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 >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>> >>> >> > >