[Audyssey] Accessible Asteroids (was Game programming education project.)

2006-10-29 Thread Nolan Darilek
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

Re: [Audyssey] Accessible Asteroids (was Game programming education project.)

2006-10-29 Thread Thomas Ward
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

Re: [Audyssey] Accessible Asteroids (was Game programming education project.)

2006-10-30 Thread Nolan Darilek
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

Re: [Audyssey] Accessible Asteroids (was Game programming education project.)

2006-10-30 Thread Thomas Ward
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

Re: [Audyssey] Accessible Asteroids (was Game programming education project.)

2006-10-31 Thread Ken the Crazy
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