Re: [Audyssey] Accessible Asteroids (was Game programming education project.)

2006-10-30 Thread Nolan Darilek
On Oct 29, 2006, at 10:22 PM, Thomas Ward wrote: start a sound, stop for 500 MS, load another sound, and so on. What happens as a result even though the sounds are the same the difference in where they are in the play back can make a big difference in telling to identical objects apart.

Re: [Audyssey] Accessible Asteroids (was Game programming education project.)

2006-10-30 Thread Thomas Ward
Hi Nolan, Snip First, as all targets are visible on- screen, they're also all audible, although targets at extreme range are more difficult to hear. End Snip While I see where you are coming from with this what I am doing in my asteroids clone is making a large 1000 by1000 grid area of the

[Audyssey] Accessible Asteroids (was Game programming education project.)

2006-10-29 Thread Nolan Darilek
On Oct 29, 2006, at 3:35 PM, AudioGames.net wrote: Programming an accessible Asteroids game is one thing, but I'm wondering about the *design* of an accessible Asteroids game? Did you already think about that or are you still considering another 'classic' game instead? The reason I