Re: [Audyssey] mota help
But wouldn't the guess work be part of the challenge? I mean, in all honesty I don't know how feasible it would be to try that. But, in Jim's baseball game wen the sound is moving from the left to teh right speaker, practice is what helps you succeed. Just like a sighted player has to estimate the gap and if they are wrong? they get hit. I think the idea of it getting louder as it is closing, interesting. Kellie and my lovable Lady J. Resident Adviser, Guide Dogs for the Blind Oregon campus www.guidedogs.com - Original Message - From: "Phil Vlasak" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 4:24 PM Subject: Re: [Audyssey] mota help Hi Willem, The problem with pitch or volume is they are continuous and unless you practice a lot you would not know what pitch or volume equaled the point the trap door would be too narrow for you to slip through. One way would be to have the trap door make clank sounds such as made by spokes on a wheel. Then you could count the clanks in a test, and if there was twenty, you could press the button and get under before the 20 clanks sounded. Phil - Original Message - From: "Willem" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 6:00 PM Subject: Re: [Audyssey] mota help Wouldn't pitch or volume also work? Say have the volume increase as the gap gets smaller. This could make judging the dash through the trapdoor harder, but it would be more realistic as well. Phil Vlasak wrote: Hi Thomas, The only way I was able to get those timed situations working well was to have a verbal countdown. I did this in the DOS Pack man in which the ghosts voiced the distance to you either in a normal voice which was ahead of you or in a deep voice which was ghosts behind you. Or in Space invaders where the invaders spoke their distance from you as they changed rows. David did a countdown in his SOD timed mines and I am adding a countdown in Sarah to spells that are timed to end. Even Star Trek had a count down voice for when the ship would self destruct. So having a trap door that counts down to when it is closed is realistic. Phil - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 3:44 PM Subject: Re: [Audyssey] mota help Hi Phil, Yeah, a lot of classic Atari and Nintendo games usually had a colored key that matched a colored door. Certainly Montezuma's Revenge was that way. You had white keys for white doors, blue keys for blue doors, and red keys for red doors. However, as I've decided to stick to a more modern side-scroller format I'll probably just forget about the color coding for doors and keys. As for using something other than keys to unlock and open doors I hear you there. I've been playing the Tomb Raider games for 12-years, and I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling a lever on the wall, others are unlocked with a key, and others are a type of trap door that you need to pass through by unlocking it in a special way. For example, this passed year I've been playing the newest Tomb Raider game Underworld. In level 3, I think it is, Lara discovers her father had hidden Thor's gantlets in the family crypts beneath Croft Manner. Near the end of that level there is a really cool trap door which I've been thinking about using in one of my Tomb Hunter games because it is so cool. Basically, there is this chamber with a giant wheel on the wall, and a trap door is hidden in the ceiling of the chamber. You have to walk Lara Croft over to the wheel, and press the action button on the joystick to get her to turn the wheel. As she turns the wheel counter clockwise the trap door slowly slides open above her. Of course, the trick is to get up there without it closing on Lara. The second you let go of the action button the wheel starts turning clockwise and the trap door starts closing. There is this wall nearby with hand holds in it you can climb up. Problem is by the time you make it about three-quarters up the wall the trap door is almost closed. The only way I've found to get through that trap door is to Have her do a jump upwards, grab hold of the ledge, and then use the vault command to have her vault through the doorway just before the trap door smashes the world's favorite archaeologist flat. It is a unique and very cool trap in my opinion. The Tomb Raider side-scrollers I don't believe they had anything quite that complex, but they often used levers instead of keys to open various doors. One door I do remember from Tomb Raider Prophecy you opened it with a lever, but it was timed. If you didn't run through it in time the door would drop down and smash Lara Croft beneath it. However, this might be too tricky for someone who is blind. As I recall you could see the door coming down so you could gage weather or not you could make it below it or not. As that is a purely visual aspect I'm not exactly sure how I co
Re: [Audyssey] 3D navigation
Quake is an excellent example of a good FPS game. The only thing I could think to add would be stereo positioning of the wall scrapes so you know exactly where that wall is and can get away from it. Okay, I thought of another thing. I'd be willing to give up my axe for a bouncing ball that when you let it go, it bounces all the way down to the end of the hallway, hits the wall and either stops or zooms down the next corridor, stopping when it's out of hearing range. Do you live near Sandusky Ohio, or are you planning a trip to Cedar Point? Receive a massage at very competitive rates--$40 per hour for a revitalizing therapeutic massage, $65 per house call--any time, anywhere (within reason.) Call 419-577-7973 I'll ease your pain and discomfort, loosen and mobilize your stiff joints, relax your achy muscles, and help you let go of stress, depression, and nervous anxiety... Ken Downey, LMT President of Blind Comfort! The Caring Without the Staring and DreamtechInteractive - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 4:03 PM Subject: Re: [Audyssey] 3D navigation Peter, Is there anything specifically about FPS games like Shades of Doom that confuses you. Any specific reason why you get lost, and anything I can do as a developer to make it easier for gamers like you to get full enjoyment out of the game? I will say this about Shades of Doom though. Shades of Doom is a poor example of an FPS title, because the levels were intended to be a maze. In other words they are not logically layed out as a typical building, and I believe David Greenwood intentially made the levels difficult to navigate to add extra challenge to the game. Now, when anyone says FPS they automatically do the, "I can't do that because Shades of Doom is too hard," even though most levels in sighted FPS games aren't quite that complex to navigate. I think what is needed for people who have troubles with FPS games you need a simple example of an FPS game with a more normal layout. Rooms that aren't mazes and are more or less like you would find in real life. That said I personally like the maze factor as it really does add some additional challenge to the game. Smile. peter Mahach wrote: I was also born blind and, although I have great hearing and I can rely a lot on the position of the sound heck, I can feel acoustic changes and I know if something's in front of me and I do understand the idea of boards in games like battleship, I just can't get the hang of fps games though I can get around kind of and eventualy beat the level, but at many points when I killed the monsters and knocked out equipment in the process in sod, I end up circling around, eventually quitting because of frustration. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 3D navigation
I'm with you there dark, I won't mind the odd maze here and there. Even accidentally getting my head chopped off by a door isn't a problem lol. Though mindless difficulty isn't fun either, but that's where exploration comes in. dark wrote: As an exploration fan I enjoy mazes, sinse they give me a wide variety of different rooms to explore, always with the possibility of meeting something new, and actuallly Tom i was hoping for a maze or two in the tomb hunter games later on. In shades as I said, the navigation features I found perfectly adequate despite my own spacial difficulties. That's one reason though when discussing 3D games I try to talk about the Gma engine as a hole and terraformers. If people want to get used to the engine and navigating with it, I'd personally advise playing Gma tank commander. while obviously not strictly an fps game, sinse your driving a tank, it does use the same scans, marks and other nav aides, and apart from the second stage in the it's areas are incredibly open. Even the town stage is imho very easy to navigate, - especially sinse you can always read the manual's stage descriptions if your too stuck. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 3D navigation
