants to try it out, I'm posting the link below:https://www.dropbox.com/s/xg5m3hvrjfcue …

Title Fight alpha 0.1

2019-08-29 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Title Fight alpha 0.1 I thought I'd try and create a boxing game and came up with Title Fight.This is the first audio-only game I've made, not sure if it's got the potential to be any good. If anyone wants to try it out, I'm posting the link below:https://www.dropbox.com/s/xg5m3hvrjfcue …

Re: what's the best language for audiogames(not python)

2020-11-25 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: what's the best language for audiogames(not python) Is the Appgamekit https://www.appgamekit.com/ accessible at all? URL: https://forum.audiogames.net/post/592835/#p592835 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Designing an Audio FPS

2020-12-01 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Regarding item hoarding or overpowered griefing, there won't be any chance of that in this game. Hit points will be capped as will maximum loadout weight and size limits. If I choose to allow different character types or classes, they will be balanced, e.g. a

Re: Designing an Audio FPS

2020-12-01 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @7 So what level of detail would you like? I guess eject magazine, reload full magazine, cock weapon? Safety on and off might be realistic but a bit pointless? URL: https://forum.audiogames.net/post/594634/#p594634 -- Audiogames-reflector mailing list

Re: Designing an Audio FPS

2020-12-01 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @4 Thanks, some helpful information there. A few questions: How would you expect vertical aiming to be implemented? I can only pan sounds to left and right speakers, no idea how this would translate to vertical sound cues?What is it about the style of most audio

Re: Designing an Audio FPS

2020-12-01 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @4 Thanks, some helpful information there. A few questions: How would you expect vertical aiming to be implemented? I can only pan sounds to left and right speakers, no idea how this would translate to vertical sound cues?What is it about the style of most audio

Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS OK thanks for testing, I can't improve it much more. Really sorry for disappointing everyone. URL: https://forum.audiogames.net/post/595381/#p595381 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @Defender I would definitely limit the field of view to the audio field limit, pretty much all of what you're suggesting is possible, and yes, it would be done in a similar way to Swamp, but I could add visual effects, which I don't think Swamp has. Obviously I

Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @nolan Yes Fusion 2.5 is graphical based. I don't think the mouse tracking is the issue, the mouse movement is pretty smooth, turns out it's the sound handling, it's not really set up for good 3d sound, which is what you need. Thanks for the offer of help, I've

Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @sightlessgamer I learned some BASIC a long time ago but have absolutely no knowledge of python or other languages for that matter. Starting from scratch would be a better option than trying to port this as this engine is based on object or sprite generated

Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @nolan Thank you!@sightlessgamer I think someone from CF2.5's extension development team was playing around with calling dll's but as far as I know there's nothing official or working. And don't be sorry for trying ideas, if I could come up with a viable solution

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @70 Yeah I didn't consider resolution to be an issue but it makes a difference to where the real mouse positions are on different PCs running different resolutions, so when I move my mouse it gives entirely different output values as to when you move yours if

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok so are the movement increments too sharp? I made it so a small movement rotates you by 1 or 2 degrees, larger movements by more. Is it over sensitive? URL: https://forum.audiogames.net/post/595224/#p595224 -- Audiogames-reflector mailing list

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok the time interval between registering movements was too long. I need to get this right before I move on to doing anything else.Would you mind trying this please? http://www.mediafire.com/file/91k1fa4aa … 6.zip/file URL:

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS This is the fastest and smoothest I can get this:http://www.mediafire.com/file/jtkyv34ry … 7.zip/fileNeed a better way to navigate, while it seems smooth and fast, too easy to get lost. URL: https://forum.audiogames.net/post/595231/#p595231 --

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok so it's likely the limits of the engine I'm using and it's ability to handle sound. So is this worth continuing? URL: https://forum.audiogames.net/post/595241/#p595241 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok, think I might know what could be the issue, what screen sizes and resolutions are you running?I think I know what's going on, gonna try and fix it now. URL: https://forum.audiogames.net/post/595210/#p595210 -- Audiogames-reflector mailing list

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok the time interval between registering movements was too long. I need to get this right before I move on to doing anything else.Would you mind trying this please? EDIT: Link removed, updated. URL: https://forum.audiogames.net/post/595227/#p595227 --

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @67 I'm not finding that at all so it's not like I can reproduce it to see why it's happening for you. Might seem like a stupid question but are you using an optical mouse? URL: https://forum.audiogames.net/post/595209/#p595209 -- Audiogames-reflector

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok, the beacons were really just a test, mostly for myself, to see if it was possible to navigate to them. You have to bear in mind I've never played an audio game before. You can ignore them, they'll be removed.@65 The mouse shouldn't rotate endlessly, but maybe

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok, think I might know what could be the issue, what screen sizes and resolutions are you running?I think I know what's going on, gonna try and fix it now.EDIT: It's to do with screen resolution, I've got it so mine's continuously rotating too. Fixing it now.

