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000102_amos-request@svcs1.digex.net_Wed Dec 10 22:21:06 1997.msg
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Date: Thu, 11 Dec 97 01:31:32 GMT
Message-Id: <9712110131.AA002qo@mirex.demon.co.uk>
Message-Id: <25830372.u10t12e.61056-Braneloc@mirex.demon.co.uk>
In-Reply-To: <B0000155566@mailhost.sosbbs.com>
(from "Garfield Benjamin" <gbenjam@sosbbs.com>)
(at Wed, 10 Dec 1997 15:08:57 -0500)
Organization: Mirex Software
Reply-To: Braneloc@mirex.demon.co.uk
Website: http://www.mirex.demon.co.uk
From: Keith Hill <Braneloc@mirex.demon.co.uk>
To: amos-list@access.digex.net
Subject: Re: SideShooterStageProgress...
Status: O
X-Status:
To the one known as Garfield,
> > Well, I'm bustin my hump trying to get all done that I can, but, I'm
> > sorry, it will HAVE to be good enough. You can't do the game without
> > my level (and without the Taxman), and I say you'll have to wait a
> > bit longer (Garfield was behind a bit too, wasn't he?) :P
> 5. Add support for music playing. One thing I've always found with
> Amiga programming is it's so limiting having just four voices, and
> sound effects add so much to a game that I never even bother
> with music as I tend to need all four voices just give good audio
> feedback.
> Giark, I need some way to determine if music is being played.
> Rather than using the variables you listed, I'd rather make a
> more dedicated design for handling music to maximize the
> audio-feedback.
Hmm, interesting. Why didn't I think of that.
> 10. Design a simple "victory sequence" and implement that as just
> saying Congratulations, Bubba has cleared the SideShooter is
> also pretty "cheap".
Theres an idea..
_ _ _ _ _ _ | "Look over there, on the other side of your
|_> |_| |_| |\ | |_ | | | / | | galaxy; thats home" "Gallifrey" "250 million
|_> | \ | | | \| |_ |_ |_| \_ . | light years away" "whoah" "Its a good ten
| minutes in this old thing" - 8th Doctor
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