I'm not sure on the unexplored space navigator, sinse discovering ropes to climb etc would be part of the challenge of the game for me. Maybe it could tell you roughly where the nearest unexplored area was, and leave getting there up to you, Eg, east 30 meters, or down 10 if it was space on another floor. I totally agree with peter here about the ambient sounds, though i well suspect this is already planned for Mota anyway. this is something I've used significantly in Shades, Sarah and Gma tank commander, which has helped hugely! Beware the Grue! dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 3D navigation
As an exploration fan I enjoy mazes, sinse they give me a wide variety of different rooms to explore, always with the possibility of meeting something new, and actuallly Tom i was hoping for a maze or two in the tomb hunter games later on. In shades as I said, the navigation features I found perfectly adequate despite my own spacial difficulties. That's one reason though when discussing 3D games I try to talk about the Gma engine as a hole and terraformers. If people want to get used to the engine and navigating with it, I'd personally advise playing Gma tank commander. while obviously not strictly an fps game, sinse your driving a tank, it does use the same scans, marks and other nav aides, and apart from the second stage in the it's areas are incredibly open. Even the town stage is imho very easy to navigate, - especially sinse you can always read the manual's stage descriptions if your too stuck. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
Hi Willem, The problem with pitch or volume is they are continuous and unless you practice a lot you would not know what pitch or volume equaled the point the trap door would be too narrow for you to slip through. One way would be to have the trap door make clank sounds such as made by spokes on a wheel. Then you could count the clanks in a test, and if there was twenty, you could press the button and get under before the 20 clanks sounded. Phil - Original Message - From: "Willem" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 6:00 PM Subject: Re: [Audyssey] mota help Wouldn't pitch or volume also work? Say have the volume increase as the gap gets smaller. This could make judging the dash through the trapdoor harder, but it would be more realistic as well. Phil Vlasak wrote: Hi Thomas, The only way I was able to get those timed situations working well was to have a verbal countdown. I did this in the DOS Pack man in which the ghosts voiced the distance to you either in a normal voice which was ahead of you or in a deep voice which was ghosts behind you. Or in Space invaders where the invaders spoke their distance from you as they changed rows. David did a countdown in his SOD timed mines and I am adding a countdown in Sarah to spells that are timed to end. Even Star Trek had a count down voice for when the ship would self destruct. So having a trap door that counts down to when it is closed is realistic. Phil - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 3:44 PM Subject: Re: [Audyssey] mota help Hi Phil, Yeah, a lot of classic Atari and Nintendo games usually had a colored key that matched a colored door. Certainly Montezuma's Revenge was that way. You had white keys for white doors, blue keys for blue doors, and red keys for red doors. However, as I've decided to stick to a more modern side-scroller format I'll probably just forget about the color coding for doors and keys. As for using something other than keys to unlock and open doors I hear you there. I've been playing the Tomb Raider games for 12-years, and I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling a lever on the wall, others are unlocked with a key, and others are a type of trap door that you need to pass through by unlocking it in a special way. For example, this passed year I've been playing the newest Tomb Raider game Underworld. In level 3, I think it is, Lara discovers her father had hidden Thor's gantlets in the family crypts beneath Croft Manner. Near the end of that level there is a really cool trap door which I've been thinking about using in one of my Tomb Hunter games because it is so cool. Basically, there is this chamber with a giant wheel on the wall, and a trap door is hidden in the ceiling of the chamber. You have to walk Lara Croft over to the wheel, and press the action button on the joystick to get her to turn the wheel. As she turns the wheel counter clockwise the trap door slowly slides open above her. Of course, the trick is to get up there without it closing on Lara. The second you let go of the action button the wheel starts turning clockwise and the trap door starts closing. There is this wall nearby with hand holds in it you can climb up. Problem is by the time you make it about three-quarters up the wall the trap door is almost closed. The only way I've found to get through that trap door is to Have her do a jump upwards, grab hold of the ledge, and then use the vault command to have her vault through the doorway just before the trap door smashes the world's favorite archaeologist flat. It is a unique and very cool trap in my opinion. The Tomb Raider side-scrollers I don't believe they had anything quite that complex, but they often used levers instead of keys to open various doors. One door I do remember from Tomb Raider Prophecy you opened it with a lever, but it was timed. If you didn't run through it in time the door would drop down and smash Lara Croft beneath it. However, this might be too tricky for someone who is blind. As I recall you could see the door coming down so you could gage weather or not you could make it below it or not. As that is a purely visual aspect I'm not exactly sure how I could convey the same information without using up precious time describing the status of the doors descent. Smile. Phil Vlasak wrote: Hi Thomas, I am working on a walk through for MOTA for myself but it may help other people. I won't post it if you don't want me to. I think getting all 5 keys is important as there may be weapons in the locked rooms. The reason I got confused is that you moved the keys around and I was remembering an earlier beta. I still think the locked doors should have the same metal as the key. So the bronze key unlocks the bronze door. I remember arcade games doing just this with the yellow key unlocking the yellow door. It doesn't have to be all keys and doors
Re: [Audyssey] 3D navigation
When I was in school learning geometry, the braille diagrams used dashes rather than complete lines to symbolize lines which were hidden from view. Something like that could be used to show rooms which are under other rooms in a level. David Chittenden, MS, CRC, MRCAA Thomas Ward wrote: Hi Phil, Yeah, I do know when I was learning Shades of Doom saving the level as a braille map and printing it out did help me a lot in getting a view of the level. Unfortunately, braille printers are expensive and very fiew blind people I know have one. So that is one reason I never added a braille mapping feature. Besides that when I do begin creating full 3d FPS games I'm not quite sure how I could indicate that room x is above room y unless I have two maps showing the level floor by floor, but then the relationship between the two floors is probably lost. Smile. Phil Vlasak wrote: Hi Thomas, Many people have problems in mazes. Some people do not know their left hand from their right as no one taught them when they were young. They just see something and grab it with the nearest hand to it, not thinking it is on the left or right of them. Or when they are looking at you and you ask for directions, they will give you the direction they would go even though it is opposite the way you need to go. Many people could not say which way is east if they are facing north as they never looked at a map. With blindness, these tendencies may be worse. That is why we encouraged people to make maps of a game level with something like push pins on a pizza box. And why the Seeing Eye and the NLS have 3D wooden maps of their floors with brail or talking indicators to locate where you are. Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
