Re: Designing an Audio FPS

2020-12-05 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Thank you. Maybe one day I'll learn enough to make you something decent 

URL: https://forum.audiogames.net/post/595764/#p595764




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Re: Designing an Audio FPS

2020-12-05 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

Yeah it was a good effort, we definitely appreciate you.

URL: https://forum.audiogames.net/post/595691/#p595691




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Re: Designing an Audio FPS

2020-12-05 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemeDamn, but not your fault. Thank you for sticking with it and trying to learn an alternative!As for others in the community doing it instead, that would all be true accept that they just don't. The few who do try it are often very inexperienced as coders and project managers.

URL: https://forum.audiogames.net/post/595654/#p595654




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Designing an Audio FPS

Honestly, if you just want to make games and couldn't care less about nerding out, use Unity, Unreal, or Godot. If your engine is so weak that it doesn't support decent audio, and you can reasonably use one of the other three, use those. The shitty thing about making tooling for gaming is that it's super easy to get caught up in the making of the tools, so you have no energy left for the making of the games. 

URL: https://forum.audiogames.net/post/595545/#p595545




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@nolan Thank you!@sightlessgamer I think someone from CF2.5's extension development team was playing around with calling dll's but as far as I know there's nothing official or working. And don't be sorry for trying ideas, if I could come up with a viable solution myself I'd do it.

URL: https://forum.audiogames.net/post/595540/#p595540




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Designing an Audio FPS

OK, best of luck to you! If you're able to take that plunge then Unity or Unreal should work equally well. I'd be thrilled if I could competently use either. 

URL: https://forum.audiogames.net/post/595535/#p595535




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : sightlessgamer via Audiogames-reflector


  


Re: Designing an Audio FPS

I completely understand your reasoning and I hope unreal works out for you. If not, can cf2.5 call dlls? If it could you could wrap in a better 3d sound library. I'm not sure if a GUI would let you do that soo... I hope you find a solution that is good for you. I'm also sorry for chucking so many ideas/ potencial fixes at you.

URL: https://forum.audiogames.net/post/595536/#p595536




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@nolan Yes Fusion 2.5 is graphical based. I don't think the mouse tracking is the issue, the mouse movement is pretty smooth, turns out it's the sound handling, it's not really set up for good 3d sound, which is what you need. Thanks for the offer of help, I've just been looking at Godot, Unity and Unreal Engine. The problem with Godot is that there's far fewer resources for learning, assets etc. I tried Unity before but didn't like it. I'm sighted so I'm going to give Unreal Engine a try but it will take some time to learn. It's designed for FPSs and it's blueprint system looks great. I've been wanting to use it for a while but didn't have a PC powerful enough to run it.Thanks again for the interest and offer of help.

URL: https://forum.audiogames.net/post/595531/#p595531




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@sightlessgamer I learned some BASIC a long time ago but have absolutely no knowledge of python or other languages for that matter. Starting from scratch would be a better option than trying to port this as this engine is based on object or sprite generated actions and events.I had hoped I could put something together that works, but whether it's engine limits regarding the sound or my lack of knowledge (probably both) I think @GrannyCheeseWheel is right, ultimately if I continue this using the Fusion 2.5 engine, you'll end up with an overall substandard product.Don't get me wrong, if enough people were prepared to put up with the jacked up, snappy, laggy motions as @GrannyCheeseWheel describes them, I'd continue, but if it's that bad I don't want to waste my time or anyone elses's continuing this.There are so many more talented people who can code in python and design sounds in this community alone that they would be in a better position than myself to code an audio FPS.

URL: https://forum.audiogames.net/post/595530/#p595530




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Designing an Audio FPS

Been watching this one from the sidelines, and from a development perspective I agree. Graeme, you seem talented with some great ideas, but this engine sounds pretty limiting if it makes mouse-tracking difficult. Would love for more of us to be able to help you out since there's some real development talent here, but a brief look at your tool suggests that it's graphical.If you have some sight and need graphical engine/development environment, I can suggest Godot. If you can see well enough to use the 3-D nodes, even if you only render them in a 2-D context, you'll get decent, cross-platform, more controllable audio than this proprietary engine seems to get you. It's also free and open source. I'm pretty sure it'll get you all the features you need here, and I can help you out with the accessibility if you like. Anyway, more of us can probably help you out if you went with something like Python, but if you need a more graphical-oriented development tool, a few of us here can help you with Godot.

URL: https://forum.audiogames.net/post/595528/#p595528




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : sightlessgamer via Audiogames-reflector


  


Re: Designing an Audio FPS

@graeme  Just out of curiosity, how much programming knowledge do you have? I'd think it wouldn't be very hard to port it to say python or something else that can handle the panning. If you had to port it, I'd think it would be best to bight the bullet now because if you ever did continue this in this current engine it would be a lot harder to port down the line.For python there is synthizer and openAL for 3d sound and pygame as a general game engine.I really hope you don't abandon this entirely because I can see a lot of potential here.

URL: https://forum.audiogames.net/post/595527/#p595527




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

Eyy NBD, you're probably just trying to do something with that engine it's not designed to handle.

