[ian-reeds-games] Re: bug in game workings

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 22 Dec 2012 13:47:13 -0500

Hi Austen,
I thought you meant you literally went and made sound effects, so that takes a 
load off my mind on that regard, grin.

Should I take down the zombie house map and find new sounds for those things 
you listed? What would those be considered, maybe foley sounds? 

I will cut down those songs. I love them but your right. If someone doesn't 
read the guide, they aren't going to know about it, and that would ruin the 
game, and I don't want that to happen.

I was planning on adding the new victory flag with the timer. I was thinking in 
between 20 to 40 turns. I will have to experiment with that.

The reason I do the spawn trick, is because the multiple loads of zombies that 
I tried to do before made it frustrating and simply no fun to play at all. The 
spawn trick makes it more tolerable and fun, in my opinion. I would have 
prefered more zombies, but this works alright. 

I guess with limited rounds, making the guns have longer range won't be too 
bad. The problem is that with the walls, structures and other units  not being 
an obstacle for attacking thru, it wouldn't be hard at all to just pick off the 
zombies before they even get close. Did you notice the doors opena nd close 
too? taht flying flag is really cool, grin. 

Do you have a suggestion for the movement? I had people at 6, zombies at five, 
and dogs at 7. They all have two actions. Would you change any of that?
Zombies biting the doors and getting them infected was really interesting, lol. 
I mean, how does a zombie door eat brains? Slam itself into you a lot till it 
knocks you out? lol.

Merry Christmas to you too, buddy. Also, considering your xmas maps, I am going 
to give that one a try today...but I give good odds that santa is going to be 
giveing you some coal this year, grin. No one mocks big red! 

al  

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Austen Perry 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Saturday, December 22, 2012 12:22 PM
  Subject: [ian-reeds-games] Re: bug in game workings


  hey,
  i give permission to use my sound effects with any pack any of you
  make, i did not record them myself they are mostly freeware sounds
  that tooke me a long time to find but are good to use in free use.
  as far as using sounds off of other games,
  the general rule is if you can find the souns yourself online and they
  are free, you can go ahead and use them.
  otherwise, you never know if there sounds someone payed for and people
  notice when sounds are obviously copied d.
  the sounds on the zombie map i mainly refered to where the grass
  concrete and fence sounds, bush gate and pole wich where all from
  swamp, i don't think they where lisenced sounds but you want to watch
  out for that.
  as for my music, they are cheap project sounds, meaning they where a
  payed item but low cost and a free to use in projects like this as
  long as its not being sold, then i'd need lisences for them.
  feel free to use them as well, the more we share sounds the more the
  packs in the game will cohesively be, and people will recognize the
  effort people put in to making the sounds as good as possible.
  as far as starwars sounds, they are floating just about everywhere and
  there are numerous places to get them free, so i wouldn't even worry
  about stuff like that.
  if you realy want to make some of the sounds your own that exist in
  other packs or sources, open up audacity or gold wave, and edit the
  time, volume, and add effects to them to give them your own touch.
  i usualy like to slightly distort recordings of stuff, though i dont
  use them in projects like this, but play around with sounds as some
  can realy be used for things you would never think of.
  also, for the point thing being able to cause nonmovement in maps, you
  realy don't need a map to look at.
  you can do the following,
  download key was fuls tomb map, play it and use open door on anytyhing
  but a door.
  oddly enough, just like in my maps, the things you use it on cant
  move, and the best way to beat the game is to cast it o the guardian
  each turn rofl.
  if you'd rathr have one of mine to look at though let me know.
  but that map is easier as its already one map with not a lot of size
  in the folder.
  i usualy find casting open door on the skeletons around you keep you
  safe and on the guardian.
  this is cheating in a since but also a way to know that the point
  taking of units without that point works.
  anyway, i'm glad these map packs are pumping out, i've enjoyed playing
  the maps and trying to figure out ways around the traps lol.
  allen, in your zombi maps, 1 i would make the gun range a little
  farther for atleast the asault rifle and possible pistol.
  this is due to the amount of times they can move and attack in the
  same turn being small compared to the size of the map, and in order to
  fight in the backyard it takes like 5 turns for them to get there,
  if your shooting for it to be a unwinable game, i suggest taking the
  health ompletely out of the dead bodies and adding more of them.
  if your just trying to make it insanelyb hard but beatable,
  1 add more dead bodies,
  2 start with more zombies, but put the bulk of them at the boarders so
  they have time to creep up on the house and the survivors have time to
  hide d.
  also, for the radio, i would suggest cutting off all but a minute or
  so or less of the tracks that are long and loud, as its nice of a
  featuer but clips would be a lot nicer and i dought anyone in the game
  is going to want to listen for 4 minutes to those songs, as the game
  esentialy stops and theres no way to quiet them.
  on another note, i am excited about submaps, but will wait lol.
  i've already produced christmas and kingdom of war, and am working on
  2 more packs, so its not like i don't already have a lot of working on
  to do lol.
  also, everyone be safe this weekend if your traveling anywhere and
  have a merry christmas.