Hello, For those closing doors, you can have a grinding sound which gets louder as the door gets closer to closing, or you can have the pitch of the sound decrease as the door gets closer to being closed. The only thing is, you would need to place the sounds in the training area so the player knows what they mean. David Chittenden, MS, CRC, MRCAA Thomas Ward wrote: Hi Phil, Yeah, a lot of classic Atari and Nintendo games usually had a colored key that matched a colored door. Certainly Montezuma's Revenge was that way. You had white keys for white doors, blue keys for blue doors, and red keys for red doors. However, as I've decided to stick to a more modern side-scroller format I'll probably just forget about the color coding for doors and keys. As for using something other than keys to unlock and open doors I hear you there. I've been playing the Tomb Raider games for 12-years, and I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling a lever on the wall, others are unlocked with a key, and others are a type of trap door that you need to pass through by unlocking it in a special way. For example, this passed year I've been playing the newest Tomb Raider game Underworld. In level 3, I think it is, Lara discovers her father had hidden Thor's gantlets in the family crypts beneath Croft Manner. Near the end of that level there is a really cool trap door which I've been thinking about using in one of my Tomb Hunter games because it is so cool. Basically, there is this chamber with a giant wheel on the wall, and a trap door is hidden in the ceiling of the chamber. You have to walk Lara Croft over to the wheel, and press the action button on the joystick to get her to turn the wheel. As she turns the wheel counter clockwise the trap door slowly slides open above her. Of course, the trick is to get up there without it closing on Lara. The second you let go of the action button the wheel starts turning clockwise and the trap door starts closing. There is this wall nearby with hand holds in it you can climb up. Problem is by the time you make it about three-quarters up the wall the trap door is almost closed. The only way I've found to get through that trap door is to Have her do a jump upwards, grab hold of the ledge, and then use the vault command to have her vault through the doorway just before the trap door smashes the world's favorite archaeologist flat. It is a unique and very cool trap in my opinion. The Tomb Raider side-scrollers I don't believe they had anything quite that complex, but they often used levers instead of keys to open various doors. One door I do remember from Tomb Raider Prophecy you opened it with a lever, but it was timed. If you didn't run through it in time the door would drop down and smash Lara Croft beneath it. However, this might be too tricky for someone who is blind. As I recall you could see the door coming down so you could gage weather or not you could make it below it or not. As that is a purely visual aspect I'm not exactly sure how I could convey the same information without using up precious time describing the status of the doors descent. Smile. Phil Vlasak wrote: Hi Thomas, I am working on a walk through for MOTA for myself but it may help other people. I won't post it if you don't want me to. I think getting all 5 keys is important as there may be weapons in the locked rooms. The reason I got confused is that you moved the keys around and I was remembering an earlier beta. I still think the locked doors should have the same metal as the key. So the bronze key unlocks the bronze door. I remember arcade games doing just this with the yellow key unlocking the yellow door. It doesn't have to be all keys and doors as I don't wish you to change something you already programmed. thanks, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or
Re: [Audyssey] 3D navigation
well thomas, I'm not exactly sure, however I can give a great example of a game I could quickly get out of circling, that game being entombed. the first thing that could tell me I'm iomewhere I explored was the squishing sound of enemy corpses and the coordinates key said if I have been or have not been here before. but the cool part is the slash key. it gives a message of something like this. "nearest unexplored space: west, 1. north, 2. east, 3. north, 2. west, 7..." and so on.you could call it a gps of sorts that doesn't spoil anything but it can certainly lead you out of circling. but being the game is more based on squares like treasure hunt I see a different way that'd be more suited for an full fps game. up on pressing a key you could hear something like "area locator on. go straight... turn east here... climb this ladder..." or something like that until you reach the area. then it could say "unexplored space located. area navigator off." another thing could be sound landmarks. for instance in monkey business almost on every level there are different ambiences that only add to the atmosphere yet aid in navigation. "ah, I've been here before... so let's go another way." I know this isn't suited for something like mota unless you could use different drips, wind howls for different areas but in something like a star trek game that could work better with sounds of people working with pads... the warp core in the middle of the room... etc. hth. - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 10:03 PM Subject: Re: [Audyssey] 3D navigation Peter, Is there anything specifically about FPS games like Shades of Doom that confuses you. Any specific reason why you get lost, and anything I can do as a developer to make it easier for gamers like you to get full enjoyment out of the game? I will say this about Shades of Doom though. Shades of Doom is a poor example of an FPS title, because the levels were intended to be a maze. In other words they are not logically layed out as a typical building, and I believe David Greenwood intentially made the levels difficult to navigate to add extra challenge to the game. Now, when anyone says FPS they automatically do the, "I can't do that because Shades of Doom is too hard," even though most levels in sighted FPS games aren't quite that complex to navigate. I think what is needed for people who have troubles with FPS games you need a simple example of an FPS game with a more normal layout. Rooms that aren't mazes and are more or less like you would find in real life. That said I personally like the maze factor as it really does add some additional challenge to the game. Smile. peter Mahach wrote: I was also born blind and, although I have great hearing and I can rely a lot on the position of the sound heck, I can feel acoustic changes and I know if something's in front of me and I do understand the idea of boards in games like battleship, I just can't get the hang of fps games though I can get around kind of and eventualy beat the level, but at many points when I killed the monsters and knocked out equipment in the process in sod, I end up circling around, eventually quitting because of frustration. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. __ Information from ESET Smart Security, version of virus signature database 4333 (20090813) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 4333 (20090813) __ The message was checked by ESET Smart Security. http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] What size vid cards will work with fsx?
well if you want just install the game and see what it does. I have always used the internal card. you probably should have a 128-256 card though, maybe some intel or something however I'd caushion against changing cards because nvidia cards can do some weird things. try the internal card first and see. At 11:14 a.m. 2/11/2009, you wrote: >To my fellow blind fliers. >I now have a registered copy of fsx gold. >Like most of us though we have a low end on board vid card since most of our >needs is audio and not much video. >So I was wondering what size vid card would work with Microsoft Flight >simulator and roughly how much would it be. >So in short, could someone get away with a 16 bit card, a 32 bit card or a >64 bit card for fsx and roughly how much would they be. >This might have to be a Christmas project. >Thanks >Ron who hopes to be one of the blind pilots soon. > >Matt & Ron Kolesar & there great Dogs! > >kolesar16...@roadrunner.com > > >--- >Gamers mailing list __ Gamers@audyssey.org >If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. >You can make changes or update your subscription via the web, at >http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >All messages are archived and can be searched and read at >http://www.mail-archive.com/gam...@audyssey.org. >If you have any questions or concerns regarding the management of the list, >please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
