When you hear a punch, doesn't that indicate that it has already hit the
mark, in which case you're too late to defend against it?
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Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To:
Nope. Because there's two sounds. There's one for the sound of the
blow moving, and then there's the sound when it connects. Two
different things, but the point of case then is to stay out of
punching range. Prevent it from happening in the first place. If the
opponent is jumping towards you,
It does indeed mean that the punch has already landed, but that'd be
the same in an accessible version of the same game, or even in real
life would it not? Given that you've missed the chance to defend by
that point, it'd be time to either retreat or counter, and being able
to tell which attacks
You explained it in a minute whereas I would've probably taken 5
minutes to write that out... I can do it, but I can't explain it that
well. Thanks Scott. This is precisely what we have to be aware of...
and would you believe it? This helps us to be aware in every day life
as well. I'm an
I would like, and it might be a big help to others who haven't tried this
sort of approach, to hear a recording of blind person playing such games,
slowed down to a point to where you can hear the audible cues, have them
explained during a short pause, then have the action continue. Sort of
Hi Charles,
That's kind of hard to do. For one thing the kinds of fighting games
Yohandy, Clement, etc are talking about are extremely fast pased
gqames. We are talking somewhere between 50 to 60 frames per second.
It can be so fast that there isn't time to breath let alone talk
between moves. So
You could do it.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 09, 2011 7:08 PM
Subject: Re: [Audyssey] A question for Clement and Yohandy re: play value of
mainstream fighting games.
Hi
Fair point, Thomas, but the thing is if the fight is being
commentated as it goes on, it can be described fairly. And Yohandy if
you want to go online and do this I'm up for it. So long as you have
a way to record one of the ps3s and both our voices at the same time,
I'm good to go. Just let
Ok, I would like to understand something. I have heard that there is a lot
of complexity in the fighting games, planning strategies and the like. I
accept that this is true.
Now, I have no vision. Strategy planning involves reacting not only to my
opponent, but to the environment, my
Well said, Christopher... and I hear what you are saying completely.
I can explain it in some detail, but I'll answer more questions next
week when I have a new game to show, so I can walk people through
things as I explore for the first time.
In fighting games on this generation of consoles,
On Tue, Feb 08, 2011 at 02:54:45PM -0800, Christopher Bartlett wrote:
Now, I have no vision. Strategy planning involves reacting not only to my
opponent, but to the environment, my current life level and weapon load
(where appropriate) my opponent's condition, and any time-based factors.
If you're worried about throwing out missed punches when your
opponent is on the ground... listen to the sound of them falling, and
wait for them to get up again. There are sounds for that, too...
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