It'd be allot easier to help you find better sounds if we could access the existing ones to test mod them first.
Also I'm sure that custom sounds will be an important part of custom maps in the future anyway...
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AudioGames.net Forum → New releases room → Nature Binaural Audio Demo
It'd be allot easier to help you find better sounds if we could access the existing ones to test mod them first.
Also I'm sure that custom sounds will be an important part of custom maps in the future anyway...
@TheBlindSaiyan no, isn't a game or a simulator; is a test demo of a future engine that you can use for make things.
hmm So @SemihBudak are you planing in the future to release it as a library to include an use in new projects?
Or the idea is turn it into a wisiwig editor, where technicalli you have a sound / graphical interfase to create your maps and other stuf.
If you ask to me, I prefer the first option, because give to you the posibilities of do a lot of more stuf, includin the basic of add custom files as @defender sais, using the monogame pipeline
@TheBlindSaiyan no, isn't a game or a simulator; is a test demo of a future engine that you can use for make things.
hmm So @SemihBudak are you planing in the future to release it as a library to include an use in new projects?
Or the idea is turn it into a wisiwig editor, where technicalli you have a sound / graphical interfase to create your maps and other stuf.If you ask to me, I prefer the first option, because give to you the posibilities of do a lot of more stuf, includin the basic of add custom files as @defender sais, using the monogame pipeline
Once the server-side programming gets completed enough to serve a demo, you'll see how I plan to allow you to make new games of your own. I will, of course, provide the pipeline project in which you can add, remove, or edit sounds.
Will this allow using javascript or something?
That's the plan. I still need to perform various tests first to update the demo, though.
Alright, guys.
It's time for a voting session!
Would you guys prefer using C# scripting or JS scripting for changing and adding objects that can be placed in a map?
c# of course
And If you give the options to not only script, so use all the engine features will be better
c# of course
And If you give the options to not only script, so use all the engine features will be better
One step at a time, one step at a time!
I have an idea for this engine. how about animals that move around, different weapons
I have an idea for this engine. how about animals that move around, different weapons
Scripting system is almost ready; you will be able to add the animals you'd like to add and more.
wow, i can't wait for this
I can wait, but only to play on it!
I'll not provide much of a playable content at first, I'm afraid. Once the online demo and scripting goes live, I'll accept user-written maps.
Hello again,
Would you guys prefer I let you define your own 'usings', classes etc or make a classless base in which you implement fields, properties and methods that can be overwritten. I'm trying to make it as user friendly as possible without requiring any coding knowledge, but that restricts map makers in a way too.
Let me know what you think and we'll go from there.
Kinda like the second option, I never needed to define classes when coding in Tactical battle, but this is different.
so, what language is this coded in?
Sorry if this has been asked, but I just now saw the topic.
With usings and classes.
So inclusive, the best way to handle it, is create abstract class that you can inherit, and with that registry and the engine can dettect your own class because follow some guidelines with a abstract parent class, and some interfaces if them are necesary :3
A, and is in c#
uh i cant download this, my comp yells me about a virus,
Defender complains about it because it's an obfuscated software. The next version hopefully wil not have the same problem.
AudioGames.net Forum → New releases room → Nature Binaural Audio Demo
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