Hi Thomas,
Oh I don't think it calls for anything drastic. People wanted a skipping
feature, now they've got one, and that's that. You could make it a little
extra elegant by performing a half second fadeout while it's being skipped,
then you not only gain some time in which the data can load but you also
make a much nicer trancission from one level to another even with a skip.
As a side note, now that you're using Streemway, try to make use of the
cloning feature whenever you can. It improves loading times significantly.
For example, I have the gorilla sound in Q9 which is about 4 or 5 seconds
long in Ogg Vorbis format. The first gorilla takes some 1 or 200
milliseconds to load, whilst the second and third and fourth and seventeenth
take some 5 or 10 milliseconds because the data is already there. And yet, I
get an entirely independent object.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, May 14, 2010 12:29 PM
Subject: Re: [Audyssey] MOTA News
Hi Philip,
That's very true. So what would you suggest I do from a design aspect.
I mean it is true that the level intros etc are generally longer than
they need to be for a level to load, but since they are there they
might as well be used to tie the story together. I could use
something generic instead like a big door closing or opening instead
which would be shorter, but in my opinion isn't quite as professional.
So I'm open to some suggestions here.
On 5/14/10, Philip Bennefall <phi...@blastbay.com> wrote:
Hi Thomas,
If I may add my two cents to the discussion quickly, I guess that the
reason
why people were wanting this feature was because the intro is
considerably
longer than the game would ever take to load. While it might take, say, 3
to
5 seconds on an average to slow machine, the intro is 31 seconds. People
are
impatient, after all, including myself in many respects. Smile.
Kind regards,
Philip Bennefall
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