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Yeah, spending about 20 $ for a weapon sound pack really hurts the budget ...
https://www.gamedevmarket.net/asset/weapon-sound-pack-volume-2
First, your previous statement about the amount of required money for additional sound effects was wrong, which means that i merely stated a fact. Second, this whole thread is about the implementation of additional sound effects, which means that my response can hardly be called 'derailing'.
Second, the OP asked questions, I answered. Your expertise in googling 'video game sounds' was not required.
PS.
Your posts in the last 12 months have made it perfectly clear.
Yeah, implementing sound effects is really time consuming in Unreal ...
https://www.youtube.com/watch?v=1GJRoUJvijw
You are right, sound effects like reloading a weapon must be commissioned, because they are very important for defining your brand.
A dismissive straw man argument, because you have no idea how i got this information and are only trying to exclude me from this discussion.
The best we can do is listen carefully and with modesty to the sage's advice, while he blesses us with the "Hilarious" steam awards.
- we don't know how to add sounds
- we don't know how to google 'how to add sounds in Unreal'
- we don't know how to google 'where to buy vidya game sounds really cheap'
- we're simply incompetent and not very good at making video games
A real mystery.
There's no discussion. We didn't have time to do the soundwork 3 years ago, 2 years ago, 1 year ago, today, and probably tomorrow. I explained our development process to you many times but you keep dismissing it because you know better.
Maybe you do. Maybe you would make a much better game and honestly, without any sarcasm, I hope you will, but what you see right now (Colony Ship in its current state) is the the absolute best we can do.
Wizard1200 has artfully specialized in annoyance magic, his skill tree is a finally crafted magnum opus.
Should he prove a bigger man than I, and accept your apology, then you may continue a reformed man. Should he decide to treat you more harshly, then begone and never show your face here again.
This forum is no place for miscreants and thugs- a rascal such as you among them.
Look at you, hacker: a pathetic creature of meat and bone, panting and sweating as you run through my corridors. How can you challenge a perfect, immortal machine?
You are missing the point, because your timeframes have nothing in common with the question of the OP ...
... and i have neither mentioned that you should have already implemented these sounds or that you should implement them immediately!
When you watch the development from the sidelines, it's easy to wonder 'Why won't they do X? It's so easy, I even found an online tutorial in 2 min and it only costs 20 bucks!"
When you're working on a game, the problem is that at any given point you have a never-ending pile of different tasks on your plate and you have a schedule breathing down your neck, and with each delay the stress and pressure grow and dig it deeper, and it take more and more effort to push forward. I explained all this before, but you keep asking the same questions, hellbent on proving me a liar or incompetent.
We survive and keep our sanity by prioritizing and focusing on the task at hand and nothing else. Right now all we care and think about is the current update. Nothing else exists. There are many things I'd like to do but I can't (no time), so I put them aside and hope that we'll have enough time for me to do them later.
That's what the first quote referred to. We didn't have time to do before, we don't have time to do it now. It's planned but right now I can't promise that a particular set of sounds (like reloading) will make it in, because we'll have to prioritize there too and I don't know how much time we'll have left to do that.
So when the OP asked if we'll add the sounds of reloading by weapon type, I said that we'll try but can't promise that as I don't want to mislead anyone.
Do I really need to explain all that again?