Wouldn't pitch or volume also work? Say have the volume increase as the gap gets smaller. This could make judging the dash through the trapdoor harder, but it would be more realistic as well. Phil Vlasak wrote: Hi Thomas, The only way I was able to get those timed situations working well was to have a verbal countdown. I did this in the DOS Pack man in which the ghosts voiced the distance to you either in a normal voice which was ahead of you or in a deep voice which was ghosts behind you. Or in Space invaders where the invaders spoke their distance from you as they changed rows. David did a countdown in his SOD timed mines and I am adding a countdown in Sarah to spells that are timed to end. Even Star Trek had a count down voice for when the ship would self destruct. So having a trap door that counts down to when it is closed is realistic. Phil - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 3:44 PM Subject: Re: [Audyssey] mota help Hi Phil, Yeah, a lot of classic Atari and Nintendo games usually had a colored key that matched a colored door. Certainly Montezuma's Revenge was that way. You had white keys for white doors, blue keys for blue doors, and red keys for red doors. However, as I've decided to stick to a more modern side-scroller format I'll probably just forget about the color coding for doors and keys. As for using something other than keys to unlock and open doors I hear you there. I've been playing the Tomb Raider games for 12-years, and I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling a lever on the wall, others are unlocked with a key, and others are a type of trap door that you need to pass through by unlocking it in a special way. For example, this passed year I've been playing the newest Tomb Raider game Underworld. In level 3, I think it is, Lara discovers her father had hidden Thor's gantlets in the family crypts beneath Croft Manner. Near the end of that level there is a really cool trap door which I've been thinking about using in one of my Tomb Hunter games because it is so cool. Basically, there is this chamber with a giant wheel on the wall, and a trap door is hidden in the ceiling of the chamber. You have to walk Lara Croft over to the wheel, and press the action button on the joystick to get her to turn the wheel. As she turns the wheel counter clockwise the trap door slowly slides open above her. Of course, the trick is to get up there without it closing on Lara. The second you let go of the action button the wheel starts turning clockwise and the trap door starts closing. There is this wall nearby with hand holds in it you can climb up. Problem is by the time you make it about three-quarters up the wall the trap door is almost closed. The only way I've found to get through that trap door is to Have her do a jump upwards, grab hold of the ledge, and then use the vault command to have her vault through the doorway just before the trap door smashes the world's favorite archaeologist flat. It is a unique and very cool trap in my opinion. The Tomb Raider side-scrollers I don't believe they had anything quite that complex, but they often used levers instead of keys to open various doors. One door I do remember from Tomb Raider Prophecy you opened it with a lever, but it was timed. If you didn't run through it in time the door would drop down and smash Lara Croft beneath it. However, this might be too tricky for someone who is blind. As I recall you could see the door coming down so you could gage weather or not you could make it below it or not. As that is a purely visual aspect I'm not exactly sure how I could convey the same information without using up precious time describing the status of the doors descent. Smile. Phil Vlasak wrote: Hi Thomas, I am working on a walk through for MOTA for myself but it may help other people. I won't post it if you don't want me to. I think getting all 5 keys is important as there may be weapons in the locked rooms. The reason I got confused is that you moved the keys around and I was remembering an earlier beta. I still think the locked doors should have the same metal as the key. So the bronze key unlocks the bronze door. I remember arcade games doing just this with the yellow key unlocking the yellow door. It doesn't have to be all keys and doors as I don't wish you to change something you already programmed. thanks, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers
Re: [Audyssey] mota help
So in other words, Beta 10 will just be level 1? Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Sunday, November 01, 2009 2:55 PM To: Gamers Discussion list Subject: Re: [Audyssey] mota help Hi Hayden, Well, technically the game is not officially complete until 1.0 is released. So beta 10 won't necessarily be the full game, but it may be near complete. Generally, a software product goes through various release stages. First you have the Alphas. An Alpha is essentially fresh code, known to have stability issues, and is far from a complete product. You might think of this as a very early rough draft of the game. Then, the software product goes to beta stage. During the beta cycle the game may be somewhat stable, but isn't a fully complete product. Finally, when the game is complete it goes through one cycle of testing called the release candidate stage. Release candidates is simply that. The public tests the product, looks for last minute bugs and corrections, and then they are fixed and it is released as 1.0. So assuming beta 10 is the final beta I will have one possably two release candidates to make sure the game is stable, works well, and is ready to be released to the public as 1.0 stable. If so I'll release the game, and start taking orders. HTH Hayden Presley wrote: > So Beta 10 will be the full game of MOTA? > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
Hi Thomas, The only way I was able to get those timed situations working well was to have a verbal countdown. I did this in the DOS Pack man in which the ghosts voiced the distance to you either in a normal voice which was ahead of you or in a deep voice which was ghosts behind you. Or in Space invaders where the invaders spoke their distance from you as they changed rows. David did a countdown in his SOD timed mines and I am adding a countdown in Sarah to spells that are timed to end. Even Star Trek had a count down voice for when the ship would self destruct. So having a trap door that counts down to when it is closed is realistic. Phil - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 3:44 PM Subject: Re: [Audyssey] mota help Hi Phil, Yeah, a lot of classic Atari and Nintendo games usually had a colored key that matched a colored door. Certainly Montezuma's Revenge was that way. You had white keys for white doors, blue keys for blue doors, and red keys for red doors. However, as I've decided to stick to a more modern side-scroller format I'll probably just forget about the color coding for doors and keys. As for using something other than keys to unlock and open doors I hear you there. I've been playing the Tomb Raider games for 12-years, and I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling a lever on the wall, others are unlocked with a key, and others are a type of trap door that you need to pass through by unlocking it in a special way. For example, this passed year I've been playing the newest Tomb Raider game Underworld. In level 3, I think it is, Lara discovers her father had hidden Thor's gantlets in the family crypts beneath Croft Manner. Near the end of that level there is a really cool trap door which I've been thinking about using in one of my Tomb Hunter games because it is so cool. Basically, there is this chamber with a giant wheel on the wall, and a trap door is hidden in the ceiling of the chamber. You have to walk Lara Croft over to the wheel, and press the action button on the joystick to get her to turn the wheel. As she turns the wheel counter clockwise the trap door slowly slides open above her. Of course, the trick is to get up there without it closing on Lara. The second you let go of the action button the wheel starts turning clockwise and the trap door starts closing. There is this wall nearby with hand holds in it you can climb up. Problem is by the time you make it about three-quarters up the wall the trap door is almost closed. The only way I've found to get through that trap door is to Have her do a jump upwards, grab hold of the ledge, and then use the vault command to have her vault through the doorway just before the trap door smashes the world's favorite archaeologist flat. It is a unique and very cool trap in my opinion. The Tomb Raider side-scrollers I don't believe they had anything quite that complex, but they often used levers instead of keys to open various doors. One door I do remember from Tomb Raider Prophecy you opened it with a lever, but it was timed. If you didn't run through it in time the door would drop down and smash Lara Croft beneath it. However, this might be too tricky for someone who is blind. As I recall you could see the door coming down so you could gage weather or not you could make it below it or not. As that is a purely visual aspect I'm not exactly sure how I could convey the same information without using up precious time describing the status of the doors descent. Smile. Phil Vlasak wrote: Hi Thomas, I am working on a walk through for MOTA for myself but it may help other people. I won't post it if you don't want me to. I think getting all 5 keys is important as there may be weapons in the locked rooms. The reason I got confused is that you moved the keys around and I was remembering an earlier beta. I still think the locked doors should have the same metal as the key. So the bronze key unlocks the bronze door. I remember arcade games doing just this with the yellow key unlocking the yellow door. It doesn't have to be all keys and doors as I don't wish you to change something you already programmed. thanks, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
[Audyssey] What size vid cards will work with fsx?