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS If I was coding in a text based language, yes. But the software I'm developing in uses actual objects, I talked about actual graphics in a reply to @Defender earlier. I've set the game resolution to 1024 x 768 which most PCs from 10 years ago can run, but that

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS This is the fastest and smoothest I can get this:EDIT: Link removed, see new version below.Need a better way to navigate, while it seems smooth and fast, too easy to get lost. URL: https://forum.audiogames.net/post/595231/#p595231 -- Audiogames-reflector

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS If it becomes a real problem, I'll see if I can do that. I've set the game resolution to 1024 x 768 which most PCs from 10 years ago can run, but that said, I understand resolution isn't such an issue for blind gamers, so if anyone is running lower than that I

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS If it becomes a real problem, I'll see if I can do that. I've set the game resolution to 1024 x 768 which most PCs from 10 years ago can run, but that said, I understand resolution isn't such an issue for blind gamers, so if anyone is running lower than that I

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS This is the fastest and smoothest I can get this:http://www.mediafire.com/file/jtkyv34ry … 7.zip/file URL: https://forum.audiogames.net/post/595231/#p595231 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS That's what I'm thinking. I'll see what I can do. URL: https://forum.audiogames.net/post/595234/#p595234 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok, the beacons were really just a test, mostly for myself, to see if it was possible to navigate to them. You have to bear in mind I've never played an audio game before. You can ignore them, they'll be removed.@65 The mouse shouldn't rotate endlessly, but maybe

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS So this version has alterable mouse sensitivity. Use ] to increase and [ to decrease sensitivity.http://www.mediafire.com/file/o598tvkag … 8.zip/fileI'll make sensitivity an adjustable menu option later. URL: https://forum.audiogames.net/post/595236/#p595236

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok I'll see if I can do something with the sound. URL: https://forum.audiogames.net/post/595244/#p595244 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Fair enough. I've made some adjustment to the panning, my hearing isn't good enough to tell if its better.http://www.mediafire.com/file/alnul0otx … 1.zip/file URL: https://forum.audiogames.net/post/595248/#p595248 -- Audiogames-reflector mailing list

Re: Designing an Audio FPS

2020-12-05 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Thank you. Maybe one day I'll learn enough to make you something decent URL: https://forum.audiogames.net/post/595764/#p595764 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @37 I'll likely go with 60 Frames/second. The turning motion will be exponential but capped at a predefined max turn speed, so a small motion will give a precise turn, keep moving and the turn speed increases. That's in now with keyboard but i'll adjust it.

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @Defender, absolutely I can add a no gore filter, just a matter of setting a flag to check before playing the sound. If I get to the point of taking it online, I won't be adding a chat system as the server I'd need to use is run by someone else who runs it

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @39 yeah I fixed it in the current version I'm working on. So to update you all, I'm currently working on the mouse control. I've managed to tether the pointer to the centre of the screen and measure movements on both x and y axes. I'll still leave keyboard

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @40 I'm happy to have them on board and if they can improve the sounds I use I'm all for using their replacements. As for haters, can't force people to like or play it and as I'm taking no money for it, I don't really care. What I'm getting out of this is the fun

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @44 Don't worry, I'll be sure to balance everything. Overheating would certainly be an issue, take that as a game mechanic, if you were using a vulcan m134 minigun URL: https://forum.audiogames.net/post/594936/#p594936 -- Audiogames-reflector mailing list

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @Defender, no worries, I've been watching the boards for quite a while, to get a feel for the community and how best I can help, if at all. I understand where people are coming from and I realise I won't please everyone and will likely disappoint more than a

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @21 That's a nice rifle, very unusual. @11 It's an automatic assault rifle, the sound is set up according to the instructions supplied in the sound set, there is a starting shot sound and a tail off for a single shot. If you fire a burst there is the opening shot

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Yeah this is the plan: 1. Create a viable working engine with decent shooting mechanics, decent enemy troops with AI that reacts to you and their objectives.2. Make an offline multiplayer experience, so Deathmatch, Team Deathmatch. If the AI is good enough maybe

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @33 That's no problem to move the keys, I'm looking to make WASD and mouse as the standard, like mainstream FPSs use.@31 I probably don't have it right either but hopefully it'll sound ok at the very least. URL: https://forum.audiogames.net/post/594897/#p594897

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @21 That's a nice rifle, very unusual. @11 It's an automatic assault rifle, the sound is set up according to the instructions supplied in the sound set, there is a starting shot sound and a tail off for a single shot. If you fire a burst there is the opening shot

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Yeah this is the plan: 1. Create a viable working engine with decent shooting mechanics, decent enemy troops with AI that reacts to you and their objectives.2. Make an offline multiplayer experience, so Deathmatch, Team Deathmatch. If the AI is good enough maybe

