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,
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
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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
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
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.