hi ok thanks a lot. for letting me know. well good luck and i am shure you 
will have a really cool game when it is finnished

from Mich Verrier from New Liskeard Ontario Canada
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, August 09, 2006 8:38 AM
Subject: Re: [Audyssey] Monty news and updates.


> Hi, Mich.
> The new framework is not up there yet as I will be posting it when I
> actually have a product which needs it. In fact, it is a good idea I
> don't put it up to soon as someone might decide to upgrade to it and
> break compatibility with STFC and Monty current which still use 1.1.
>
>
> Mich Verrier wrote:
>> hi tom and all. I am wondering is the new Microsoft dot net frame work up 
>> on
>> your web sight?or will this be included in the download package for Alfa 
>> 2
>> of monty?
>> from Mich Verrier from New Liskeard Ontario Canada
>> ----- Original Message ----- 
>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>> To: <gamers@audyssey.org>
>> Sent: Wednesday, August 09, 2006 5:52 AM
>> Subject: [Audyssey] Monty news and updates.
>>
>>
>>
>>> Hello gamers,
>>> Early this week, Monday, I began the process of updating Montezuma's
>>> Revenge to the 2.0 .NET Framework. In the process I have decided to also
>>> make a drastic alteration in the way game audio is handled.
>>> In Alpha 1 I used a standard stereo pan control, via DirectX, to pan the
>>> sound effects. While that is generally ok allot of testers felt that the
>>> handling of sound effects just isn't quite right, and the roll off
>>> factor for sounds sounds fake and unnatural. I plan to correct this by
>>> rewriting the audio class for the game and will be using full virtual 3D
>>> buffers which will correct this issue. It should sound much more natural
>>> when the job is complete.
>>> Another major change I have planned is using DirectX DirectInput to
>>> handle game movement and keyboard control. In Alpha 1 allot of folks
>>> were discontent with the way keyboard input was handled. True I was just
>>> using a standard Windows form event to handle input. Again while
>>> functional the major problem with that was it couldn't support multiple
>>> keyboard controls such as control+right arrow to speed run or space
>>> arrow key to jump. As a result this will be changed to be more flexable
>>> with keyboard commands.
>>> So what can you expect in the updated release? In the upcoming release I
>>> plan to really overhall the core engine. This is going to take a quite a
>>> long time to do. Not sure when Alpha 2 will be out, but it won't be soon
>>> with this stuff in the works.
>>>
>>>
>>>
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>>>
>>>
>>>
>>
>>
>>
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>>
>
>
> _______________________________________________
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> 



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