background-noises

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AuthorTopic: background-noises
Agent
Member # 1993
Profile #0
In A3 I came to several places, where I only found dead bodies: the giants/troglos/golems were here before me. But in the background I could hear the standard town-noise, implementing shouting people, horses, playing children, forge-work and so on. It was, um, kind of spooky and destroyed the deadly atmosphere.
Is it possible, to adapt in BoA a fitting background to dead places? Just birdies or nothing ... or flies, buzzing over the corpses.
It's a tiny detail, could have a big effect.

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Slartucker: * facepalm facepalm facepalm *
Dikiyoba: Are you unconscious yet?
Posts: 1420 | Registered: Wednesday, October 2 2002 07:00
Guardian
Member # 2238
Profile Homepage #1
No. You will be able to choose which background noise the town/dungeon will have.

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DEMON PLAY,
DEMON OUT!
Posts: 1582 | Registered: Wednesday, November 13 2002 08:00
Triad Mage
Member # 7
Profile Homepage #2
There are 'spooky' background noises that you can choose to use.

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"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
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Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
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You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Agent
Member # 1993
Profile #3
sounds like a do-it-yourself-scenario :D

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Slartucker: * facepalm facepalm facepalm *
Dikiyoba: Are you unconscious yet?
Posts: 1420 | Registered: Wednesday, October 2 2002 07:00
Guardian
Member # 2238
Profile Homepage #4
Drakey do we have any new (not in A3) background noises to choose from? If not, that would be a nice thing to throw in, considering the amount of time needed to create them is probably minimal.

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DEMON PLAY,
DEMON OUT!
Posts: 1582 | Registered: Wednesday, November 13 2002 08:00
Triad Mage
Member # 7
Profile Homepage #5
There are all of the ones from GF/GF2.

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"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
====
Drakefyre's Demesne - Happy Happy Joy Joy
Encyclopedia Ermariana - Trapped in the Closet
====
You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Infiltrator
Member # 164
Profile Homepage #6
For sounds, will you actually be able to hear what you're putting in the town or will you have to load the scenario and go into that town, blah blah blah blah...?

A simple "Play Sound" button in the scenario editor would be WONDERFUL while making node sequences or towns... When you're trying to choose something, you don't have to go "Uh... was that sound 'Cool' or 'Priest'...?!?"

Ah well... If it's not there, it's too late. But if it is, I'd like to know.

[ Saturday, January 24, 2004 13:39: Message edited by: Jenkins ]

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Awesome BoA Graphics

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AIM: Byzantine Jones
Posts: 635 | Registered: Monday, October 15 2001 07:00
The Establishment
Member # 6
Profile #7
Considering all of the scripting is done in text files, this is even less possible than in BoE.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00
BANNED
Member # 4
Profile Homepage #8
Question- Will one be able to "change" sounds? In the town covered in illusions by the Rakshasi in A3, the sounds would presumably change from "town" to "spooky/nothing" whenever the party realizes what's going on.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
The Establishment
Member # 6
Profile #9
I believe you can toggle them off and on.

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Your flower power is no match for my glower power!
Posts: 3726 | Registered: Tuesday, September 18 2001 07:00