Hi Philip. Your implimentation of a text file for players to map their own key events is a good one. I'll implement it in my upcoming game. Cheers and thanks. ----- Original Message ----- From: "Phil Vlasak" <p...@pcsgames.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, November 18, 2009 10:48 AM
Subject: Re: [Audyssey] Q9 upcoming change log


Hi Phillip.
One suggestion for the key mapping is to have a text file do the mapping so people can change them if they wish.
The GMA engine has this feature.
You can list only those keys people want to change.

smiles,
Phil

----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, November 17, 2009 8:55 PM
Subject: Re: [Audyssey] Q9 upcoming change log


Hi Thomas,

I like your suggestions personally, but I have one problem which, as I
gather from the discussions over the recent weeks, you are more than
familiar with yourself from developing Mota.

The keyboard changes are indeed logical and would probably make for faster reaction possibilities, but I have some 45 users with registered copies who
bought it with this current design. I don't have any way of knowing the
reaction if I were to make such a major change, but I'm afraid that a number of people would not be particularly pleased while others might love it. And since I do not give refunds on orders unless there is an actual problem that cannot be resolved, I'd be in a pretty difficult position. So even though I myself would not think that changing the keystrokes in this manner would be
a bad thing, I dare not do it at this point. However, for my next side
scroller I'll probably adapt this key mapping.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, November 18, 2009 2:45 AM
Subject: Re: [Audyssey] Q9 upcoming change log


Hi Philip,
Yeah, i have a couple miner suggestions I'd like to see in the next
release if you don't mind. There are basically a couple of keyboard
modifications I think would make the game a little more user friendly.
First, when running I'd like to see the runn command asigned to
shift+left arrow and shift+right arrow. This is a very common keyboard
asignment and it would make Q9 more like the mainstream games as well as
Mysteries of the Ancients. It makes more sense to me than control+left
arrow and control+right arrow.
Second, if you wouldn't mind I'd like to see jump moved to the control
key. Again this is much easier for me than trying to press up arrow and
the left or right arrow key to jump left/right

Thanks.

Philip Bennefall wrote:
Hi again folks,

I am working on a 1.0.1 update release of the Q9 game which, of course,
will be free for all registered users. So far, the change log looks like
this:

Version 1.0.1:
Added: The alt key can now be used to quickly cycle between your weapons.
Added: A section on saving games is now present in the manual.
Added: Anchor links to the manual which will enable quicker navigation.
Fixed: Fortune fields will no longer create mysterious ghost enemies.
Fixed: Fortune fields can no longer be generated in the middle of a pit.
Fixed: The sounds of the deus shield have been lowered slightly.
Fixed: Going to a new world from the bonus level by using a cheat code
now works properly.

Version 1.0:
Initial release.

I will be adding the other game mode and score posting in the 1.1 release
most likely as it takes a little more work, this is mainly a
bugfix/general improvement patch. Is there anything else that any of you
want to see changed?

Kind regards,

Philip Bennefall
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