URL: https://forum.audiogames.net/post/595397/#p595397




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

OK thanks for testing, I can't improve it much more. Really sorry for disappointing everyone.

URL: https://forum.audiogames.net/post/595381/#p595381




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Re: Designing an Audio FPS

2020-12-04 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

Maybe a little, but not near what is needed.

URL: https://forum.audiogames.net/post/595304/#p595304




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Fair enough. I've made some adjustment to the panning, my hearing isn't good enough to tell if its better.http://www.mediafire.com/file/alnul0otx … 1.zip/file

URL: https://forum.audiogames.net/post/595248/#p595248




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

OK. Take any game that has half way decent sound design and is first person. When you turn yourself, you hear sounds in the environment pan around you smoothly. For third person games, you will get the effect by moving the camera. That's what we need. Without sight, good sound design is imperative. That means the sound stage, the smoothness of motion, and the quality of sound. As long as it's jagged and rough like that, it won't work in a game. It's be like a sighted person trying to play a game on a PC that didn't meet the requirements and it's getting like 10FPS.

URL: https://forum.audiogames.net/post/595247/#p595247




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Ok I'll see if I can do something with the sound.

URL: https://forum.audiogames.net/post/595244/#p595244




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

Definitely not like this.

URL: https://forum.audiogames.net/post/595243/#p595243




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Ok so it's likely the limits of the engine I'm using and it's ability to handle sound. So is this worth continuing?

URL: https://forum.audiogames.net/post/595241/#p595241




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

No matter where I set it, it doesn't feel right. Too jagged. I almost feel like the audio positioning doesn't have enough resolution. When you turn, you should hear things smoothly pan around you then go behind with with a pitch decrease or some sort of occlusion.

URL: https://forum.audiogames.net/post/595237/#p595237




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

This is the fastest and smoothest I can get this:EDIT: Link removed, see new version below.Need a better way to navigate, while it seems smooth and fast, too easy to get lost.

URL: https://forum.audiogames.net/post/595231/#p595231




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

So this version has alterable mouse sensitivity. Use ] to increase and [ to decrease sensitivity.http://www.mediafire.com/file/o598tvkag … 8.zip/fileI'll make sensitivity an adjustable menu option later.

URL: https://forum.audiogames.net/post/595236/#p595236




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

That's what I'm thinking. I'll see what I can do.

URL: https://forum.audiogames.net/post/595234/#p595234




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

It's better in the sense that it's not so steppy, but still, the mouse is super sensitive to the point where breathing on it would turn you half way around.

URL: https://forum.audiogames.net/post/595232/#p595232




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

This is the fastest and smoothest I can get this:http://www.mediafire.com/file/jtkyv34ry … 7.zip/fileNeed a better way to navigate, while it seems smooth and fast, too easy to get lost.

URL: https://forum.audiogames.net/post/595231/#p595231




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

This is the fastest and smoothest I can get this:http://www.mediafire.com/file/jtkyv34ry … 7.zip/file

URL: https://forum.audiogames.net/post/595231/#p595231




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Ok the time interval between registering movements was too long. I need to get this right before I move on to doing anything else.Would you mind trying this please? EDIT: Link removed, updated.

URL: https://forum.audiogames.net/post/595227/#p595227




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

Still jacked up. Very snappy, very laggy between motions. Not smooth at all.

URL: https://forum.audiogames.net/post/595228/#p595228




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

If it becomes a real problem, I'll see if I can do that. I've set the game resolution to 1024 x 768 which most PCs from 10 years ago can run, but that said, I understand resolution isn't such an issue for blind gamers, so if anyone is running lower than that I can either run it lower or make an option to choose.EDIT: Link removed, see below for new version.

URL: https://forum.audiogames.net/post/595220/#p595220




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Ok the time interval between registering movements was too long. I need to get this right before I move on to doing anything else.Would you mind trying this please? http://www.mediafire.com/file/91k1fa4aa … 6.zip/file

URL: https://forum.audiogames.net/post/595227/#p595227




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Ok so are the movement increments too sharp? I made it so a small movement rotates you by 1 or 2 degrees, larger movements by more. Is it over sensitive?

URL: https://forum.audiogames.net/post/595224/#p595224




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

OK, well it is responding now, but rather snappish and altogether ungood.

URL: https://forum.audiogames.net/post/595222/#p595222




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

If it becomes a real problem, I'll see if I can do that. I've set the game resolution to 1024 x 768 which most PCs from 10 years ago can run, but that said, I understand resolution isn't such an issue for blind gamers, so if anyone is running lower than that I can either run it lower or make an option to choose.Anyway, hope hope this works better: http://www.mediafire.com/file/wvf41adpx … 5.zip/file

URL: https://forum.audiogames.net/post/595220/#p595220




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

If I was coding in a text based language, yes. But the software I'm developing in uses actual objects, I talked about actual graphics in a reply to @Defender earlier. I've set the game resolution to 1024 x 768 which most PCs from 10 years ago can run, but that said, I understand resolution isn't such an issue for blind gamers, so if anyone is running lower than that I can either run it lower or make an option to choose.Anyway, hope hope this works better: http://www.mediafire.com/file/wvf41adpx … 5.zip/file

URL: https://forum.audiogames.net/post/595220/#p595220




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

Can you not get the raw information on the movements and compare it to previous info to make that determination... something independent of resolution?

