[ian-reeds-games] Re: speech output...

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 30 Dec 2012 15:03:01 -0600

hi,
i wonder if you could add a sound or let us add a sound for unexplored
tiles and or unsceen tiles? that way the sound would let us now more
than the text.
maybe a beep for unseen and a buzz for unexpllored just an idea.
as this game is so much better with sounds d.

austen

On 12/30/12, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> Excellent, thank you.
>
> I noticed my zombies didn't move after they destroyed the walls and fence.
> They do on the  map before dev 5. I wonder if that is some kind of effect of
> the sight range thing?
> It changes   the danger level a bit, as now the zombies wait a turn before
> marching in to eat people's juicy deliscious brains, grin.
>
> Vector math? My head hurts just imagining the concept!
>
> al
>
>
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.
>   ----- Original Message -----
>   From: Ian Reed
>   To: ian-reeds-games@xxxxxxxxxxxxx
>   Sent: Sunday, December 30, 2012 3:04 PM
>   Subject: [ian-reeds-games] Re: speech output...
>
>
>   Hi Allan,
>
>   I think when map creators specify a sound the game always looks for a
>   .wav file.
>   It doesn't need to though, so I should fix this.
>   At certain points in the game's history I played with DirectX
>   SoundEffects which allowed me to change the frequency of the sound as
>   well as apply wave modifiers in game.
>   Those only worked on .wav.  But the current game uses a DirectX Audio
>   class which can use mp3 or wav but doesn't let me do those other sound
>   modifying things.
>
>   For your other questions:
>   1 Yes, but line of sight is not implemented in dev 5.  I am actually
>   working on it right now.
>   It requires some vector math which I am obviously doing wrong, but I'm
>   getting some help with it tonight.
>   You should see it in the very near future and it will include a
>   blocks_sight flag for terrain such as walls.
>
>   2 Thanks for pointing that out.  I can add commas in the text which will
>   cause the speech to pause just a little and make it more understandable.
>   I'll have a look at that.
>
>   Ian Reed
>
>

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