  austen

  On 12/22/12, hadi <hadirezaei@xxxxxxx> wrote:
  > heya
  > about sound effects
  > recording sound effects (professionally) will cost you alot since you
  > will need to  make your room anti soundic  and probably buy an expensive
  > USB microphone with effect samplers and more professionally  getting
  > real guns  to record the sounds and such.
  > you still can  produce sound effects with cheap synthisizers ($400) for
  > example or even yourself can produce sounds using the items around you,
  > but those would be in very poor quality.
  > about synthisizers, they oftenly are not accessible and require you to
  > work with a touch screen and drawing stuff to get your desired sound
  > effect.
  > the only choice remains buying off the sites which are cheap and provide
  > you samples before letting you to purchace them.
  > for example, a high quality sound effect site is holliwood edge,
  > www.hollywoodedge.com
  > but those seem to be very expensive.
  > google can help you out with that.
  > -hadi
  > On 12/22/2012 11:18 AM, Allan Thompson wrote:
  >> Hi Austen,
  >> Thanks for checking out the map! I appreciate the feedback very much.
  >> I did warn about the radio at the end of the  users guide and
  >> suggested not to listen to those two channels unless you wanted to.
  >> Maybe I should put that warning nearer the begniing of the guide? I
  >> hate to take it out, but I will if it seems everyone's consensus ont
  >> hat matter.
  >> I see what you mean by the patio. I can change those to terrain with
  >> gate sounds.
  >> Lol, the point of the map was to face this huge horde of never ending
  >> zombies, so I got to think about the spawning points. Should they be
  >> able to be destroyed? If they are, then there needs to be some toehr
  >> things to hinder the players units cause it would be kind of easy
  >> otherwise..or was it?
  >> I appreciate your input, cause your kingdom of war map really  helped me.
  >> Sometimes, I will jot something down thinking I am clever, and look at
  >> your maps, and find out you already did it, lol.
  >> I was unaware of any sound effect code of conduct. Never having done
  >> anything like this before, and seeing the  examples all around in the
  >> audio game community, I naturally assumed that was what  everyone did.
  >> I even found one or two effects from the internet in yours. I know
  >> cause I downloaded the same exact pack, and I did run across some that
  >> I didn't thinkwas useful at the time, like halloween sounds and laughter.
  >> So I will do my best to not make that mistake again, and I am sorry
  >> for any inconvenience or bitterness that might have caused. I honestly
  >> did not know this was a problem. I really thought we would make a
  >> community that would share things and make a better game overall.
  >> Maybe that was a bit naive of me.
  >> I did however, buy several sound effect discs, including a really good
  >> star trek one. I fully intend to use them, and any other sound effect
  >> I buy. Is that agreeable? I am talking legally bought, not some shady
  >> under the cover of darkness illegal smuggling of sound effects in
  >> seedy corners and alleyways, grin. If anyone knows of any good sound
  >> libraries I can buy  with fantasy and sci fi effects  please clue me in!
  >> It may come as a shock to you, but I have no idea how to make sound
  >> effects, and no idea how to make them sound just as good as these I
  >> buy or find that are specially marked for sound effects. Heck, I am
  >> still having trouble figureing out the diffrence between a math anda
  >> program coordinate graph! lol.  obviously all my years playing
  >> battleship didn't learn me nuttin.
  >> I wouldn't mind some pointers, examples, get me  in the right
  >> direction. Does it cost alot?I mean, how do you get sounds like
  >> someone talking over a headset, you know, like stormtroopers for
  >> instance. Or like that squishy sound of arrows hitting bodies, or like
  >> swords doing the same?
  >> Lastly, I know my music choices are going to bug the heck out of you,
