On Oct 29, 2006, at 3:35 PM, AudioGames.net wrote:
> Programming an accessible Asteroids game is one thing, but I'm
> wondering
> about the *design* of an accessible Asteroids game? Did you already
> think
> about that or are you still considering another 'classic' game
> instead? The
> rea
Hi Nolan,
Snip
there may be 30 or more targets in the playing field. As such, the
asteroid whooshes tended to blend together into one long string of
white noise.
End Snip
Nolan, I've found when dealing with noises that are the same or similar
spinning asteroids, walking soldiers, boiling lava pi
On Oct 29, 2006, at 10:22 PM, Thomas Ward wrote:
> start a sound, stop for 500 MS, load another sound, and so on.
> What happens as a result even though the sounds are the same the
> difference in where they are in the play back can make a big
> difference
> in telling to identical objects apar
Hi Nolan,
Snip
First, as all targets are visible on-
screen, they're also all audible, although targets at extreme range
are more difficult to hear.
End Snip
While I see where you are coming from with this what I am doing in my
asteroids clone is making a large 1000 by1000 grid area of the entir
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list"
Sent: Sunday, October 29, 2006 11:22 PM
Subject: Re: [Audyssey] Accessible Asteroids (was Game programming education
project.)
> Hi Nolan,
>
> Snip
> there may be 30 or more targets in the play