Just a tidbit to add to the stairs discussion, it's currently not
possible to run up/down stairs either. Would be handy if you could get
that resolved, what with there being so many timed levers in the game.

Cheers
Scott

On 8/17/11, dark <d...@xgam.org> wrote:
> Hi Tom.
>
> Fair enough on the look code. part of the problem is the instant you see an
> enemy, it's attacking you even when your above it on the stairs and it's
> below you.
>
> in a game like super castlevania (which had lots of stairs), you would
> usually just have to wait until the enemy patrolled away from the bottom of
> the stairs so that you could go down and hitt it. This might actually be an
> alternative solution for the side scroller, making enemies patrol back and
> forth and having the enemies only targit you when your on the same level as
> them.
>
> As I said with jumping, it didn't seem to happen with pits, for instance I
> could get over that first fire pit with either a running jump, or a standing
> jump from right on the ledge provided I held the keys, but it did seem to
> happen on ropes for some reason more often though this might just be me
> needing to get used to the mechanics (something which is actually nice to
> see in an audio game for once).
>
> i'll give the game another try and see if I can work around this.
>
> Beware the grue!
>
> dark.
> ----- Original Message -----
> From: "Thomas Ward" <thomasward1...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, August 17, 2011 4:41 PM
> Subject: Re: [Audyssey] Mota thoughts
>
>
>> Hi Dark,
>>
>> As for your first point about jumping onto ledges and missing that's
>> often the result of simply not jumping far enough. I've done it plenty
>> of times myself and all I can say is to try again if that happens.You
>> will get a feel for jumping onto ledges after a while.
>>
>> As to your second point that's an unresolved technical problem between
>> side-scrollers and 3d based game play. You can not shoot from a
>> staircase, ledge, etc because the look up/down commands page up and
>> down only changes the y axis of view and unfortunally in MOTA the z
>> axis is up/down. So I'm going have to write a custom look up/down
>> function for this game specifically to resolve this problem or rewrite
>> the targeting code to do this automatically in a 2d environment.
>> Either way it is one of those things I intend to fix sometime between
>> now and rc1.
>>
>> Cheers!
>>
>>
>> On 8/17/11, dark <d...@xgam.org> wrote:
>>> Hi.
>>>
>>> Well I've finally6 got a copy of mota, and I'm liking what I'm seeing
>>> thus
>>> far, the analogue jump system is as i expected, as is the running jumps.
>>>
>>> the only two miner niggles I have are first, for some reason you don't
>>> always seem to reach a ledge after climbing up a rope and jumping off,
>>> sometimes you fall back to the bottom even when you've climbed as far as
>>> you
>>> can upwards. A note, perhaps the indicator saying "stone ledge" whenb
>>> your
>>> in a position to jump off might help, as might an indicator on how far
>>> you
>>> have fallen.
>>>
>>> Also, for some reason i can't attack monsters if I'm on a flight of
>>> stairs.
>>> After jumping the big gap and climbing downwards, there's a flight of
>>> steps
>>> going down and usually an enemy down there.
>>>
>>> whatever weapon I use, I don't seem able to targit at all.
>>>
>>> if there is a key to targit my attacks to a monster below me, I'd like to
>>> know.
>>>
>>> Other than that, i'm liking thus far, and these two issues might just be
>>> me
>>> getting used to the mechanics.
>>>
>>> All the best,
>>>
>>> Dark.
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