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Re: [REQ] Reaper Quest sfx

Posted: 08 Jun 2011, 18:24
by dariunas
Would this suit?

(Wooden Door Opening)

Re: [REQ] Reaper Quest sfx

Posted: 08 Jun 2011, 20:16
by nmaligec
WOW GREAT! As soon as I saw this post, I just popped the new effect in and tested it out. I think it has perfect timing, though the volume might need adjusting (that's simple enough for me to do). The creak itself matches the atmosphere well, I couldn't have asked for a better wood creaking sfx. The quality is also very clean: no pops, fuzz, or tin can effect.

I was checking out free sounds and trying to cut them down to the appropriate length but they never worked out. Thanks for saving me from the nightmare of hunting down the perfect one.

Re: [REQ] Reaper Quest sfx

Posted: 20 Jun 2011, 21:41
by dariunas
Nice :)

Glad it's working out.

Am going to do the scythe next but was wondering; as a ranged thrown weapon did you want the sound of something continuously cutting through the air? A sound that is (scripted in game) set up to stop once a target's been hit/missed? Or a single 'one-shot' sound...? If so, any timing advice...?

Re: [REQ] Reaper Quest sfx

Posted: 01 Jul 2011, 22:44
by skipy
yourmistakes wrote:let me know if you need a death growl for a hurt reaper
yes .

Re: [REQ] Reaper Quest sfx

Posted: 14 Jul 2011, 02:14
by dariunas
You still need a death growl? Or just the hurt/damage taken sound?

Re: [REQ] Reaper Quest sfx

Posted: 16 Jul 2011, 21:09
by yubabax116
yes, if you can manage trying to make one it would be great.

Re: [REQ] Reaper Quest sfx

Posted: 21 Jul 2011, 01:44
by dariunas
Cool. I'm away for a few days, but should be able to get something down next week. :)

Re: [REQ] Reaper Quest sfx

Posted: 21 Jul 2011, 07:16
by yubabax116
that would be great :D thanks alot

Re: [REQ] Reaper Quest sfx

Posted: 03 Aug 2011, 22:12
by dariunas
Sorry, it's been crazy ;(

Looking like next week :roll:

Re: [REQ] Reaper Quest sfx

Posted: 09 Sep 2011, 16:06
by dariunas
Another night - another nightshift, though was able to start this on my break and finish off just now. Clearly when I said next week, I should have said next month :?

Nonetheless, have a couple of files attached. The alternate v2 one (which I'm expecting to be the preferred one) is a little quicker.

Been re-reading the thread and wondering what the situation is with the brain eater attack effect. Is it going forward or do you need a revised version?

Next effect I'll look at will be the scythe attack sound..

Re: [REQ] Reaper Quest sfx

Posted: 22 Sep 2011, 16:02
by yubabax116
These sound great 8) do you think you would be able to come up with more then 1? 2-4 sounds would be ideal for a monster damage sfx even if they are just slightly different.

Re: [REQ] Reaper Quest sfx

Posted: 23 Sep 2011, 01:22
by dariunas
Sure; have attached these now as a ZIP.

More painful sounding ones could perhaps respond to attacks inflicting damage above a certain value maybe, but then again - I have no idea what the sound behaviour / scripting allows :roll:

Re: [REQ] Reaper Quest sfx

Posted: 25 Sep 2011, 14:08
by yubabax116
These sound great, ill try and get them pushed in sfx for the reaper.
Keep up the nice work ;)

Re: [REQ] Reaper Quest sfx

Posted: 03 Oct 2011, 23:30
by dariunas
Scythe effect. Let me know what you think?

Re: [REQ] Reaper Quest sfx

Posted: 05 Oct 2011, 02:07
by yubabax116
dariunas wrote:Scythe effect. Let me know what you think?
This sounds great but its more of a boomerang sound if you know what i mean, Try and make the sound a bit more sharper for better details think about the blade when it swings.

Cheers!