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- Original Message -
From: "Jim Kitchen"
To: "Muhammed Deniz"
Sent: Friday, June 25, 2010 2:02 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi Muhammed,
Well of co
"
To: "Thomas Ward"
Sent: Thursday, June 24, 2010 1:45 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi Thomas,
I do not mean this to sound rude, or anything like that, but, maybe you
should stop asking people what they would like to see in MOTA, or if this
sounds bette
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Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message -
From: "Jim Kitchen"
To: "Thomas Ward"
Sent: Thursday, June 24, 2010 1:45 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi Thomas,
I
Hi Jim,
Smile. You are right to a certain point. There are times when I would
like the public's opinion such as now when I wanted to know if people
would like the weapon sounds panned or not, and there are times when I
don't. Unfortunately, there is no way for a potential customer to know
when is a
Hi Thomas,
I do not mean this to sound rude, or anything like that, but, maybe you should
stop asking people what they would like to see in MOTA, or if this sounds
better than that or this or that etc etc, and just finish the game as is. Then
of course you could get on to games that you would
Hi Milos and all,
Well, let's put it this way. I think every audio game developer out
there writes the games he or she does is because they want to. We all
have our own personal motivations for creating the games we do, and it
usually isn't because of money. Jim Kitchen writes games like
Monopoly,
rom: "Phil Vlasak"
To: "Gamers Discussion list"
Sent: Wednesday, June 23, 2010 6:12 PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi Thomas,
Easy. creature's sword and dagger sounds should be positioned in the
center, or right on Angela .
While Angela's swo
Sent: Wednesday, June 23, 2010 8:01 PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi,
It isn't that the ideas are stupid, but more a difference in opinion
how the game should be created. One person might view a
suggestion/idea one way, and I may view it completely different. It
do
Hi,
It isn't that the ideas are stupid, but more a difference in opinion
how the game should be created. One person might view a
suggestion/idea one way, and I may view it completely different. It
doesn't make that persons idea dumb or stupid, but may be something I
don't want to do as it conflict
Perhaps lowering the pitch of the enemy sound slightly would work.
Beware the grue!
Dark.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Wednesday, June 23, 2010 4:46 PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi Ph
PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi Dark,
Ah, that does make sense. However, I will say for the record future
games in the series will all be 3D First-Person style games and not 2d
side-scrollers. I wouldn't have created MOTA as a side-scroller to
begin with if
e centered to make her sword sound position more obvious.
Phil
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Wednesday, June 23, 2010 11:46 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi Phil,
Well, I think it is a good
Milosh-hs
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Wednesday, June 23, 2010 5:40 PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi Dark,
Ah, that does make sense. However, I will say for the record future
games in the serie
Hi Phil,
Well, I think it is a good idea, but as Dark pointed out some people
could be confused with the sound of enemy swords, daggers, etc. Any
idea how to resolve that besides finding more dagger or sword sounds?
On 6/22/10, Phil Vlasak wrote:
> Hi Thomas,
> I think this would be great especia
Hi Dark,
Ah, that does make sense. However, I will say for the record future
games in the series will all be 3D First-Person style games and not 2d
side-scrollers. I wouldn't have created MOTA as a side-scroller to
begin with if it hadn't turned out I had to create a game to replace
Montezuma's R
Not only would this be a good indicator of which direction you are facing if
you get turned around during a battle, but it would sound cool.
---
In God we trust.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, June 22, 2010 1:56 AM
Subject: [Audyss
: Tuesday, June 22, 2010 8:48 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA
Hi Shaun,
I agree about the echo of the shot or swing. But the sound of hitting a
target when shooting at it is not quite realistic. I had the oportunity to
shoot with the pistol
: [Audyssey] Panning Weapon Sounds in MOTA
that could be good, if you can hear the whine of the amo as it goes and
also when it hits a target.
At 06:56 p.m. 22/06/2010, you wrote:
Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when sh
That would be pretty neat. I've often thought that you should hear the
direction of your shots and swings.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power
A Life of Word and Sound
200
Sounds interesting, give it a go lol.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, June 22, 2010 7:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA
Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons
Hi Thomas,
I think this would be great especially with the sword and dagger.
If you could have a swing and maybe metallic clank sound a little to the
left or right of center depending on the way she is facing you would get
more of a feeling that you were reaching out to hit a monster.
Her punch
Hi Tom,
I think the sound should initially be central, and then panned as the shot
progresses. This will not only show you which direction she is facing, but
also put a bit of realism since it will simulate the swing of the sword or
the propulsion of the shot.
Hope this helps.
Regards,
Damien.
Cool and realistic indeed, however, I do have a miner concern about similar
sounds getting confused if they were on the same side, if for instance
angela ends up in a sword fight or gun battle with another enemy. With the
weapons in the positions they are, you can always be certain which are you
Would be nice/cool.
Not relevant/mildly off-topic, but when I specifically try panning sounds
around when programming, it seems like lots of .wav files have some form of
encoding corruption in them that makes the code crash, whereas other .wav
files will sometimes work in exact same code - wei
Hi I would like this feature. I think it would for shure sound cool. from
Mich.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, June 22, 2010 2:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA
Hi everyone,
Recently I've been thinking about
that could be good, if you can hear the whine of the amo as it goes
and also when it hits a target.
At 06:56 p.m. 22/06/2010, you wrote:
Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should j
I think it would make it more realistic, just don't pan the sound
completely left/right though. Kills a lot of audio if the file isn't
mono.
On 6/22/10, Thomas Ward wrote:
> Hi everyone,
> Recently I've been thinking about the question of panning Angela's
> weapons left/right when she turns to fa
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