"Tik" - confirmation that you have made a valid move. "No" - confirmation that you have made an invalid move. "Ouch" - you ran into a wall. "Ghost awakes" - the ghost is now mobile and will start tracking you. "Ghost attacks" - you lose a life & teleport back to your home base. "Found treasure", "You win", "Game over" - hopefully these are self-explanatory
"Tik" - confirmation that you have made a valid move. "No" - confirmation that you have made an invalid move. "Ouch" - you ran into a wall. "Ghost awakes" - the ghost is now mobile and will start tracking you. "Ghost attacks" - you lose a life & teleport back to your home base. "Found treasure", "You win", "Game over" - hopefully these are self-explanatory
It's a sound-quality issue. I'm not hearing the distinction between Ghost awakes and Ghost attacks, and I don't think I've ever heard Found treasure. Perhaps it's just my machine?
I'm not hearing the distinction between Ghost awakes and Ghost attacks, and I don't think I've ever heard Found treasure. Perhaps it's just my machine?
Hey! I just found the treasure for the very first time (I know I found the treasure because I now see the little icon that shows the grail). So, I can understand more, if I really listen, and now, knowing what the order should be, I can get a sense of what it's supposed to be saying.
Hey! I just found the treasure for the very first time
Cool.
I've uploaded version 026 (twice - first one was rejected for some reason) which adds keyboard control and fixes some bugs. Waiting for it to be approved.
Maybe it's because english it's not my language but I don't understand anything!
The only clear sound is the word "ghost" and the word "ouch". The rest is just noise! Why you use those terrible "robotic" sounds? Why don't you simply use your voice?
Even my Commodore64 in the 80's spoke a better English!
I was trying to give it an old-fashioned sound. The Texas Instruments Speak-n-Spell voice would have been better, but I didn't have a convenient way to use it.
kotetsujeeg wrote:
Why don't you simply use your voice?
It would be even worse!
kotetsujeeg wrote:
Even my Commodore64 in the 80's spoke a better English!
I do have S.A.M. on Vice C64 emulator. I'll have to see if it sounds better.
I do have S.A.M. on Vice C64 emulator. I'll have to see if it sounds better.
S.A.M. might not be quite as clear as you remembered: http://javajack.dynalias.net/flash/c64sam.swf (This just loops some voice samples over and over) The treble is cut a bit since I set Flash to export the sound at 32kbit.
Lots better! Now I only feel the lack of a marker for the "guessed position" of the dragon.
My only suggestion is to write in the help all the words you can hear in the game. Once a foreigner read the words wll understand them very easily even if doesn't speak english.
Added: Selectable voices. Visible display of speech. Ghost now retreats in the direction of treasure room if you end turn in your base. Next turn button is correctly ignored if the game is not in-progress. Game should not prematurely end if you're killed in the treasure room (please test this). Updated Help and About screens.
I'm also curious on people's opinions on whether the robo-voice should put run through the same bandpass filter as the Fancy voice to make it sound more toy-like.
First column: There is a "yo" that should be "your"
Second column: Its says "The ghost once awakened moves one space after the player's move is complete" My englsh is queite bad but I think that it's a little confusing...maybe you should write this: "The ghost once awakened moves one space after the player's turn is complete"
Because the player in every turn has lots of moves...but meybe it's just my bad english talking.
Good question. Grid sounds likely the easiest to do. Possibly a toggle button for "move" ghost so there is not any mix-ups between moving player and ghost.