Re: [Audyssey] the airborne skull - Re: More about Monte bosses.

2007-12-02 Thread Thomas Ward
Hi, Yeah, putting it on the ground would make it litterally and figuratively a sitting target for your weapons.. Dark wrote: Fair enough tom, it's probably the way of making the skull hardest, sinse even if it came down and charged you, that'd just make your chances of hitting it greater,

Re: [Audyssey] the airborne skull - Re: More about Monte bosses.

2007-11-30 Thread Dark
Fair enough tom, it's probably the way of making the skull hardest, sinse even if it came down and charged you, that'd just make your chances of hitting it greater, unless it had some sort of invinsibility while charging wich might just over complicate matters. Beware the Grue! Dark ---

Re: [Audyssey] the airborne skull - Re: More about Monte bosses.

2007-11-30 Thread Thomas Ward
Hi Dark, Right. If I needed to indicate changes in height a slight frequency shift should be enough to do it. For simplicity I'd say the skull will remain on the same level. Dark wrote: Well realistically, there are only three hights the skull could be at, above your head out of jumping

Re: [Audyssey] the airborne skull - Re: More about Monte bosses.

2007-11-30 Thread Thomas Ward
Hi Charles, Quote How would you indicate passing overhead in a 2 dimentional environment? End quote Hmmm... Without any 3D audio virtualisation about the only difference in audio you would notice is doppler and volume shifts in the sound because it would be slightlymore distant than if it were

Re: [Audyssey] the airborne skull - Re: More about Monte bosses.

2007-11-28 Thread Dark
Well realistically, there are only three hights the skull could be at, above your head out of jumping range, above your head within jumping range, and rowling across the floor to kill you. I don't think having three different pitches of sound would for these positions would be too much trouble.