URL: https://forum.audiogames.net/post/595217/#p595217




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@70 Yeah I didn't consider resolution to be an issue but it makes a difference to where the real mouse positions are on different PCs running different resolutions, so when I move my mouse it gives entirely different output values as to when you move yours if your screen res is different to mine. I'm going to test it on a different laptop, hoping I've fixed it.

URL: https://forum.audiogames.net/post/595216/#p595216




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

It's 720p but a weird ratio I think. I can't see worth shit, no need in getting a decent TV. I got the thing boxing day for like $75 bucks.

URL: https://forum.audiogames.net/post/595213/#p595213




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Ok, think I might know what could be the issue, what screen sizes and resolutions are you running?I think I know what's going on, gonna try and fix it now.EDIT: It's to do with screen resolution, I've got it so mine's continuously rotating too. Fixing it now.

URL: https://forum.audiogames.net/post/595210/#p595210




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Ok, think I might know what could be the issue, what screen sizes and resolutions are you running?I think I know what's going on, gonna try and fix it now.

URL: https://forum.audiogames.net/post/595210/#p595210




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@67 I'm not finding that at all so it's not like I can reproduce it to see why it's happening for you. Might seem like a stupid question but are you using an optical mouse?

URL: https://forum.audiogames.net/post/595209/#p595209




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

I'm having the same problem as @67, first of all, i can't even hit the enemie and the mouse just turns for no reason, even wen i'm not touching it.

URL: https://forum.audiogames.net/post/595208/#p595208




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Ok, the beacons were really just a test, mostly for myself, to see if it was possible to navigate to them. You have to bear in mind I've never played an audio game before. You can ignore them, they'll be removed.@65 The mouse shouldn't rotate endlessly, but maybe yours is more sensitive than mine, might need to introduce some dead space.@63 Are you able to move towards a beacon at all? The W key moves you forward, the mouse so far only rotates you left and right.The sounds can be replaced if you can provide a better alternative Is anyone else having issues with the mouse?

URL: https://forum.audiogames.net/post/595206/#p595206




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

Sometimes it snaps hard left or hard right, but I don't know if there's a correlation to mouse movement or not. I have to put a lot, and i mean like pick up the mouse three times of movement into it to get it to snap at all.

URL: https://forum.audiogames.net/post/595207/#p595207




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Ok, the beacons were really just a test, mostly for myself, to see if it was possible to navigate to them. You have to bear in mind I've never played an audio game before. You can ignore them, they'll be removed.@65 The mouse shouldn't rotate endlessly, but maybe yours is more sensitive than mine, might need to introduce some dead space.@63 Are you able to move towards a beacon at all? The W key moves you forward, the mouse so far only rotates you left and right.

URL: https://forum.audiogames.net/post/595206/#p595206




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : sightlessgamer via Audiogames-reflector


  


Re: Designing an Audio FPS

I seem to have the same bug as CheeseWheel. The mouse is just rotating endlessly and the only thing that will respond is fire. Any help in fixing this bug would be greatly appreciated

URL: https://forum.audiogames.net/post/595205/#p595205




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: Designing an Audio FPS

@Defender, I was using player more as entity, but yeah I see what you mean.

URL: https://forum.audiogames.net/post/595198/#p595198




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

OK, as to which sounds need replacing... all of them I really really don't get what's going on here. It doesn't really seem like it's taking my mouse input except for firing. Each beacon is different and leads to a different place. The guy is sometimes there but I can't line shots up on him because mouse movements do nothing.

URL: https://forum.audiogames.net/post/595163/#p595163




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@JayJayBGT isn't an excuse for a lack of hearing and motion accessibility, only graphics. Look at CP.@redfoxI really wouldn't want things to be too easy. Improving skill is my favorite part of FPS's... Then again it's also possible to lose your target without a reminder. I like the way Redspot did it in some ways, where you'd get a slowly looping blip when the person was close enough to you.The problem with that was that you needed to track the person first, which was clunky and didn't make fighting multiple enemies easy.  If you made team members have a different sounding blip and hit sound that could help with confusion though.Ultimately however, online play is not even a for sure thing yet and won't be until the single player portion is complete anyway.

URL: https://forum.audiogames.net/post/595154/#p595154




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: Designing an Audio FPS

I mean... Why not just a system like where each player within a certain range of you, and or within your crosshairs plays a little blip blip sound or something, and the pitch of that or even just the type of sound playing denotes they're position relative to your nose angle.

URL: https://forum.audiogames.net/post/595126/#p595126




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : JayJay via Audiogames-reflector


  


Re: Designing an Audio FPS

@58, I'm sure this may be a bit overwelming if done incorrectly, but if done correctly, perhaps this can work. You can have the verticle range tone on the x axis, however the tone would be a different one from the horizontal pitch. Left simulating down, and right being up.

