Hi Dark,, Hmmm...Interesting ideas although I don't know about muffling the millipedes when they are behind a mushroom. Only certain audio libraries allow a developer to use a low pass filter to muffle sounds which is a bit problematic for me. I've been working on an experimental cross-platform engine that uses SDL for sound, input, and networking and while it will get the job done it lacks some of the more advanced features I'd get with DirectX. SDL Mixer, for exammple, doesn't have all the DSP effects like low pass filters, echo, pitch changes, etc which means if I want those effects I have to add those effects directly to the wav file itself rather than apply them in real time to the sound effect.
However, your suggestion of a targeting beep does work. If we had a targeting beep it would beep when the millipede is visible, and not beep if there was an obstruction in the way. I'd probably want to do that anyway since while I can pan sounds with SDL Mixer its not as precise as DirectSound's stereo panning. Meaning you'd probably want some other indication that the millipede is lined up to make the shot. No big deal, but a targeting beep kills two birds with the same stone as they say. In short its a simple case of finding a way to make up for what the API lacks by doing the same thing a different way. Cheers! On 11/20/12, dark <d...@xgam.org> wrote: > Millipeed would be interesting tom, maybe having the millipeeds make a > continuous sound as they zig zagged around from left to right getting > closer, which changed according to whether a shroom was in the way, say by > > becoming muffled would work, or maybe having the shrooms represented by a > blip when you where lined up with them but leaving the millipeeds as a > pan, ---- sinse if a millipeed did hit a mushroom it would start on the > next zig zag down so destroying the shrooms was to your advantage even > though it did take more shots. > > Possible though with a little design work i think. > > Bubble bobble was an odd game. I remember when we first got the amigar, we > played the first stage of rainbow islands, a game where two people shot > rainbows out of magic wands to defeat enemies, and instantly dismissed it as > > cutesy but not much else (remember my brother and I were only 12 and 9 > respectively). > > then, a friend of mine who was a bubble boble fan played rainbow islands to > > the first boss, and we got hooked, sinse the game design is just fantastic, > > and the cuteness covers a really major difficulty curve, ---- something I've > > been able to confirm myself playing original bubble bobble. > > i'm particularly sorry i can't get parasol stars for the gba, that was an > awsome game! :D. > > Beware the grue! > > Dark. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.