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @33 That's no problem to move the keys, I'm looking to make WASD and mouse as the standard, like mainstream FPSs use. URL: https://forum.audiogames.net/post/594897/#p594897 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Designing an Audio FPS

2020-11-30 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Designing an Audio FPS So as the title says, I'm trying to build an audio FPS.I've watched a few clips on Youtube for ideas: https://www.youtube.com/watch?v=4YVvvPGKsA0https://www.youtube.com/watch?v=UJ3B_wjqGnkhttps://www.youtube.com/watch?v=lR6EogQo6okI'm working on the main engine, so

Re: Designing an Audio FPS

2020-12-01 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Thanks very much for taking a look. I'll look into the echo, is this just with the gunfire? The trigger is pretty sensitive and I think the enemy gets multiple hits at the minute even with a short burst.I'm using Clickteam Fusion 2.5 to develop it:

Re: Designing an Audio FPS

2020-12-01 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Thanks very much for taking a look. I'll look into the echo, is this just with the gunfire? The trigger is pretty sensitive and I think the enemy gets multiple hits at the minute even with a short burst.I'm using Clickteam Fusion 2.5 to develop it:

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @Defender and @GrannyCheeseWheel, you might find this interesting:https://www.youtube.com/watch?v=BGtLmi8YQPwShame I can't use the sounds because of copyright, but shows some nice gun handling. URL: https://forum.audiogames.net/post/594836/#p594836 --

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS Ok a lot to go through, I think I'll look into how best to try and implement vertical aiming as my next job. @Defender, thanks for the details of mechanics, some good ideas there, I'll see what I can come up with.@GrannyCheeseWheel, I live in the UK so we have

Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: Designing an Audio FPS @Defender and @GrannyCheeseWheel, you might find this interesting:https://www.youtube.com/watch?v=BGtLmi8YQPwShame I can't use the sounds because of copyright, but shows some nice gun handling.The M4 reloading sequence shows the forward assist pressed after

Re: The Spider Simulator - Communication thread

2020-11-09 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: The Spider Simulator - Communication thread @3 Since this is a separate thread and we're not clogging anything else up, this works for me. I don't really use discord but if Honk or anyone else feels it would be better we could move to it. At least here anyone else who stumbles upon

Re: The Spider Simulator - Communication thread

2020-11-09 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: The Spider Simulator - Communication thread @3 Since this is a separate thread and we're not clogging anything else up, this works for me. I don't really use discord but if Honk or anyone else feels it would be better we could move to it. At least here anyone else who stumbles upon

Re: The Spider Simulator - Communication thread

2020-11-09 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: The Spider Simulator - Communication thread @3 Since this is a separate thread and we're not clogging anything else up, this works for me. I don't really use discord but if Honk or anyone else feels it would be better we could move to it. At least here anyone else who stumbles upon

Re: The Spider Simulator - Communication thread

2020-11-09 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: The Spider Simulator - Communication thread @Gaki_shonen: Running away too could definitely work. We'd need to decide from what. Are there safe zones? Is there any way to escape or turn the tables on the pursuer?@defender: I don't use unpacked sounds - to get the engine to do that is

Re: The Spider Simulator - Communication thread

2020-11-09 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: The Spider Simulator - Communication thread @Gaki_shonen: Running away too could definitely work. We'd need to decide from what. Are there safe zones? Is there any way to escape or turn the tables on the pursuer?@defender: I don't use unpacked sounds - to get the engine to do that is

Re: The Spider Simulator - Communication thread

2020-11-09 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: The Spider Simulator - Communication thread @Gaki_shonen: Running away too could definitely work. We'd need to decide from what. Are there safe zones? Is there any way to escape or turn the tables on the pursuer?@defender: I don't use unpacked sounds - to get the engine to do that is

Re: The Spider Simulator - Communication thread

2020-11-11 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: The Spider Simulator - Communication thread @Omer If you want to code this please do, I don't mind stepping aside for anyone who wants to have a go at it. URL: https://forum.audiogames.net/post/588872/#p588872 -- Audiogames-reflector mailing list

Re: The Spider Simulator - Communication thread

2020-11-11 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: The Spider Simulator - Communication thread @Honk, I didn't take it that way, just thought if someone else was more able to do a better job I'd be happy to hand over the reigns. Equally, your suggestion of an alternative spin on this sounds good too. URL:

Re: The Spider Simulator - Communication thread

2020-11-11 Thread AudioGames . net ForumDevelopers room : Graeme via Audiogames-reflector
Re: The Spider Simulator - Communication thread I've made 3 slightly different movement demos, download here: http://www.mediafire.com/file/r427kuuec … s.zip/fileCheck the included Read Me text file for details.@Honk Movement demo 2 is the closest I can get to what you detailed on the