URL: https://forum.audiogames.net/post/595123/#p595123




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

I'll check this out sometime after lunch and see what sounds could stand a re-work.I'm too lazy right now to go back and see who said that, but no, I couldn't have outright bought grenades, but I might have been able to get them in a wink wink nudge nudge sort of fashion.

URL: https://forum.audiogames.net/post/595109/#p595109




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@Defender I would definitely limit the field of view to the audio field limit, pretty much all of what you're suggesting is possible, and yes, it would be done in a similar way to Swamp, but I could add visual effects, which I don't think Swamp has. Obviously I would work on those things after I have a good audio game working with all the important gameplay mechanics in place first.A dedicated server program would be something far into the future, I just don't want to get too far ahead of myself, would be pointless if the game turned out to be no good.So going forward, I need to tighten up mouse control and look at adding sensitivity options later on. I build options menus towards the end when I tie everything together. Vertical aiming is the next job, sound wise I was thinking of clicks that change pitch to denote the angle of your aim, as @Defender suggested in post #9?

URL: https://forum.audiogames.net/post/595082/#p595082




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : jimmy69 via Audiogames-reflector


  


Re: Designing an Audio FPS

Maybe consider editing your posts into one, and have it flow more cohesively and succinctly

URL: https://forum.audiogames.net/post/595039/#p595039




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : JayJay via Audiogames-reflector


  


Re: Designing an Audio FPS

@55, at least you're giving ideas in a mostly helpful and constructive way while 52 is just do this do that. Even if he doesn't add in the complexities, ironcheese and TOW has been giving in so much suggestions he should be able to syphin out what works, and what doesn't.

URL: https://forum.audiogames.net/post/595038/#p595038




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

yeah, urm, sorry about that, i just get so excited, so many ideas.

URL: https://forum.audiogames.net/post/595020/#p595020




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: Designing an Audio FPS

Couple things. Defender, Swamp's graphics are just lines and small polygons, aren't they? Still enough to play, but definitely not nearly as much information as we get audibly.@52, say the magic word.This topic has been swamped with posts, mostly TitanOfWar, throwing ideas left, center and right. I think it's more excusable because he's at least generally understanding of what he's talking about, but dude, chill on the double and triple posting, please?

URL: https://forum.audiogames.net/post/594999/#p594999




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Re: Designing an Audio FPS

2020-12-03 Thread AudioGames . net Forum — Developers room : JayJay via Audiogames-reflector


  


Re: Designing an Audio FPS

Spot on, for sure looking forward to this one. @51 BGT is a main cause of that. I'm sure even if they wanted to cater to that market BGT just says, neh.

URL: https://forum.audiogames.net/post/594968/#p594968




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Karlitos via Audiogames-reflector


  


Re: Designing an Audio FPS

Also add a jamming sistem if you try to shoot to fast when reloading and some melee weapons like machete.

URL: https://forum.audiogames.net/post/594959/#p594959




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemeA VPS could always be an option if you go paid for multiplayer (this would also cut down on hackers and trolls) or you get consistent enough donations.Other than that, as long as your server program isn't completely user unfriendly, I know that many members here wouldn't mind trying it.  We've done the same for other games in the past after all...As far as graphics go, I know that Aprone AKA Jeremy Kaldobsky did testing to figure out what the average blind player with some experience could see (in terms of distance and enemy locations) and then limited the graphics to only that radius.So for instance if a blind player can usually pick up another moving player's footsteps from 40 tiles away, just make sure that instead of seeing the whole map and enemies locations all the time, players with sight can only see for 40 tiles.Seeing players would know when a nearby wall or door was beside them, what type of ground they were walking on and be able to identify objects which would be in the hearing range of a blind player like cars and vending machines, or follow a nav beacon visually, but none of those are advantages.Nor would seeing puffs of dust from nearby impacting rounds or directional gunfire flashes, especially if they were dimmer when coming from behind walls to simulate muffling.I don't know how much control you have over the graphics in those ways, but I never heard complaints of an unfair advantage for sighted players on Swamp...I'm glad to hear how open you are to all this!  I guess it shouldn't be surprising if you came from a more general accessibility background, but it's a shame that blind devs don't take the hearing or motion impaired into account more, then turn around and complain when people don't cater to them.

URL: https://forum.audiogames.net/post/594952/#p594952




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemeA VPS could always be an option if you go paid for multiplayer (this would also cut down on hackers and trolls) or you get consistent enough donations.Other than that, as long as your server program isn't completely user unfriendly, I know that many members here wouldn't mind trying it.  We've done the same for other games in the past after all...As far as graphics go, I know that Aprone AKA Jeremy Kaldobsky did testing to figure out what the average blind player with some experience could see (in terms of distance and enemy locations) and then limited the graphics to only that radius.So for instance if a blind player can usually pick up another moving player's footsteps from 40 tiles away, just make sure that instead of seeing the whole map and enemies locations all the time, players with sight can only see for 40 tiles.Seeing players would know when a nearby wall or door was beside them, what type of ground they were walking on and be able to identify objects which would be in the hearing range of a blind player like cars and vending machines, or follow a nav beacon visually, but none of those are advantages.Nor would seeing puffs of dust from nearby impacting rounds or directional gunfire flashes, especially if they were dimmer when coming from behind walls to simulate muffling.I don't know how much control you have over the graphics in those ways, but I never heard complaints of an unfair advantage for sighted players on Swamp...