To my fellow blind fliers. I now have a registered copy of fsx gold. Like most of us though we have a low end on board vid card since most of our needs is audio and not much video. So I was wondering what size vid card would work with Microsoft Flight simulator and roughly how much would it be. So in short, could someone get away with a 16 bit card, a 32 bit card or a 64 bit card for fsx and roughly how much would they be. This might have to be a Christmas project. Thanks Ron who hopes to be one of the blind pilots soon. Matt & Ron Kolesar & there great Dogs! kolesar16...@roadrunner.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Monkey Business - Re: 3D navigation
Hey Charles, Now that is the one part that I just couldn't figure out. I just can't quite get it. lol When I think I understand... I don't. lol My husband didn't get it either so... at least we know we aren't the only ones. Kellie and my lovable Lady J. Resident Adviser, Guide Dogs for the Blind Oregon campus www.guidedogs.com - Original Message - From: "Charles Rivard" To: "Gamers Discussion list" Sent: Saturday, October 31, 2009 1:37 PM Subject: [Audyssey] Monkey Business - Re: 3D navigation How have you done on the bonus level? I've never beaten this fun game, but have heard that people can't get anywhere with the bonus level. Just curious. Thanks. --- In God we trust! - Original Message - From: "Kellie and my lovable Lady J." To: "Gamers Discussion list" Sent: Friday, October 30, 2009 8:18 AM Subject: Re: [Audyssey] 3D navigation now I like monkey business. I have beaten the game it it is personally one of my favorite games out there. I love the 3d sound effects and find the difficulty the greatest part about it. I would love to see more games like that. Kellie and my lovable Lady J. Resident Adviser, Guide Dogs for the Blind Oregon campus www.guidedogs.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 3D navigation
This is much how I think as well. Though I also had perfect vision or the first 8 years and remember things clearly. I actually think in visually terms still and can read maps pretty easily. But maybe that is why I don't have as hard of a time navigating in monkey business. My husband is also good at monkey business and he saw until he was 15 so who knows. Kellie and my lovable Lady J. Resident Adviser, Guide Dogs for the Blind Oregon campus www.guidedogs.com - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Friday, October 30, 2009 5:53 PM Subject: Re: [Audyssey] 3D navigation Hi Dark, That happens to me from time to time too, but I do have very good spacial orientation skills which is a huge plus in my favor. As a result I generally don't have a lot of problems getting around the levels in Monkey Business. One reason I believe I am so good at Monkey Business, Sarah, or Shades of Doom, is even though I'm totally blind now I still think like a sighted person. I'm able to see the level in my head and put doors, items, staircases, whatever in their proper relationship to each other. I'm able to see an entire level like a 2d map with this or that to the south, this or that to the east, something else is west of here, etc. So from what you and Scott both have said I gather blind people generally don't think like this. They think of an area not as a whole, but only in terms from getting from one landmark to the next. This is completely foreign to me, and would be for anyone who has been sighted for very long. This sounds to me like a very big difference in perception from a sighted person's point of view of the world and a blind person's point of view of the world. If so that would explain why I don't have problems getting around games like Shades of Doom, and why so many others can't make heads or tails out of the mazes. They litterally have no sense of depth, shape, and how things relate to one another in the real world. dark wrote: I love the sound effects and environmnet of the game too, I just find the unprecise nature of the game's navigation features rather gets on my nerves. there's personally nothing more annoying than hereing an object beacon, walking towards it only to walk past, then attempting to find it only to realize it's on the other side of some complicated wall Terrain. I admit though, my senses of both space and navigation are pretty abyssmal, even in real life (I remember all my routes by land marks, not by any sort of relations betwene the places I'm going), which is probably why i personally need such a handy navigation system as the one in the Gma engine and terraformers. Beware the grue! dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Audyssey babble report for October 2009
Here again, I'll bet that most of the messages dealt with MOTA. Another indication of a soon to be released game of awesomeness, if that is a word? --- In God we trust! - Original Message - From: "Jim Kitchen" To: "Audyssey" Sent: Sunday, November 01, 2009 12:05 AM Subject: [Audyssey] Audyssey babble report for October 2009 107 people posted 1258 messages. 231 From, Thomas Ward. 138 From, dark. 117 From, Bryan Peterson. 103 From, shaun everiss. 50 From, Charles Rivard. 43 From, Darren Harris. 29 From, Hayden Presley. 29 From, Jim Kitchen. 29 From, Johnny Tai. 27 From, Hayri Tulumcu. 26 From, Kevin Weispfennig. 24 From, Clement Chou. 22 From, Phil Vlasak. 18 From, william lomas. 16 From, Orin. 16 From, Ryan Strunk. 15 From, peter Mahach. 15 From, Yohandy. 13 From, Scott Chesworth. 11 From, David Chittenden. 11 From, Matheus. 10 From, Gamers Chat Robot. 10 From, William L. Houts. 9 From, Liam Erven. 9 From, Oriol Gómez. 9 From, The Kolesar Brothers. 8 From, Angellko21. 8 From, Raul A. Gallegos. 7 From, dan. 7 From, Nick Helms. 6 From, Chastity MORSE. 6 From, Constantine. 6 From, James Dietz. 6 From, Lisa Hayes. 6 From, Munawar Bijani. 6 From, Tristan B. 5 From, jaffar. 5 From, Jason Allen. 5 From, Jeremy Hartley. 5 From, matheus. 5 From, mike maslo. 5 From, Mike Maslo. 5 From, Milos Przic. 5 From, Valiant8086. 4 From, Aiden Gardiner. 4 From, darren_g_harris. 4 From, James Howard. 4 From, Nicol Oosthuizen. 4 From, simon dowling. 3 From, Ann Tate. 3 From, Chad Fenton. 3 From, Cory Kadlik. 3 From, Dakotah Rickard. 3 From, ian mcnamara. 3 From, Ken. 3 From, Richard Sherman. 3 From, Ryan Chou. 3 From, Ryan Conroy. 3 From, Wil James. 2 From, Allen. 2 From, Casey Mathews. 2 From, clement chou. 2 From, Curtis Jackson. 2 From, Dean Masters. 2 From, Earle. 2 From, Gary Whittington. 2 From, Greg. 2 From, James Homuth. 2 From, Jana Benscha. 2 From, Josh. 2 From, Kellie and my lovable Lady J.. 2 From, krishna. 2 From, Louise Keel. 2 From, Mich. 2 From, Nick gomberg. 2 From, Nicol. 2 From, Peter Mahach. 2 From, Philip Bennefall. 2 From, Pranav Lal. 2 From, RONALD HOPKINS. 2 From, Stephen. 2 From, tomasz tworek. 2 From, Willem. 1 From, Allen. 1 From, Allison Mervis. 1 From, Blind Trek. 1 From, Brandon Misch. 1 From, ChB. 1 From, Che. 1 From, Chris Hallsworth. 1 From, CSF inc.. 1 From, Donna Jodhan. 1 From, equest1. 1 From, Gamers List Guidelines Robot. 1 From, Gandalf. 1 From, Jacob Kruger. 1 From, jacobk. 1 From, Jennifer Claudio. 1 From, Marsha. 1 From, Mauricio Almeida. 1 From, Michael Feir. 1 From, Nicol. 1 From, Ryan Smith. 1 From, Sky Taylor. 1 From, Steve Crawford. 1 From, Tristan. 1 From, Trouble. Archive file size 4017404 bytes Jim What did the ghost open for the party? A bottle of booze, boo! boo! j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Audyssey thread report for October 2009
Just a thought: Notice that the top 5 threads deal with the same game? It's going to be big when it comes out, and I'll bet the list is busy with it. --- In God we trust! - Original Message - From: "Jim Kitchen" To: "Audyssey" Sent: Sunday, November 01, 2009 12:05 AM Subject: [Audyssey] Audyssey thread report for October 2009 There were 245 thread titles. Here are the top 50. Heather Voice in Mota Beta 8 56. MOTA Side-Scroller vs FPS 50. Any MOTA Beta 8 feedback? 46. 80's games suggestion 41. Why can't we get a challenging game for once? wasMOTA 38. Crysis! 30. tekken versus Mortal Kombat 30. Entombed Query 24. Questions for all you game developers on the list 23. Malls on ce? 21. Mach 1 tts 20. I did it! 19. My MOTA Decision 19. Ce details 16. Best MOTA games yet... 15. Side scrollers was: MOTA Side-Scroller vs FPS 15. game recording problem. 14. Hand to Hand Conbat? 14. Silverlight accessible or not? 14. Crisis averted 13. Technology Changes was Crisis averted 13. Anyone play core exiles? 12. seeking very basic chess instructions 12. work and games 12. combat drones 11. Game Chat Reminder 11. mota fists 11. Trade Offices in Core Exiles 11. CE getting started? 10. Core Exiles--Random news items 10. Liam 10. MOTA Preview for Beta 9 10. Preordering was MOTABeta 10. Scan screen for enemy ships 10. 3D navigation 9. core-exiles 9. Hand Held Freeze Up Talking Category Game 9. mota help 9. the bonus level of monkey business 9. were to down load games? 9. L-Works 8. MOTA beta 8 8. Questions for all you game developers on the list 8. Asking a technocal question. 7. Help in mota please 7. MOTA. 7. Original Games was Why can't we get a challenginggame 7. python compiler 7. tekken vs. Mortal Kombat 7. the sl maxpayne mod 7. Jim What did the ghost open for the party? A bottle of booze, boo! boo! j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 3D navigation
