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Well, I got the arm shader working as I wanted it - it was using a cubic bezier curve, mirrored on each side, moving the two control points horizontally in and out based on a clamped function of the arm length.

It worked out exactly as I wanted except that, as it is a texture, I lost the antialiasing that rendering the arm as triangles gave me.

I did start looking into antialiasing in a shader, but I decided that the overall effect of the curved arms was not really that much better than the original so decided to drop it.

Still, it was a good exercise in learning how to do cubic bezier curves which I'm sure will prove useful for something else at some point.

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I've just finished implementing the basics of sound into the game - I've decided to go with software DirectSound since it should work on anything and will be sufficient for this game. Don't really want to lose time learning to do XAudio at the moment.

I'm very excited though - I've just downloaded the amazing Audacity and have been messing around recording some guitar with it. I'm currently using the microphone on the headset I bought for playing Team Fortress 2 so the sound quality is not great, but with a few effects tweaks, I can create some pretty good music for the game.

I play classical and spanish guitar on a nylon-strung acoustic so I'm planning for the music to create a really poigniant, Braid-like feel to Squishy. I've got a silly little riff repeating over the game at the moment and it is incredible how much texture it gives to the experience.

Bet you lot didn't know I was musical as well as a slow but determined math-idiot. [smile]

Sound has always been the big stumbling block for me until now as the selection of free wavs on the net are not great. I reckon I can create the music as a WAV and still have quite a long section before it repeats - the riff I've recorded tonight is about 10 seconds long and only weighs in at 115 kb, which in software is bugger all.

I'm planning to make a more sophisticated sound system than before for effects. I want to set up a system where when I cue a sound, I provide a world location for it, then have it's volume modulated by how close it is to Squishy and its pan modulated by the direction.

Never worked on anything like that before so should be interesting. I'm not really familiar with others attempts to do what I'm going to term 2D sound in a 2D game so it is all uncharted territory to explore.

Unfortunatley you are now unlikely to get a proper demo until the basics of the sound system are working, but I did test the game on my partner's sister's low-range Acer laptop today and the performance was pretty good.
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ooooo....I love spanish guitar :D A soft guitar setup is not the type of music I would have envisioned for your game, but I think it'll be a great (if unconventional) fit! I look forward to some samples of that, too :D

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I tried the sound setup you describe for Citizen, with sound gain based on the distance to the player ship. I thought it would be cool but in the end it got confusing. I found that as a player I expected the sound to be relative to the camera position, or the center of the screen for me. Otherwise it was tough for my brain to figure out what was going on (well... this is not uncommon, but...).

If you get it to work nice make sure you tell.

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Original post by staaf
I tried the sound setup you describe for Citizen, with sound gain based on the distance to the player ship. I thought it would be cool but in the end it got confusing. I found that as a player I expected the sound to be relative to the camera position, or the center of the screen for me. Otherwise it was tough for my brain to figure out what was going on (well... this is not uncommon, but...).

If you get it to work nice make sure you tell.


Yeah, I'd wondered about that. I was thinking it might work better to have the sounds relative to screen centre rather than Squishy.

It will be pretty trivial to switch between the two so I might even have it as an option in the sound menu.

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