[project1dev] Re: Project1 - SVN Update 436

  • From: "eric" <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 25 Sep 2009 11:55:40 +0000

I really liked the gameplay and story of smrpg

Hey, re: scribblenauts...

The first things I did:

Made god, made thee devil (they fight)
Made a brain, made a zombie (the zombie eats it)
Made the LHC and it made a blackhole (xkcd gave me that one)
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: Chris Riccobono <crysalim@xxxxxxxxx>

Date: Fri, 25 Sep 2009 00:30:12 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Project1 - SVN Update 436


That video doesn't make much sense to me, but I think the overall idea
of tying action to sound is great.  Mario rpg did that so wonderfully
(one of Eric's favs if I recall).

On Wed, Sep 23, 2009 at 11:00 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> that is kinda rediculous :p
>
> On Wed, Sep 23, 2009 at 10:51 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>>
>> Mother 3 uses the sound system.  They call it Sound Battles.  Here's an
>> excellent video that demonstrates it.
>>
>> http://www.youtube.com/watch?v=vPBPlNxTlDw
>>
>>
>> On Wed, Sep 23, 2009 at 11:26 PM, Steven <supremeshadowkai@xxxxxxx> wrote:
>>>
>>> In that case, it sounds like we can easily create sounds that emanate
>>> directly from the object/sprite in question.  :)
>>>
>>> One thing we could do with the background music if you like the effect is
>>> have the level music come from speakers mounted on the wall in certain
>>> rooms, so it would seem like the sound gets quieter and louder as you leave
>>> and enter different rooms.  I seem to recall games like half life doing
>>> stuff like this with voice announcements.  It might make the music itself
>>> more interactive.
>>> Some of my random ideas:
>>>
>>> I think it would be cool if we had musical sound effects to go with
>>> attacks, so if you use some kind of combo special attack it could have a
>>> musical effect that plays along with any slashing/chopping/etc. effect.
>>>  Games like Kingdom Hearts have done this, and I always thought it was cool.
>>>  Same thing could be done with jumping, running etc.  We could even have the
>>> music slow down and speed up based on how fast you are moving... or if we
>>> have a time limit imposed have the music speed up to add drama.
>>>
>>> Maybe equipping specific items/weapons/etc. could change the music.  Like
>>> if you put on a "Knight's Hood" it could switch to some hardcore medieval
>>> music.  Overall, I think having music cued to events (not just sound
>>> effects) would make the game feel more interactive.
>>>
>>> Maybe if I get the hang of this stuff, we can put in some weird music
>>> creation mini-game (since you guys have been talking about mini games so
>>> much), or even a part of the game where the floor is like a giant keyboard,
>>> and as you walk it plays the sounds.  I think stuff like this really adds to
>>> a game. ;)
>>>
>>> Also as a side note, if you (those in charge XD) would like
>>> Leonardo/Cosmonet/K-Pax to work on music, let me know so I can tell him.  If
>>> you want him to have email/server access, that can happen too.  His English
>>> is not great, but I can still easily understand and converse with him.  But
>>> I bet our wacky/tech'd out emails would throw him a loop... on the other
>>> hand he is trying to get better at speaking English.  Anyway, no rush but if
>>> we want him to work on anything let me know so I can tell him, or put him on
>>> the email list.
>>>
>>> XD
>>>
>>>
>>> Alan Wolfe wrote:
>>>>
>>>> well check it out, fmod has a way where you can specify where a sound is
>>>> coming from in 3d coordinates, and it manipulates the sound in software to
>>>> make it sound like its coming from that location (well... if you have 
>>>> stereo
>>>> output anyhow haha).
>>>>  It's actually really cool, its how in games things sound like they are
>>>> coming from your left, or behind you.
>>>>  i think it would be really cool in our game cause you could hear a
>>>> music box playing off to the left faintly and as you walked towards it, it
>>>> would get louder.
>>>>  It would be a neat effect and we could maybe even lead people places by
>>>> sound alone
>>>>  ::shrug:: :P
>>>> On Wed, Sep 23, 2009 at 7:46 PM, Steven <supremeshadowkai@xxxxxxx
>>>> <mailto:supremeshadowkai@xxxxxxx>> wrote:
>>>>
>>>>    Cool yeah.  Honestly in terms of surround sound stuff I don't
>>>>    really know too much.  So this will be a learning process for me
>>>>    too. XD
>>>>
>>>>
>>>>    Alan Wolfe wrote:
>>>>
>>>>        Steve, I leave the design and implementation of the sound and
>>>>        music system up to you (:
>>>>         the only caveat is i'd like our game to have 3d positional
>>>>        sound effects (or at least we can try it out and see how it
>>>>        fits into our game)
>>>>         And if something seems cool to you, I just suggest profiling
>>>>        before deciding not to do it because it will be too slow (ie
>>>>        don't hold back until you profile! :P)
>>>>         Also if something is really cool but it IS really expensive
>>>>        (CPU or memory wise) to do, we can always save it for special
>>>>        situations, like we could have a simpler area graphically to
>>>>        allow for the sound to be more intricate if it makes sense (ie
>>>>        echoey cave sounds or something).
>>>>         (:
