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Article #450Re: PARALLAX: things descent *really* needs
From: i... Ian Mercado
Date: Mon, 30 Jan 1995 03:17
Date: Mon, 30 Jan 1995 03:17
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In article <3ggvae$1...@nova.umuc.edu>, car...@nova.umuc.edu says... > >> >>The new sound effect makes it pretty obvious when the effect wears off. > >That's true, but visual cues are helpful (especially in situations where >the sound has to be kept low, like the dreaded "Boss Walks By" syndrome). I'd vote for a new weapons-hitting-other-guy's-ship sound effect for when he's invulnerable. If they made some kind of richochet sound or something, then it would be pretty obvious that he was impervious to your fire. How does that sound? Ian
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Path: mbox-mo1.pugleaf.net!swrinde!gatech!gt-news!news From: i...@slammer.atl.ga.us (Ian Mercado) Newsgroups: comp.sys.ibm.pc.games.action,alt.games.descent Subject: Re: PARALLAX: things descent *really* needs Date: Sun, 29 Jan 95 22:17:39 EST Organization: Georgia Institute of Technology Lines: 18 Message-ID: <3ghlko$n70@mordred.gatech.edu> References: <Aj_iUK200WBO43c2Q5@andrew.cmu.edu> <3gevj8$ep1@vixen.cso.uiuc.edu> <3gf3nc$b2c@nova.umuc.edu> <3ggsqr$1k3@vixen.cso.uiuc.edu> <3ggvae$1se@nova.umuc.edu> NNTP-Posting-Host: acmez.gatech.edu Mime-Version: 1.0 X-Newsreader: WinVN 0.93.9 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit