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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