URL: https://forum.audiogames.net/post/594952/#p594952




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemeA VPS could always be an option if you go paid for multiplayer (this would also cut down on hackers and trolls) or you get consistent enough donations.Other than that, as long as your server program isn't completely user unfriendly, I know that many members here wouldn't mind trying it.  We've done the same for other games in the past after all...As far as graphics go, I know that Aprone AKA Jeremy Kaldobsky did testing to figure out what the average blind player with some experience could see (in terms of distance and enemy locations) and then limited the graphics to only that radius.So for instance if a blind player can usually pick up another moving player's footsteps from 40 tiles away, just make sure that instead of seeing the whole map and enemies locations all the time, players with sight can only see for 40 tiles.Seeing players would know when a nearby wall or door was beside them, what type of ground they were walking on and objects which would be in the hearing range of a blind player, or follow a beacon visually, but none of those are advantages.Nor would seeing directional gunfire flashes, especially if they were dimmer when coming from behind walls to simulate muffling.I don't know how much control you have over the graphics in those ways, but I never heard complaints of an unfair advantage for sighted players on Swamp...

URL: https://forum.audiogames.net/post/594952/#p594952




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@Defender, absolutely I can add a no gore filter, just a matter of setting a flag to check before playing the sound. If I get to the point of taking it online, I won't be adding a chat system as the server I'd need to use is run by someone else who runs it specifically for users of the Fusion 2.5 software, which is what I'm using. So I'd want to keep the bandwidth use and lag to a minimum. I guess there's things like Discord,Ventrilo or Teamspeak for those who want to chat. If people want to create their own server to run this, I have a demo of a hosting program that I could maybe adapt, but I have no idea how to set up a server, the thought of port forwarding and such gives me headaches As things would have it there are graphics, basic 2d shapes but they're hidden, so even sighted players will only see a black screen. Without the black screen, the play area is a complete mess of shapes and counters but I could look at hiding some and revealing the important things like the player and enemies, map features etc. at least in single player games. If we go online I'd prefer to keep the black screen and have a level playing field.I tend to build with accessibility in mind, but generally don't add those features until later. I'd definitely be up for adding custom key bindings and one handed play support; my past dev history has been making small games for motion impaired gamers, including a one button fighting game.Panning limit controls and pitch increment might be possible, might need help with those, something to think about later.

URL: https://forum.audiogames.net/post/594950/#p594950




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

Great work!  I suck with the mouse so I'll have to dig mine out and pretend I remember how to use it LOL.In the future, an alternate no blood mode/disabled chat might be nice for younger people or those who are more sensitive to gore/strong language.  If it doesn't end up being much trouble, than why not right?Are graphics ever planned for this?  Nothing complicated is needed of course even just high contrast black and white, but anything that would help include our partially sighted and sighted players will make the game have a wider audience.Panning limit controls, pitch change increment (if implemented) and one handed mode or  custom keymapping (just editing a bindings file would be fine) would also make for great additions for wider accessibility.I don't want to swamp you with ideas, I just don't know if adding these earlier or later would be easier based on the way you develop.

URL: https://forum.audiogames.net/post/594942/#p594942




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

Great work!  I suck with the mouse so I'll have to dig mine out and pretend I remember how to use it LOL.In the future, an alternate no blood mode/disabled chat might be nice for younger people or those who are more sensitive to gore/strong language.  If it doesn't end up being much trouble, than why not right?Are graphics ever planned for this?  Nothing complicated is needed of course, but anything that would help include our partially sighted and sighted players will make the game have a wider audience.Panning limit controls, pitch change increment (if implemented) and one handed mode or  custom keymapping (just editing a bindings file would be fine) would also make for great additions for wider accessibility.

URL: https://forum.audiogames.net/post/594942/#p594942




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

Great work!  I suck with the mouse so I'll have to dig mine out and pretend I remember how to use it LOL.In the future, an alternate no blood mode/disabled chat might be nice for younger people or those who are more sensitive to gore/strong language.  If it doesn't end up being much trouble, than why not right?

URL: https://forum.audiogames.net/post/594942/#p594942




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

Great work!  I suck with the mouse so I'll have to dig mine out and pretend I remember how to use it LOL.In the future, an alternate no blood mode/disabled chat might be nice for younger people or those who are more sensitive to gore.  If it doesn't end up being much trouble, than why not right?

