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Cave Dungeon Teaser

  • Blind
  • 08/22/2017 05:00 PM
  • 3385 views


Adding some finishing touches to this brief "prologue" dungeon. ^-^

Posts

Pages: 1
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
It looks good but you might consider adding an option to turn off the movement sound effects or have a process to detect if the player has a direction key held down as opposed to tapping it and if so have the sound effects only play every other step. As it is right now, it's distracting hearing Bom-Bom-Bom-Bom-Bom-Bom-Bomp while running across the bridge when it looks more like the character is shuffling their feet. It would sound more realistic like Bomp-ff-Bomp-ff-Bomp-ff-Bomp-ff.
author=Corfaisus
It looks good but you might consider adding an option to turn off the movement sound effects or have a process to detect if the player has a direction key held down as opposed to tapping it and if so have the sound effects only play every other step. As it is right now, it's distracting hearing Bom-Bom-Bom-Bom-Bom-Bom-Bomp while running across the bridge when it looks more like the character is shuffling their feet. It would sound more realistic like Bomp-ff-Bomp-ff-Bomp-ff-Bomp-ff.


By far the simplest way to do this would be to have a duplicate tile that doesn't play a sound effect, since I think the sound is only a problem for the bridges (where it sounds like a dang machine gun firing). I think the non-bridge footsteps sound fine, although they could be a bit quieter, since they're more of an ambient thing. The coin sound is also a bit loud, maybe? It could just be the encoding for the video, I don't remember it being quite so loud.

Enough about that though, this cave looks great! It's a nice blend of water, natural growth and cave. I really like it.

p.s. there's a mapping error visible just before the video ends; the water tile is obscuring one of the ceiling tiles.

p.p.s. that windows sound confused the heck out of me
author=Kaempfer
author=Corfaisus
It looks good but you might consider adding an option to turn off the movement sound effects or have a process to detect if the player has a direction key held down as opposed to tapping it and if so have the sound effects only play every other step. As it is right now, it's distracting hearing Bom-Bom-Bom-Bom-Bom-Bom-Bomp while running across the bridge when it looks more like the character is shuffling their feet. It would sound more realistic like Bomp-ff-Bomp-ff-Bomp-ff-Bomp-ff.
By far the simplest way to do this would be to have a duplicate tile that doesn't play a sound effect, since I think the sound is only a problem for the bridges (where it sounds like a dang machine gun firing). I think the non-bridge footsteps sound fine, although they could be a bit quieter, since they're more of an ambient thing. The coin sound is also a bit loud, maybe? It could just be the encoding for the video, I don't remember it being quite so loud.

Enough about that though, this cave looks great! It's a nice blend of water, natural growth and cave. I really like it.

p.s. there's a mapping error visible just before the video ends; the water tile is obscuring one of the ceiling tiles.

p.p.s. that windows sound confused the heck out of me

Thanks, Corf & Keampfer! I'm okay with toning town the bridge ambient sounds - although they happen pretty sparsely in-game.

Where was the Windows (?) sound?
The first dungeon is done? Right on. How much longer until the game is Complete?
author=Blindmind
Where was the Windows (?) sound?

0:46-0:47, sounds like the "external media removed" sound. Like, a Windows 8.1/10 sound.
author=Dyhalto
The first dungeon is done? Right on. How much longer until the game is Complete?

Well that's a little misleading. XD I designed the dungeons out of order, so most of them are thankfully finished with.

I had taken a break for a few months, but progress has nice and steady again.
Pages: 1