Aiming's not so hard, really.

I love that targeting system you figured out though Charles. It is
really quite imaginative.

On 8/17/11, Darren Duff <duff...@gmail.com> wrote:
> Wow that's pretty cool! I'd love to try that some time...
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Charles Rivard
> Sent: Wednesday, August 17, 2011 6:47 PM
> To: Gamers Discussion list
> Subject: [Audyssey] archery without looking - Re: mota beta 22 thoughts
>
> What kind of archery equipment did you use and how did you aim?  I shot a
> 60-pound White Tail Hunter made by Bear.  It was a compound bow with a
> reduction in weight after you pulled the bow over the cam.  I pulled 60 and
> held about 42 while aiming.  My arrows were 31 inch aluminum shafts with 150
> grain field points for target archery.  A large spotlight was positioned
> above the backstop and a light probe was mounted onto the bow where sighted
> people would put a sight.  The light probe was built into a piece of
> sprinkler pipe.  I listened to the received signal through an earphone.  I
> aimed for the highest tone, then released the arrow.  On a good day, I could
> hit a paper plate 3 out of 5 times at a distance of 20 yards, equivalent to
> 18 meters.  This was indoor archery.  The light probe focused on an 18-inch
> circle, and it was then up to me to judge the center of that area.
>
> ---
> "Security is not the absence of danger.  It is the presence of the Lord."
>
> ----- Original Message -----
> From: "Bryan Peterson" <bpeterson2...@cableone.net>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, August 17, 2011 1:10 AM
> Subject: Re: [Audyssey] mota beta 22 thoughts
>
>
>>I agree. I've fired enough guns in my life to be able to say that as well.
>>And I've done enough archery to know that the bow sounds are more or less
>>spot on also. Granted most of my experience was with a much smaller bow
>>than what I imagine the bow Angela finds would be. And that one sounded
>>qite different. Given my shall we say, small stature I'd probably still
>>need a child's bow since I don't know if I could draw a full-sized one
>>effectively.
>> We are the Knights who saaaaay...Ni!
>> ----- Original Message -----
>> From: "Valiant8086" <valiant8...@lavabit.com>
>> To: "Gamers Discussion list" <gamers@audyssey.org>
>> Sent: Tuesday, August 16, 2011 10:37 PM
>> Subject: Re: [Audyssey] mota beta 22 thoughts
>>
>>
>>> Hi.
>>> I like the newer sounds myself. I've recorded gunshots myself and they
>>> sound more like the newer ones than what the original mota gunshots
>>> sounded like.
>>>
>>> Sent with Thunderbird 3.1.10 portable.
>>>
>>> On 8/16/2011 12:08 PM, Bryan Peterson wrote:
>>>> Maybe release the Beta 18 sounds as a separate sound pack? That way
>>>> those who wanted it could have it while those who, like me, are happy
>>>> with the newer sounds, could stick with those. It's the sae idea that
>>>> was discussed with regard to speech packs with different voices.
>>>> We are the Knights who saaaaay...Ni!
>>>> ----- Original Message ----- From: "Thomas Ward"
>>>> <thomasward1...@gmail.com>
>>>> To: "Gamers Discussion list" <gamers@audyssey.org>
>>>> Sent: Tuesday, August 16, 2011 9:20 AM
>>>> Subject: Re: [Audyssey] mota beta 22 thoughts
>>>>
>>>>
>>>>> Hi John,
>>>>>
>>>>> Thanks for your thoughts and comments. However, I have a few responces
>>>>> of my own below.
>>>>>
>>>>> John wrote:
>>>>>
>>>>>   I personally preferred the weapon sounds from beta 18. For me, the
>>>>> new ones are
>>>>> far more sci fi, and far less realistic.
>>>>>
>>>>> My reply:
>>>>>
>>>>> Well, that's unfortunate because the gun shots etc in beta 18 were low
>>>>> fidelity and I wanted to replace them with hi-fi sounds. As I
>>>>> purchased the new sounds for round about $35 I can't just afford to
>>>>> throw that money away and put the old ones back in. Besides I'm
>>>>> personally happy with the new sounds so if people want the old ones
>>>>> I'll see what other people have to say about them before I put the old
>>>>> sounds back in the game.