URL: https://forum.audiogames.net/post/594942/#p594942




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@Defender, no worries, I've been watching the boards for quite a while, to get a feel for the community and how best I can help, if at all. I understand where people are coming from and I realise I won't please everyone and will likely disappoint more than a few.That said, here's a quick update for you guys: http://www.mediafire.com/file/qmhw0jms9 … 2.zip/fileI've disabled keyboard control for now, for those of you who insist on playing with keyboard (yeah I read those posts on another thread), I'll add it back in later. For those of you worried that the enemy soldier makes the same cry of pain every time a bullet hits him, that's just for me to know things are working. Final version will feature thumps as rounds hit body armour and squelches as flesh gets ripped, apologies to those of you who are squeamish. The sounds are not finalised yet and are functional rather than aesthetic.So, we now have mouse movement working, at least horizontally and I've worked out a system to add vertical aiming. What this means is, if my idea works, not only will you get accurate vertical aiming, but the option of headshots, recoil and working scopes.I'm done developing for tonight, I got some time over the weekend so I'm going to work on the vertical aiming stuff, if I can nail the basics down, that'll pave the way to add the other stuff like headshots and recoil later.

URL: https://forum.audiogames.net/post/594941/#p594941




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

i do half to agree alot, like 1000% with defender.

URL: https://forum.audiogames.net/post/594939/#p594939




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemePlease don't be afraid to tell people no outright, ignore posts, or give them only very vague time windows for feature updates if at all.  You are going to get swamped with ideas both crazy and pretty good and you'll have to parse or ignore them.  We as a community are starving for any new games but in particular FPS's, much of our community is still in their teens or less, and everyone is bored out of their mind right now anyway thanks to Covid.@JimmyThanks for the complement, but my sound design skills are actually quite amature.  I'm not bad but not nearly as good as someone like Pitermach or Robjoy.

URL: https://forum.audiogames.net/post/594937/#p594937




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemePlease don't be afraid to tell people no outright, or give them only very vague time windows for feature updates.  You are going to get swamped with ideas both crazy and pretty good and you'll have to parse or ignore them.  We as a community are starving for any new games but in particular FPS's.@JimmyThanks for the complement, but my sound design skills are actually quite amature.  I'm not bad but not nearly as good as someone like Pitermach or Robjoy.

URL: https://forum.audiogames.net/post/594937/#p594937




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@44 Don't worry, I'll be sure to balance everything. Overheating would certainly be an issue, take that as a game mechanic, if you were using a vulcan m134 minigun 

URL: https://forum.audiogames.net/post/594936/#p594936




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

Oh, and an other suggestion would be. wen you fire a machine gun, lets say you can't just hold down the fireing butten, lets say, the barrel gets hot and you would half to wait for it to cool down. or change the barrel if you don't stop, this way players can't just spam a machine gun only stopping to reload if there defending an elavated pazition.

URL: https://forum.audiogames.net/post/594930/#p594930




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

aa, we need mor people like this. who are willing to create an fps. and doesn't even care if there are haters or not.

URL: https://forum.audiogames.net/post/594928/#p594928




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@40 I'm happy to have them on board and if they can improve the sounds I use I'm all for using their replacements. As for haters, can't force people to like or play it and as I'm taking no money for it, I don't really care. What I'm getting out of this is the fun of making something and having to think outside the box so to speak. If even only one person loves it then it's a win for me.

URL: https://forum.audiogames.net/post/594926/#p594926




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@39 yeah I fixed it in the current version I'm working on. So to update you all, I'm currently working on the mouse control. I've managed to tether the pointer to the centre of the screen and measure movements on both x and y axes. I'll still leave keyboard control in but wasd keys and mouse are the way forward.

URL: https://forum.audiogames.net/post/594925/#p594925




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : jimmy69 via Audiogames-reflector


  


Re: Designing an Audio FPS

Not really saying I won’t like it personally, I’m just letting you know that a lot of people will probably hate on it  pointlessly. If you have cheese wheel and defender helping you with sound design though, it will sound amazing. Both of them are excellent sound designers and I highly recommend you let them help you

URL: https://forum.audiogames.net/post/594924/#p594924




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

oh, and in the demo i no there's gonna be bugs i don't wanna be rude but if you shoot once, sometimes it will shoot the gi 2 times, but i'm sure you've all ready gotten that sorted now.

URL: https://forum.audiogames.net/post/594923/#p594923




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@37 I'll likely go with 60 Frames/second. The turning motion will be exponential but capped at a predefined max turn speed, so a small motion will give a precise turn, keep moving and the turn speed increases. That's in now with keyboard but i'll adjust it. Already got snap to cardinal compass points and audio compass giving position and rough direction. I could possibly expand on navigation at some point in the future.@69 The software I'm using to develop this doesn't support binaural sound or FMOD, as I stated in my first post. I'm not the only dev making an FPS, I believe someone else posted recently asking about which platform to develop on, maybe they'll make something better or more to your liking. I'm fully aware this game may suck and it certainly won't please everyone but I'm hoping I can produce something at least a few people will get some enjoyment out of.@34 Naturally.