  >> so what if I found midi files instead? At least the music will
  >> be close enough to give the impression that it might be star trek and
  >> star wars.
  >> Are those things alright? I mean, your absolutely right on the music.
  >> I wish there was some other way to lock them up in the map, but  it is
  >> probably illegal to use them in a public manner and I don't want to be
  >> the instigater of any theft on that account. Like I said about the
  >> effects, I really didn't know it was that big of a deal.
  >> So again sorry. I feel kind of stupid and embarrassed about all that.
  >> al
  >>  "The truth will set you free"
  >> Jesus Christ of Nazareth 33A.D.
  >>
  >>     ----- Original Message -----
  >>     *From:* Austen Perry <mailto:austentheaxewielder@xxxxxxxxx>
  >>     *To:* ian-reeds-games <mailto:ian-reeds-games@xxxxxxxxxxxxx>
  >>     *Sent:* Friday, December 21, 2012 11:14 PM
  >>     *Subject:* [ian-reeds-games] bug in game workings
  >>
  >>     hello,
  >>     i've found a bug in the way things happen with point inflicts.
  >>     if a unit uses a skill that inflicts damage to a point value that 1
  >>     takes the value of the un;its points below 0 or doesn't have the
  >>     point, i get this message when trying to use that unit,
  >>     it takes 0 shieldpower to move, when the unit has no shieldpower to
  >>     begin with but was attacked with a skill that deals shield power.
  >>     also if a ship with shield power gets enough attacked and the
  >>     shieldpower is hit enough to go beyond 0 the unit cant do anything
  >>     till the shield power is 0 or abuv.
  >>     i also find enemy iunits instead of moving close to you, going in to
  >>     the same square as other close enemy units and staying there til the
  >>     end of the game. this has to be a bug as they will fire weapons but
  >>     never move after that. sometimes they don't even fire weapons, just
  >>     put shields up and end there turn when they have the resources to
  >>     attack.
  >>     the attacking part does not happen too often but it does happen in
  >>     some situations.
  >>     i havent played with ai units yet, as i've been busy today but i'll
  >>     mess around with it tomorro. hopefully the submap idea will come
  >> soon,
  >>     i am excited to see how it changes the maps i have already.
  >>     keep it up, your updates are always exciting to read and give me lots
  >>     of time to spend on the computer rofl.
  >>     i'm also enjoying the maps that have been poping up, and though i
  >>     havent commented on any of them for being busy i just wanted to say
  >>     that they are getting better and better.
  >>     i especialy liked the zombi map by allen, though i noticed that a lot
  >>     of the sounds where stolen from swamp or some other sound pack, i
  >> just
  >>     wanted to note that if possible to stay away from doing that as 1
  >>     comming up with your own sounds makes the maps better and 2 some of
  >>     those sounds are lisenced and though this isn't a comercial game its
  >>     not a good thing to do on general principal.
  >>     but i was amazed on the house and how it was built, you've given me
  >>     some ideas. when i play i shoot not for the zombies but the corpses
  >>     rofl, trying to get the source before the zombies. i also thought the
  >>     radio was hilarious, but want to warn to keep sound files to a short
  >>     length as i had to restart the game because the sound was too long
  >> and
  >>     too loud.
  >>     i also noticed the padio in the backyard had to gate to the backyard,
  >>     just a broken railing wich i thought needed a conventional way in to
  >>     as it would be more realistic, and i'm not sure if the path lead to
  >>     the rest of the backyard.
  >>     otherwise, i love the concept and the bite sound realy creeped me
  >> out,
  >>     and though my zombie sounds are more general, i loved the way they
  >> bit
  >>     fences and it got me laughing.
  >>     anyway, keep on keeping on
  >>
  >>     austen
  >>
  >
  >

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