>>>>>
>>>>> John Wrote:
>>>>>
>>>>> The new door sounds sound like a haunted
>>>>> house rather than an ancient temple. The older ones (a stone door)
>>>>> really make the
>>>>> ambience authentic.
>>>>>
>>>>>
>>>>> My Reply:
>>>>>
>>>>> Not really. Most ancient greek temples used wooden doors not stone.
>>>>> Were this ancient Egypt or something stone would in deed be more
>>>>> appropriate here. So I think this is a situation of historical
>>>>> accuracy vs player perspective. So I'd like to hear others thoughts
>>>>> here. If the majority of the people want the stone doors back I'll do
>>>>> it, but it would not be historically accurate in my book.
>>>>>
>>>>> John wrote:
>>>>>
>>>>>   The ability to jump continually (from beta 18) was an invaluable
>>>>> aid in making
>>>>> my times with the levers, and getting over the fire pit in level one
>>>>> and the chasm
>>>>> in level two.
>>>>>
>>>>> My Reply:
>>>>>
>>>>> Sorry, That is not technically possible. The way jumping worked in say
>>>>> beta 18 caused endless problems with joysticks, mice, etc. You had no
>>>>> control over when to jump and when you wanted to stop jumping because
>>>>> it would go into an infinite loop usually ending up with Angela in a
>>>>> fire, chasm, etc before you were able to stop. So restrictionms were
>>>>> put in place that you had to let go of the controls keyboard, mouse,
>>>>> joystick, whatever before starting a new jump. I'm sorry, but I had no
>>>>> choice but to do it this way.
>>>>>
>>>>> John Wrote:
>>>>>
>>>>> I really preferred the previous sound for nearing a spike. I've found
>>>>> the sound since
>>>>> beta 19 rather hard to here, particularly near statues.
>>>>>
>>>>> My Reply:
>>>>>
>>>>> I see. Rather than replacing them perhaps just increasing the volume
>>>>> might be a better solution?
>>>>> John Wrote:
>>>>>   When picking up objects, you have to press enter on the object
>>>>> rather than holding
>>>>> it down.
>>>>>
>>>>> My Reply:
>>>>>
>>>>> Again this is a technical restriction. I changed the way the G3D
>>>>> Engine handles input to fix certain issues with handling input and in
>>>>> the process of fixing the bigger problem this was a side effect of the
>>>>> fix. So there isn't anything I can do but to restore the old input
>>>>> code which will introduce problems and bugs into the game that would
>>>>> be undesirable. So I'm afraid there isn't anything I can do to fix
>>>>> this behavior without causing more bugs and problems than it is worth.
>>>>>
>>>>> John Wrote:
>>>>>
>>>>> Right now, it's not that hard to blast my way through all the
>>>>> monsters in the game without getting hurt. The enemies with bows and
>>>>> fire spells
>>>>> are usually the only ones to hit me, seeing as I can just shoot the
>>>>> others before
>>>>> they get close. This leads into the suggestion: it might add a level
>>>>> of difficulty
>>>>> (perhaps in later levels, or in all of them if you like) to have more
>>>>> than one monster
>>>>> in a room.
>>>>>
>>>>> My Reply:
>>>>>
>>>>> What difficulty level are you playing on? I usually play on Advanced
>>>>> and Expert and believe me one enemy is more than enough of a
>>>>> challenge. If you are still playing on say Beginner then the game was
>>>>> intentionally made to be easy, and if you find it too easy then you
>>>>> need to play the game on a higher difficulty setting. That's all I can
>>>>> really suggest at the moment.
>>>>>
>>>>> As for multiple enemies though its a good idea, but that feature will
>>>>> not be in the side-scroller version of the game. I can say, however,
>>>>> that the 3D FPS version I am working on does have multiple enemies in
>>>>> a room. If that is a feature you really want then I suggest you check
>>>>> out the FPS version as soon as that version is released.
>>>>>
>>>>> Cheers!
>>>>>
>>>>> ---
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