To-Do List:
boulder_land
boulder_land_water
boulder_slide
boulder_hit_boulder
crate_hit_crate(or boulder)
crate_hit_wall(or boulder)
IDcrate_land
IDcrate_land_water
IDcrate_slide
player_bump_crate
player_jump
player_land
player_land_water
Splash (crate or player moving in water)
Spike_break
SteelCrate_break
SteelCrate_land
SteelCrate_land_water
SteelCrate_slide
WoodCrate_break
WoodCrate_land
WoodCrate_land_water
WoodCrate_slide
Non-Final Files:
none
Final Files:
none | « Forum Index < The Aeon Development Board | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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This is the sound effects topic.
It would be best if we could work more closely with artwork. I imagine that the player sound effects would work better if we knew what the animations would look like. Hopefully jell and Kitti could use this as an opportunity to make more sprites. | | DeathBunni X |
Eww, school.
Age: 26 Karma: 87 Posts: 690 Gender: Female Location: Midwest pm | email
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It would probably be best, for the sake of developing smoothly, to make some global ones to use in the demo so that we can test the sound effects at the same time as the game.
| | the_grimace |
Age: 36 Karma: 9 Posts: 45 Gender: Male Location: Illinois pm | email
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Weird! My account got erased somehow, so I had to make this new one. Anyway...
I found out I will actually have a longer break then I expected, so that means more time for Aeon. That being said, I also don't plan to rush these too much, but I will get them done quickly enough.
One question though, I'm thinking of using the same sound for the ID crates and boulders. The indestructible crates sort of resemble a stone to me, so if that's ok with you guys, that's what I'm going to do. There will probably be no "player_land" sound either, unless you want it. In that case, it will be something very subtle.
| | canadianstickdeath |
Age: 35 Karma: 350 Posts: 2990 Gender: Male pm | email
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"Weird! My account got erased somehow, so I had to make this new one. Anyway..."
IDK what Livio was doing, but he somehow deleted himself. End result is that the user table is backed up from a few days ago (deleting your account and reverting post counts and karma) and the unread posts table was completely reset. Even though you only have "Posts: 1" the other posts are still yours and you should probably be able to edit them. Livio, I think you need to do another post and karma count recalculation?
"One question though, I'm thinking of using the same sound for the ID crates and boulders."
Livio's call. IMO, the ID crates are made of some type of metal, which sounds different from rock. If you want it to sound the same as something, I'd prefer the metal crate, but something between the two sounds would probably be preferred.
"There will probably be no "player_land" sound either, unless you want it. In that case, it will be something very subtle."
A light thump would probably suffice? I don't know if it's a good idea to have player interactions, until we have a better idea of that they look like and how they move. Lol, still Livio's call, though. | | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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about the ID/indestructible/Indy crates, it depends on whether the sounds match each other well enough. I say we try it and if it doesn't work out, try making a deeper-sounding version of the metal crate.
a thud for player_land could be good. In HATPC, they have sounds for footsteps in the running animation. I wonder if we should consider doing that. I think they use two different sounds and alternate them for each foot. | | DeathBunni X |
Eww, school.
Age: 26 Karma: 87 Posts: 690 Gender: Female Location: Midwest pm | email
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Make the sounds less annoying though. The jump sound and the running sound in HATPC are loud, plus the jump sound sounds so weird.
| | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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yeah, maybe the player jump sound could be a more realistic noise, rather than a beep. | | the_grimace |
Age: 36 Karma: 9 Posts: 45 Gender: Male Location: Illinois pm | email
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i was planning on an air movement. sort of like a "pshhh" | | the_grimace |
Age: 36 Karma: 9 Posts: 45 Gender: Male Location: Illinois pm | email
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'DeathBunni X' said: Make the sounds less annoying though. The jump sound and the running sound in HATPC are loud, plus the jump sound sounds so weird.
Speaking of loudness, usually thats something that can be controlled with the sound engine, but I have no idea what the implementation of the audio is going to be like. I would suggest at least adding something that will allow volume control of each SFX or song. I'm making all my SFX the same volume. If worse comes to worse, I fill fix them near the end. | | the_grimace |
Age: 36 Karma: 9 Posts: 45 Gender: Male Location: Illinois pm | email
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OK! Done with all the SFX. I included many different versions of each sound, so you can pick the one you best like, perhaps use multiple alternating sounds for an object/event, or at the very least, get idea for what you want me to do to the sound. I'm fairly happy with everything except the bumping noises (player bump, crate bump) Still, suggest EVERYTHING you think that needs to be done as I will refine them to they are perfect for the game. Whether it be making them longer, shorter, higher, lower, or changing them completely, its up to you guys. It's all in a day's work to me.
SO check them out, let me know what you think.
http://www.mediafire.com/?09vhhgfy7uubxmx
Everything should be labeled fairly well. If not, I apologize.
EDIT: oops I forgot a player land category. Though, I'm fairly certain on of the many sounds in the "bumps" folder will work well for it.
| | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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wow great work. It'll take a while to listen through all of these, but I'll post whenever I have something to say about any of them. | | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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The files under "Object Splash in Water" don't work for windows.