Hi Phil, Yeah, I do know when I was learning Shades of Doom saving the level as a braille map and printing it out did help me a lot in getting a view of the level. Unfortunately, braille printers are expensive and very fiew blind people I know have one. So that is one reason I never added a braille mapping feature. Besides that when I do begin creating full 3d FPS games I'm not quite sure how I could indicate that room x is above room y unless I have two maps showing the level floor by floor, but then the relationship between the two floors is probably lost. Smile. Phil Vlasak wrote: Hi Thomas, Many people have problems in mazes. Some people do not know their left hand from their right as no one taught them when they were young. They just see something and grab it with the nearest hand to it, not thinking it is on the left or right of them. Or when they are looking at you and you ask for directions, they will give you the direction they would go even though it is opposite the way you need to go. Many people could not say which way is east if they are facing north as they never looked at a map. With blindness, these tendencies may be worse. That is why we encouraged people to make maps of a game level with something like push pins on a pizza box. And why the Seeing Eye and the NLS have 3D wooden maps of their floors with brail or talking indicators to locate where you are. Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 3D navigation
Peter, Is there anything specifically about FPS games like Shades of Doom that confuses you. Any specific reason why you get lost, and anything I can do as a developer to make it easier for gamers like you to get full enjoyment out of the game? I will say this about Shades of Doom though. Shades of Doom is a poor example of an FPS title, because the levels were intended to be a maze. In other words they are not logically layed out as a typical building, and I believe David Greenwood intentially made the levels difficult to navigate to add extra challenge to the game. Now, when anyone says FPS they automatically do the, "I can't do that because Shades of Doom is too hard," even though most levels in sighted FPS games aren't quite that complex to navigate. I think what is needed for people who have troubles with FPS games you need a simple example of an FPS game with a more normal layout. Rooms that aren't mazes and are more or less like you would find in real life. That said I personally like the maze factor as it really does add some additional challenge to the game. Smile. peter Mahach wrote: I was also born blind and, although I have great hearing and I can rely a lot on the position of the sound heck, I can feel acoustic changes and I know if something's in front of me and I do understand the idea of boards in games like battleship, I just can't get the hang of fps games though I can get around kind of and eventualy beat the level, but at many points when I killed the monsters and knocked out equipment in the process in sod, I end up circling around, eventually quitting because of frustration. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
Hi Hayden, Well, technically the game is not officially complete until 1.0 is released. So beta 10 won't necessarily be the full game, but it may be near complete. Generally, a software product goes through various release stages. First you have the Alphas. An Alpha is essentially fresh code, known to have stability issues, and is far from a complete product. You might think of this as a very early rough draft of the game. Then, the software product goes to beta stage. During the beta cycle the game may be somewhat stable, but isn't a fully complete product. Finally, when the game is complete it goes through one cycle of testing called the release candidate stage. Release candidates is simply that. The public tests the product, looks for last minute bugs and corrections, and then they are fixed and it is released as 1.0. So assuming beta 10 is the final beta I will have one possably two release candidates to make sure the game is stable, works well, and is ready to be released to the public as 1.0 stable. If so I'll release the game, and start taking orders. HTH Hayden Presley wrote: So Beta 10 will be the full game of MOTA? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA sounds
Hi Phil, Ah, I see. No, I didn't add the miss sound until beta 10. Smile. Phil Vlasak wrote: Hi Thomas, I had to try the swing sound jumping from the rope, and yes it does play but with the loud rope sound I never heard the swish. And I thought you were sneaking in a sound from beta 10 to tempt us! smiles, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
Hi Phil, Yeah, a lot of classic Atari and Nintendo games usually had a colored key that matched a colored door. Certainly Montezuma's Revenge was that way. You had white keys for white doors, blue keys for blue doors, and red keys for red doors. However, as I've decided to stick to a more modern side-scroller format I'll probably just forget about the color coding for doors and keys. As for using something other than keys to unlock and open doors I hear you there. I've been playing the Tomb Raider games for 12-years, and I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling a lever on the wall, others are unlocked with a key, and others are a type of trap door that you need to pass through by unlocking it in a special way. For example, this passed year I've been playing the newest Tomb Raider game Underworld. In level 3, I think it is, Lara discovers her father had hidden Thor's gantlets in the family crypts beneath Croft Manner. Near the end of that level there is a really cool trap door which I've been thinking about using in one of my Tomb Hunter games because it is so cool. Basically, there is this chamber with a giant wheel on the wall, and a trap door is hidden in the ceiling of the chamber. You have to walk Lara Croft over to the wheel, and press the action button on the joystick to get her to turn the wheel. As she turns the wheel counter clockwise the trap door slowly slides open above her. Of course, the trick is to get up there without it closing on Lara. The second you let go of the action button the wheel starts turning clockwise and the trap door starts closing. There is this wall nearby with hand holds in it you can climb up. Problem is by the time you make it about three-quarters up the wall the trap door is almost closed. The only way I've found to get through that trap door is to Have her do a jump upwards, grab hold of the ledge, and then use the vault command to have her vault through the doorway just before the trap door smashes the world's favorite archaeologist flat. It is a unique and very cool trap in my opinion. The Tomb Raider side-scrollers I don't believe they had anything quite that complex, but they often used levers instead of keys to open various doors. One door I do remember from Tomb Raider Prophecy you opened it with a lever, but it was timed. If you didn't run through it in time the door would drop down and smash Lara Croft beneath it. However, this might be too tricky for someone who is blind. As I recall you could see the door coming down so you could gage weather or not you could make it below it or not. As that is a purely visual aspect I'm not exactly sure how I could convey the same information without using up precious time describing the status of the doors descent. Smile. Phil Vlasak wrote: Hi Thomas, I am working on a walk through for MOTA for myself but it may help other people. I won't post it if you don't want me to. I think getting all 5 keys is important as there may be weapons in the locked rooms. The reason I got confused is that you moved the keys around and I was remembering an earlier beta. I still think the locked doors should have the same metal as the key. So the bronze key unlocks the bronze door. I remember arcade games doing just this with the yellow key unlocking the yellow door. It doesn't have to be all keys and doors as I don't wish you to change something you already programmed. thanks, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] 3D navigation
Hello. While it might be true that many people may not have been taught all the necessary navigational skills or find it more difficult, it shouldn't be a reason not to make a game 3d. In my experience struggling is a good teacher, though I also know that many people want everything handed to them. Another consequence of being spoiled because of their blindness. Phil Vlasak wrote: Hi Thomas, Many people have problems in mazes. Some people do not know their left hand from their right as no one taught them when they were young. They just see something and grab it with the nearest hand to it, not thinking it is on the left or right of them. Or when they are looking at you and you ask for directions, they will give you the direction they would go even though it is opposite the way you need to go. Many people could not say which way is east if they are facing north as they never looked at a map. With blindness, these tendencies may be worse. That is why we encouraged people to make maps of a game level with something like push pins on a pizza box. And why the Seeing Eye and the NLS have 3D wooden maps of their floors with brail or talking indicators to locate where you are. Phil - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Saturday, October 31, 2009 4:56 PM Subject: Re: [Audyssey] 3D navigation Hi Dark, Yes, I do understand. Although, it seams to me that quite a few gamers on this list do have serious difficulties with spacial orientation especially in games like Shades of Doom. As I don't seam to have this problem I can't help but wonder what is the cause. Why do they have difficulty when I do not? I'm sure there is