URL: https://forum.audiogames.net/post/594918/#p594918




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: Designing an Audio FPS

@jimmy69, I disagree. I don't recall if he said that this would be a fully 3 dimentional game, but even if so, I don't think that you really need anything fancy. As long as you can tell up from down, you really don't need that much quality. Sure, it definitely helps, but I've also found that you have to be careful with it. Some people will use circular based audio in a linear tile based game or something similar.I guess I should ask, and this is before atempting the demo, @op, may I ask what polygon's you're using for movement and audio?@CheeseWheel, that's a bad ass gun! I didn't know you could buy guns with mounted launchers like that. You were probably being sarcastic, but to my knowledge you definitely wouldn't have been able to buy grenades for that, right?@op I also don't know if you're using frames, you probably are. If so, if you have a form of constant freform turning, please make it move by small increments of 5 or 10 degrees. My experiments show that in a 60 FPS, when turning 1 degree every frame, which is 0.016 seconds, it takes a long ass time to turn a full 180. Speaking of, ways to snap 180 would be nice, as well as a possible indicator while constant turning to due North.I'm now going to play the demo and post again afterword.

URL: https://forum.audiogames.net/post/594907/#p594907




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : jimmy69 via Audiogames-reflector


  


Re: Designing an Audio FPS

Honestly, if you’re going to make it true FPS, you really need to look into implementing some sort of binaural system. FMOD is a pretty good resource, and if you don’t have binaural, the game will suffer

URL: https://forum.audiogames.net/post/594903/#p594903




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

@34 if your gonna use mouse support, may i suggest the scroll weal swich weapons or mabey kadagorys of weapons?

URL: https://forum.audiogames.net/post/594900/#p594900




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@33 That's no problem to move the keys, I'm looking to make WASD and mouse as the standard, like mainstream FPSs use.@31 I probably don't have it right either but hopefully it'll sound ok at the very least.

URL: https://forum.audiogames.net/post/594897/#p594897




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@33 That's no problem to move the keys, I'm looking to make WASD and mouse as the standard, like mainstream FPSs use.

URL: https://forum.audiogames.net/post/594897/#p594897




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

Oh... and a few suggestions again, so  as of now, bofe of thee control keys fire the weapons, mabey if your gonna add a settings menu, you could put an option in there that says, only fire with left or rite control, because it least every screan reader i nos, uses the control key to stop speech. now i don't no about other people but i use left control to fire and rite control to stop speech. and then I have no idea if you could do this, but if you had in uf players. mabey you could like, dig trenches or set up traps, or even gas attacks lol. and yeah. i'm just so excited but again, this is only  a demo, it would probibly take a very long time to get even artillery in there and other stuf, but i love it so far.

URL: https://forum.audiogames.net/post/594892/#p594892




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

@30 you sound like the person i've it least, bin looking to make a game like this for, a, long, long time, the thing is, i don't no that some blind fps players no what alot of this stuf is. or how to coad it, and then we'v got other problems, but it's just amazing, and domanation would be awesome, is what i was thinking. for real, thanks

URL: https://forum.audiogames.net/post/594891/#p594891




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

Well a lot of games fake it by using the tail of the last shot you fired rather than either combining all of the tails into one long reverb, or just mixing them together, which sounds like garbage. But proper convolution of multiple sources into one is difficult and requires mathematical formulae far beyond my pitiful comprehension.

URL: https://forum.audiogames.net/post/594889/#p594889




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Yeah this is the plan: 1. Create a viable working engine with decent shooting mechanics, decent enemy troops with AI that reacts to you and their objectives.2. Make an offline multiplayer experience, so Deathmatch, Team Deathmatch. If the AI is good enough maybe add CTF and Domination, for those who don't know, Domination is where there are 3 control points on the map, usually flags. You have to take control of the flags to earn points, winner is the first team to reach the victory score.3. Add some single player simple objective based missions, possibly with a vague backstory to tie them together.4. Look at online multiplayer. Regarding artillery, I thought of this. Call Of Duty has Kill streaks where the more kills you get without being killed you earn rewards such as calling in an airstrike. I probably could add something similar but would need to be carefully balanced or such things could be game-breaking.But yeah, got to get a decent engine working first or the rest is just pipe dreams 

URL: https://forum.audiogames.net/post/594887/#p594887




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Yeah this is the plan: 1. Create a viable working engine with decent shooting mechanics, decent enemy troops with AI that reacts to you and their objectives.2. Make an offline multiplayer experience, so Deathmatch, Team Deathmatch. If the AI is good enough maybe add CTF and Domination, for those who don't know, Domination is where there are 3 control points on the map, usually flags. You have to take control of the flags to earn points, winner is the first team to reach the victory score.3. Add some single player simple objective based missions, possibly with a vague backstory to tie them together.4. Look at online multiplayer. Regarding artillery, I thought of this. Call Of Duty has Kill streaks where the more kills you get without being killed you earn rewards such as calling in an airstrike. I probably could add something similar but would need to be carefully balanced or such things could be game-breaking.

URL: https://forum.audiogames.net/post/594887/#p594887




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

oh, and for defense stuf, i sorta want it so ware you have like, artillery  so you no, you might have a radio comunakation with the artillery crue, and you can relay to them the coords to ware they can fire at, but you should also make it to ware the lines can be cut, etc. i'm just brane storming, probibly.

URL: https://forum.audiogames.net/post/594883/#p594883




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

oh, and i have a few questions, are you planning to make an actuall game, or some offline thing, or just a demo, i think your gonna make this in to a game, so if you could wen you get to that stage, mabey make some sort of story mode, mabey  or something like that, or like little missions in the game it's self like, king of the hill, or capture the enemies forts stuf like that.