I'm really liking these sound effects. I had some opinions on some of them, but as I listened to them more, I found that the sounds really did fit them. But you really have to visualize the event while listening to it. Maybe I should add them to the game and compare them to the events to see if they're good or not. | | the_grimace |
Age: 36 Karma: 9 Posts: 45 Gender: Male Location: Illinois pm | email
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'Livio' said: The files under "Object Splash in Water" don't work for windows.
I'm really liking these sound effects. I had some opinions on some of them, but as I listened to them more, I found that the sounds really did fit them. But you really have to visualize the event while listening to it. Maybe I should add them to the game and compare them to the events to see if they're good or not.
Hmm, they should work as they are just standard wav files. I will look at them later, and reupload if you still cant get them to work. Problems with any other files?
and yea, its hard to see how a sound fits until its matched to the game. | | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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Actually, the file didn't have an extension at the end. I tried opening it anyway, but it didn't recognize it. So then I manually added ".wav" to the end, but it still couldn't read it. | | the_grimace |
Age: 36 Karma: 9 Posts: 45 Gender: Male Location: Illinois pm | email
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hmm. Interesting. THey should all have file extensions, so I suspect something got corrupt in the compressing phase. Here is a reupload of only the splash in water sounds.
http://www.mediafire.com/?exv7ybb8dln4y7w
If it still isnt working, I'll have to tweak and reexport them to tonight and send them along later. | | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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they still don't have a file extension. here's the exact error: Quote: Windows Media Player cannot play the file. The Player might not support the file type or might not support the codec that was used to compress the file. | | the_grimace |
Age: 36 Karma: 9 Posts: 45 Gender: Male Location: Illinois pm | email
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'Livio' said: they still don't have a file extension. here's the exact error: Quote: Windows Media Player cannot play the file. The Player might not support the file type or might not support the codec that was used to compress the file.
ok. I will work on them later and see what's up. Hopefully we can get to the bottom of this.
Thanks | | Harumbai |
[|]-X-[|]
Age: 30 Karma: 260 Posts: 1743 Location: New Zealand pm | email
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No I think the objects should only splash at the top of the water..../terrible terrible pun... I'm sorry you had to read that.
Upcoming HatPC level: Sanctuary, coming soon to an internet browser near you... | | shos |
~Jack of all trades~
Age: 31 Karma: 389 Posts: 8273 Gender: Male Location: Israel pm | email
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'Harumbai' said: No I think the objects should only splash at the top of the water..../terrible terrible pun... I'm sorry you had to read that. lol, it took me a while to even get what the pun was supposed to be
I can't hear it too
| | Dekudude |
Dekudude
Age: 31 Karma: 64 Posts: 617 Gender: Male pm | email
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Just thought I'd point out that I CAN hear them. :] I'm using Quicktime Player. Maybe it's a Mac issue, maybe it isn't, but it works fine for me. (I'm running Windows 7 x64)
EDIT - By the way, these are all really good. However, there are a couple things I don't know I agree with:
A) Besides the metal crate slide, it doesn't sound too metal to me. Is that just me? It could be.
B) I don't really like the jump sound effect. Like, I understand it's supposed to be wind rushing, but a huge storm every time you press the spacebar doesn't sound too... right to me. Maybe it would work if it's quieter? I don't really know.
NP Username: xaantan | | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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I thought maybe the boulder land sounded a little too hollow? But then when I try to visualize it in the game, it kinda matches, I guess.
also, try listening to it with lower volume, and maybe it'll make more sense. But I think maybe the noise is too deep, or it risks sounding like a collision. But again, it'd be best to try it in the game first so we could properly visualize it... And the second jump noise probably is better for a collide sound effect.
I just tried listening to the two files in Quicktime and lol? I got a negative error number? But Quicktime could not understand the file. | | the_grimace |
Age: 36 Karma: 9 Posts: 45 Gender: Male Location: Illinois pm | email
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so dekudude, you can listen to the splash in water sounds? I will reexport them for Livio though, but I honestly have no idea what the issue might be. I just hope reexporting them solves the problem.
As for tweaking the sounds, I'm not going to start right away as I agree the sounds should be placed in the game first and then see what needs to be done. Plus, if I can get a demo with the sounds, I can better visualize myself what I need to do.
I assume there will be other sound effects needed though, so if anything comes to mind, just reply what needs to be done and I will make a note of it.
| | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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I'll be moving into college next week, and before then, I want to finish some stuff around the site before I go, so it'll be a while before I can add sound functionality, but when I do, you'll be able to link to URL's so you'd be able to use new sounds and graphics without waiting for me to add them to the game. But I'm not sure by when this could be done. | | the_grimace |
Age: 36 Karma: 9 Posts: 45 Gender: Male Location: Illinois pm | email
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thats fine. I dont start my job until September 13th, so I should have plenty of time to get everything as you want it. Also, if you dont mind me asking, where in AZ are you located? I went to school here the last year. (moving to Illinois now), but I was originally from Pennsylvania. | | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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I'm in northern Phoenix now, but I'll be going to going to Tuscon for college at the U of A | | |
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