>>>>        On Wed, Sep 23, 2009 at 7:30 PM, Steven
>>>>        <supremeshadowkai@xxxxxxx <mailto:supremeshadowkai@xxxxxxx>
>>>>        <mailto:supremeshadowkai@xxxxxxx
>>>>        <mailto:supremeshadowkai@xxxxxxx>>> wrote:
>>>>
>>>>           Well I would start out with a basic play function for level
>>>>        music.
>>>>            The way FMOD splits it up, is you have different audio
>>>>        function
>>>>           calls for music you want to stream as you go (like level
>>>>           background music), and then ones that get loaded directly into
>>>>           memory in full to play right away or even multiple times (like
>>>>           sound fx and whatnot).  What I could do is write functions to
>>>>           allow us to control playback a bit closer.  We could have
>>>>        volume
>>>>           oscillate, or have the music cut in and out (like a
>>>>        glitch), weird
>>>>           effects, and other stuff I have not even thought of.  We don't
>>>>           want to bog down the engine too much with on the fly audio
>>>>           processing, but maybe some simple stuff would be ok.  Most
>>>>        of all,
>>>>           this will be stuff that the creative team, kent, and alan will
>>>>           want to consider, because it will directly affect the
>>>>           psychological flow of the game.
>>>>
>>>>           Also, we could have different playback functions for sound
>>>>        effects
>>>>           to control different aspects of them, and have them play
>>>>        differently.
>>>>
>>>>           In any case, the first step is just the basic Sound_Play()
>>>>           function that alan talked about.  This is what I will start
>>>> on.
>>>>            But once that is done, we can make more complicated ones.
>>>>
>>>>
>>>>           Kent Petersen wrote:
>>>>
>>>>               What ideas do you have?
>>>>
>>>>               On Tue, Sep 22, 2009 at 10:20 PM, Steven
>>>>               <supremeshadowkai@xxxxxxx
>>>>        <mailto:supremeshadowkai@xxxxxxx>
>>>>        <mailto:supremeshadowkai@xxxxxxx
>>>>        <mailto:supremeshadowkai@xxxxxxx>>
>>>>               <mailto:supremeshadowkai@xxxxxxx
>>>>        <mailto:supremeshadowkai@xxxxxxx>
>>>>
>>>>               <mailto:supremeshadowkai@xxxxxxx
>>>>        <mailto:supremeshadowkai@xxxxxxx>>>> wrote:
>>>>
>>>>                  I might be able to put some work into that this
>>>>        weekend, or
>>>>               this
>>>>                  week.  I'm going to try my best to set aside some
>>>>        time.  :)
>>>>
>>>>                  I'll want to talk to you guys regarding how you want to
>>>>               implement
>>>>                  that.  We could have different kinds of plays
>>>>        depending on
>>>>               how you
>>>>                  want the music file to play/interact with the level..
>>>> ;)
>>>>
>>>>                  Steven
>>>>
>>>>
>>>>                  Alan Wolfe wrote:
>>>>
>>>>                      we need Steve to make a Music_Play() script
>>>>        function so
>>>>               we can
>>>>                      start dropping music in levels (:
>>>>
>>>>                      On Tue, Sep 22, 2009 at 3:25 PM, Kent Petersen
>>>>                      <kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>
>>>>        <mailto:kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>>
>>>>               <mailto:kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>
>>>>        <mailto:kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>>>
>>>>                      <mailto:kentkmp@xxxxxxxxx
>>>>        <mailto:kentkmp@xxxxxxxxx> <mailto:kentkmp@xxxxxxxxx
>>>>        <mailto:kentkmp@xxxxxxxxx>>
>>>>               <mailto:kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>
>>>>        <mailto:kentkmp@xxxxxxxxx <mailto:kentkmp@xxxxxxxxx>>>>> wrote:
>>>>
>>>>                         Yay, potential music.
>>>>
>>>>
>>>>                         On Tue, Sep 22, 2009 at 2:37 PM, Apache User
>>>>                         <dhapache@xxxxxxxxxxxxxxxxxxx
>>>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>
>>>>               <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>>
>>>>                      <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>
>>>>               <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>>>
>>>>                         <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>
>>>>               <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>>
>>>>                      <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>
>>>>               <mailto:dhapache@xxxxxxxxxxxxxxxxxxx
>>>>        <mailto:dhapache@xxxxxxxxxxxxxxxxxxx>>>>> wrote:
>>>>
>>>>                             User:puggles
>>>>
>>>>                             Message: trying various patches with some
>>>>        improv
>>>>               alan did.
>>>>                             pretty rough draft here so i'll be playing
>>>>               around with it a
>>>>                             lot more or if aynone else wants to do
>>>>        anything
>>>>               with it
>>>>                      feel
>>>>                             free. same with any other files i submit. :D
>>>>
>>>>                             <Files Changed>
>>>>                             A   Audio/Music/Underwater1_01 draft.mp3
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>
>
>

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