URL: https://forum.audiogames.net/post/594882/#p594882




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

@26 i no making the same sound for gun fire sucks, what i mean is like, there isn't an ekko from the last shot and the shot that you fire just cuts off the last shot imo

URL: https://forum.audiogames.net/post/594881/#p594881




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@21 That's a nice rifle, very unusual. @11 It's an automatic assault rifle, the sound is set up according to the instructions supplied in the sound set, there is a starting shot sound and a tail off for a single shot. If you fire a burst there is the opening shot sound followed by several random intermediate sounds for each round fired and a tail off when you release the trigger. On another thread recently I remember someone commenting about how most audio FPSs do gunfire wrong, they loop the same gun sound effect quickly to make it sound like automatic fire. If this is what you're expecting to hear in this game, you won't hear it!I added an accuracy factor to the gun. Each weapon I make will have an accuracy rating. Attachments such as stocks, grips, bipods etc. will affect this, likely at a cost to mobility. Again, if I add such features they'll be balanced.So I have several hours free tonight, got an idea on how to add vertical aiming so I'm going to try it out. Don't want to say too much at this stage but I'm pretty excited at the possibilities it could add.

URL: https://forum.audiogames.net/post/594874/#p594874




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@21 That's a nice rifle, very unusual. @11 It's an automatic assault rifle, the sound is set up according to the instructions supplied in the sound set, there is a starting shot sound and a tail off for a single shot. If you fire a burst there is the opening shot sound followed by several random intermediate sounds and a tail off when you release the trigger. On another thread recently I remember someone commenting about how most audio FPSs do gunfire wrong, they loop the same gun sound effect quickly to make it sound like automatic fire. If this is what you're expecting to hear in this game, you won't hear it!I added an accuracy factor to the gun. Each weapon I make will have an accuracy rating. Attachments such as stocks, grips, bipods etc. will affect this, likely at a cost to mobility. Again, if I add such features they'll be balanced.So I have several hours free tonight, got an idea on how to add vertical aiming so I'm going to try it out. Don't want to say too much at this stage but I'm pretty excited at the possibilities it could add.

URL: https://forum.audiogames.net/post/594874/#p594874




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

I no what it looks like, i just havent helled won in my hand, i suppose it's like a short sord, man, beeing in a bayonet charge must have bin awesome. lmao.

URL: https://forum.audiogames.net/post/594870/#p594870




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

It's just a blade on the end of a gun that you can flip up and lock into place. It's got a stabby point and is ehh maybe 18 inches or so?

URL: https://forum.audiogames.net/post/594869/#p594869




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

I can't by any sort of weapons like you have sense i'm 11 lmfao. but i do study alot of war type stufs.

URL: https://forum.audiogames.net/post/594862/#p594862




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

Now that, @21 is dam kool, i've never seen a bayonet before, ide like to see won.

URL: https://forum.audiogames.net/post/594861/#p594861




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

I had a Ugoslavian SKS. It had a built-in 10 round mag, a grenade launcher with grenade sight and a bayonet. There was a hollow space in the stock for a cleaning kit that you would store in a tube, but the kit was missing when I got the rifle.There was no ventilation in the barrel, so it would get quite hot rather quickly. Even the space of time when I loaded up a fresh mag wasn't enough to cool it down. Also, I never had grenades for it, a pity actually. But it's grenade launcher was not a rail mounted unit. Instead, there were a series of rings on the outside of the barrel that you attached your spring loaded grenade to. You'd load a blank, flip a switch that would both disable the gas-blowback and allow the grenade sight to flip up. You'd set it to whatever range you needed and take aim and fire.I never actually fired it with the bayonet extended. I was nervous about if the thing had bent over the years and the bullet might ricochet off it and go wild. It took 7.62X39mm rounds. It was also completely field-strippable without tools.I sold it for what I paid for it when I was in a spot of needing quick cash, and I miss it. There was no recoil, and I mean none. Hell, you felt more from firing a spring loaded BB gun than you did from this rifle. Ah well, I still have my Mossy.

URL: https://forum.audiogames.net/post/594855/#p594855




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

thanks for making this, i'm having fun with it and it's not even a full game, haha. but a few suggestions. mabey you can fix the gunshots because like wen yourr doing bursts the shot before the next won gets like muted, so if there's anyway to fix that, that would be awesome. and also, i really like that you have some sort of not all bullets hit if your aming is perfect. because it wouldn't happen in real life, so thanks for doing that, and in all, it's really fun and great, keep the good work up.

URL: https://forum.audiogames.net/post/594850/#p594850




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@Defender and @GrannyCheeseWheel, you might find this interesting:https://www.youtube.com/watch?v=BGtLmi8YQPwShame I can't use the sounds because of copyright, but shows some nice gun handling.The M4 reloading sequence shows the forward assist pressed after loading the magazine, but no pull of the charging handle. I was pretty sure the sequence was load the mag, pull the charging handle to cock the gun, safety off, fire??

URL: https://forum.audiogames.net/post/594836/#p594836




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