a root cause, and as a game developer it may help to discover what that issue is. Is it because I had sight for a long time and maybe many of them did not? Were they perhaps born with some inability to perceive spacial orientation such as yourself? Is there yet some other cause I haven't figured out yet? I don't know what the answer is, but all i do know is how I am able to construct the world in my minds eye. Seeing as I did have sight for many years i generally know what things look like, and if someone describes something to me I can construct a rough aproximation of it in my mind with color, shape, and size. EVen if it doesn't look exactly as it is in real life I can put it in its context in the real world. Take my living room for example. As I stand at the end of the hallway leading into the living room my mind is able to imagine mental a image of a room in 3d that is about 20 by 20 feet with a ceiling 8 feet high. Off to my left is the doorway leading into the kitchen. Ahead of me is the front door, and to the right of that is the couch. Above the couch are shelves containing miscelanious items. Immediately to my right, directly in front of the couch, is an entertainment set with a dvd player, our cable box, and on top of that is our tv. Beside that is a telephone stand and a coat closet. To Further to my right, along the far wall are windows, and below them is a desk, shelves, and so on. All of this I can see in my mind as one single image. I don't think of each item in the room as a single landmark or part of a whole, but i see the whole of it in my mind. I don't know if someone born blind would be able to do that or not. They certainly wouldn't be able to add color as I can if they have never seen colors before. Regardless of the answer I'm able to use that same mental image and apply it to games and see the levels the same way I can mentally see my living room. dark wrote: Hi tom. do not judge perception of blind people in general by me at all, sinse my spacial awareness is actually worse than most people's, possibly due to some brain damage I suffered at birth. I have absolutely no idea how to spacially relate one place I am in to another, construct any sort of map, or even basically understand rotational exercises. Frequently when walking around I will perceive an object either by vision, touch or something else, and stil walk into it because my ability to judge distance is so extremely terrible. I've learnt to get around this by use of memory, and synaesthesic representations of land marks in various senses from visual to auditory to tactile, even smell. In a game like Shades, I'll simply attempt to remember familiar land marks around the maze, useful sfx etc, I also make use of the block graphics display. My spacial difficulties are also why I cannot play games with a spacial overview involved, such as solitare, the scrabble style word puzles, and find battleships and mine sweeper tremendously difficult. I certainly could not play chess without a physical board in front of me on which to constantly check the pieces, by touch and vision. all this being said though, these problemts are uniquely mine. i've met people with literally no working vision who have amazing sense of space, t
Re: [Audyssey] 3D navigation
Hi Thomas, Many people have problems in mazes. Some people do not know their left hand from their right as no one taught them when they were young. They just see something and grab it with the nearest hand to it, not thinking it is on the left or right of them. Or when they are looking at you and you ask for directions, they will give you the direction they would go even though it is opposite the way you need to go. Many people could not say which way is east if they are facing north as they never looked at a map. With blindness, these tendencies may be worse. That is why we encouraged people to make maps of a game level with something like push pins on a pizza box. And why the Seeing Eye and the NLS have 3D wooden maps of their floors with brail or talking indicators to locate where you are. Phil - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Saturday, October 31, 2009 4:56 PM Subject: Re: [Audyssey] 3D navigation Hi Dark, Yes, I do understand. Although, it seams to me that quite a few gamers on this list do have serious difficulties with spacial orientation especially in games like Shades of Doom. As I don't seam to have this problem I can't help but wonder what is the cause. Why do they have difficulty when I do not? I'm sure there is a root cause, and as a game developer it may help to discover what that issue is. Is it because I had sight for a long time and maybe many of them did not? Were they perhaps born with some inability to perceive spacial orientation such as yourself? Is there yet some other cause I haven't figured out yet? I don't know what the answer is, but all i do know is how I am able to construct the world in my minds eye. Seeing as I did have sight for many years i generally know what things look like, and if someone describes something to me I can construct a rough aproximation of it in my mind with color, shape, and size. EVen if it doesn't look exactly as it is in real life I can put it in its context in the real world. Take my living room for example. As I stand at the end of the hallway leading into the living room my mind is able to imagine mental a image of a room in 3d that is about 20 by 20 feet with a ceiling 8 feet high. Off to my left is the doorway leading into the kitchen. Ahead of me is the front door, and to the right of that is the couch. Above the couch are shelves containing miscelanious items. Immediately to my right, directly in front of the couch, is an entertainment set with a dvd player, our cable box, and on top of that is our tv. Beside that is a telephone stand and a coat closet. To Further to my right, along the far wall are windows, and below them is a desk, shelves, and so on. All of this I can see in my mind as one single image. I don't think of each item in the room as a single landmark or part of a whole, but i see the whole of it in my mind. I don't know if someone born blind would be able to do that or not. They certainly wouldn't be able to add color as I can if they have never seen colors before. Regardless of the answer I'm able to use that same mental image and apply it to games and see the levels the same way I can mentally see my living room. dark wrote: Hi tom. do not judge perception of blind people in general by me at all, sinse my spacial awareness is actually worse than most people's, possibly due to some brain damage I suffered at birth. I have absolutely no idea how to spacially relate one place I am in to another, construct any sort of map, or even basically understand rotational exercises. Frequently when walking around I will perceive an object either by vision, touch or something else, and stil walk into it because my ability to judge distance is so extremely terrible. I've learnt to get around this by use of memory, and synaesthesic representations of land marks in various senses from visual to auditory to tactile, even smell. In a game like Shades, I'll simply attempt to remember familiar land marks around the maze, useful sfx etc, I also make use of the block graphics display. My spacial difficulties are also why I cannot play games with a spacial overview involved, such as solitare, the scrabble style word puzles, and find battleships and mine sweeper tremendously difficult. I certainly could not play chess without a physical board in front of me on which to constantly check the pieces, by touch and vision. all this being said though, these problemts are uniquely mine. i've met people with literally no working vision who have amazing sense of space, take for example the blind painter, who could paint entirely by mental representation! I am in no way an average model for spacial awareness, as when I was born I did suffer brain damage from oxygen starvation, and after living for quite some time believe this is the area of my brain which was damaged. All this being said though, i totally agree with you about the Gma engine, and f
Re: [Audyssey] 3D navigation
I was also born blind and, although I have great hearing and I can rely a lot on the position of the sound heck, I can feel acoustic changes and I know if something's in front of me and I do understand the idea of boards in games like battleship, I just can't get the hang of fps games though I can get around kind of and eventualy beat the level, but at many points when I killed the monsters and knocked out equipment in the process in sod, I end up circling around, eventually quitting because of frustration. - Original Message - From: "Charles Rivard" To: "Gamers Discussion list" Sent: Sunday, November 01, 2009 10:37 AM Subject: Re: [Audyssey] 3D navigation Once I learn my way around an area, I can visualize it as you do for the most part. In a game, especially one with a lot of stuff to work with, and you do a lot of moving around, it's easy to get disoriented. I was born blind, and I'm still that way. (grin) --- In God we trust! - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Saturday, October 31, 2009 11:56 AM Subject: Re: [Audyssey] 3D navigation Hi Dark, Yes, I do understand. Although, it seams to me that quite a few gamers on this list do have serious difficulties with spacial orientation especially in games like Shades of Doom. As I don't seam to have this problem I can't help but wonder what is the cause. Why do they have difficulty when I do not? I'm sure there is a root cause, and as a game developer it may help to discover what that issue is. Is it because I had sight for a long time and maybe many of them did not? Were they perhaps born with some inability to perceive spacial orientation such as yourself? Is there yet some other cause I haven't figured out yet? I don't know what the answer is, but all i do know is how I am able to construct the world in my minds eye. Seeing as I did have sight for many years i generally know what things look like, and if someone describes something to me I can construct a rough aproximation of it in my mind with color, shape, and size. EVen if it doesn't look exactly as it is in real life I can put it in its context in the real world. Take my living room for example. As I stand at the end of the hallway leading into the living room my mind is able to imagine mental a image of a room in 3d that is about 20 by 20 feet with a ceiling 8 feet high. Off to my left is the doorway leading into the kitchen. Ahead of me is the front door, and to the right of that is the couch. Above the couch are shelves containing miscelanious items. Immediately to my right, directly in front of the couch, is an entertainment set with a dvd player, our cable box, and on top of that is our tv. Beside that is a telephone stand and a coat closet. To Further to my right, along the far wall are windows, and below them is a desk, shelves, and so on. All of this I can see in my mind as one single image. I don't think of each item in the room as a single landmark or part of a whole, but i see the whole of it in my mind. I don't know if someone born blind would be able to do that or not. They certainly wouldn't be able to add color as I can if they have never seen colors before. Regardless of the answer I'm able to use that same mental image and apply it to games and see the levels the same way I can mentally see my living room. dark wrote: Hi tom. do not judge perception of blind people in general by me at all, sinse my spacial awareness is actually worse than most people's, possibly due to some brain damage I suffered at birth. I have absolutely no idea how to spacially relate one place I am in to another, construct any sort of map, or even basically understand rotational exercises. Frequently when walking around I will perceive an object either by vision, touch or something else, and stil walk into it because my ability to judge distance is so extremely terrible. I've learnt to get around this by use of memory, and synaesthesic representations of land marks in various senses from visual to auditory to tactile, even smell. In a game like Shades, I'll simply attempt to remember familiar land marks around the maze, useful sfx etc, I also make use of the block graphics display. My spacial difficulties are also why I cannot play games with a spacial overview involved, such as solitare, the scrabble style word puzles, and find battleships and mine sweeper tremendously difficult. I certainly could not play chess without a physical board in front of me on which to constantly check the pieces, by touch and vision. all this being said though, these problemts are uniquely mine. i've met people with literally no working vision who have amazing sense of space, take for example the blind painter, who could paint entirely by mental representation! I am in no way an average model for spacial awareness, as when I was born I did suffer brain damage from oxygen starvation, and after living for qui
Re: [Audyssey] mota help
So Beta 10 will be the full game of MOTA? -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Sunday, November 01, 2009 11:09 AM To: mmaslo1...@swbell.net; Gamers Discussion list Subject: Re: [Audyssey] mota help Hi Mike, No, it is not. At this point I've just really started adding all of the extra levels in beta 10. That is going to take at least a month or so to do. Mike Maslo wrote: > The full version is not out as of yet is it? > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA sounds
Hi Thomas, I had to try the swing sound jumping from the rope, and yes it does play but with the loud rope sound I never heard the swish. And I thought you were sneaking in a sound from beta 10 to tempt us! smiles, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
Hi Thomas, I am working on a walk through for MOTA for myself but it may help other people. I won't post it if you don't want me to. I think getting all 5 keys is important as there may be weapons in the locked rooms. The reason I got confused is that you moved the keys around and I was remembering an earlier beta. I still think the locked doors should have the same metal as the key. So the bronze key unlocks the bronze door. I remember arcade games doing just this with the yellow key unlocking the yellow door. It doesn't have to be all keys and doors as I don't wish you to change something you already programmed. thanks, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA sounds
Hi Phil, Actually, the file Player_Swing.wav is played when Angela swings off a rope, and yes I do know that file does get used in the game As for a miss sound, when she misses a punch/kick, I've already added one in beta 10. So that end user request is already to go. Smile. As for Use_Potion.wav I'll see what I can do. I'm sure I can dig out something to use for that sound. Cheers! Phil Vlasak wrote: Hi Thomas, I noticed a file, Player_Swing.wav in the audio folder. I don't think this is played in the current beta. I do like it for a swing and miss sound. I am not so happy about, Use_Potion.wav This sounds like she is pouring the potion out, not drinking it. I am sure you can add a female gulp sound to this. thanks, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
Hi Mike, No, it is not. At this point I've just really started adding all of the extra levels in beta 10. That is going to take at least a month or so to do. Mike Maslo wrote: The full version is not out as of yet is it? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
Hi Phil, Yeah, I know how that is. However, I thought it would be good to supply the list with the correct information so people didn't look for an extra key that didn't exist. Not all of the keys on level 1 are necessary to complete the level, but most of them are. Since You'll probably want all of the torches there is no reason not to get all of the keys too. Phil Vlasak wrote: Hi Thomas, I was going by memory and you know how that is sometimes! I thought the most important thing is to find all the keys. The first key teaches you that you need them to go further. Do you need to find all 5 keys to get to the next level? I never checked the room numbers but if people are going to refer to them, a list of rooms and what is in them would be good to have. As for torches, I don't light one until after going through the water. I use the arrow enter, arrow enter trick to check the floor at each step. If I find a creature I kill it then go back with the above technique to make sure I didn't pass over anything valuable. thanks, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] MOTA sounds
Hi Thomas, I noticed a file, Player_Swing.wav in the audio folder. I don't think this is played in the current beta. I do like it for a swing and miss sound. I am not so happy about, Use_Potion.wav This sounds like she is pouring the potion out, not drinking it. I am sure you can add a female gulp sound to this. thanks, Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Audyssey thread report for October 2009
Cool. The majority of this month was core exiles that's funny! -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Jim Kitchen Sent: 01 November 2009 10:06 To: Audyssey Subject: [Audyssey] Audyssey thread report for October 2009 There were 245 thread titles. Here are the top 50. Heather Voice in Mota Beta 8 56. MOTA Side-Scroller vs FPS 50. Any MOTA Beta 8 feedback? 46. 80's games suggestion 41. Why can't we get a challenging game for once? wasMOTA 38. Crysis! 30. tekken versus Mortal Kombat 30. Entombed Query 24. Questions for all you game developers on the list 23. Malls on ce? 21. Mach 1 tts 20. I did it! 19. My MOTA Decision 19. Ce details 16. Best MOTA games yet... 15. Side scrollers was: MOTA Side-Scroller vs FPS 15. game recording problem. 14. Hand to Hand Conbat? 14. Silverlight accessible or not? 14. Crisis averted 13. Technology Changes was Crisis averted 13. Anyone play core exiles? 12. seeking very basic chess instructions 12. work and games 12. combat drones 11. Game Chat Reminder 11. mota fists 11. Trade Offices in Core Exiles 11. CE getting started? 10. Core Exiles--Random news items 10. Liam 10. MOTA Preview for Beta 9 10. Preordering was MOTABeta 10. Scan screen for enemy ships 10. 3D navigation 9. core-exiles 9. Hand Held Freeze Up Talking Category Game 9. mota help 9. the bonus level of monkey business 9. were to down load games? 9. L-Works 8. MOTA beta 8 8. Questions for all you game developers on the list 8. Asking a technocal question. 7. Help in mota please 7. MOTA. 7. Original Games was Why can't we get a challenginggame 7. python compiler 7. tekken vs. Mortal Kombat 7. the sl maxpayne mod 7. Jim What did the ghost open for the party? A bottle of booze, boo! boo! j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.700 / Virus Database: 270.14.42/2473 - Release Date: 11/01/09 07:38:00 Checked by AVG - www.avg.com Version: 9.0.700 / Virus Database: 270.14.42/2473 - Release Date: 11/01/09 07:38:00 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Audyssey thread report for October 2009
There were 245 thread titles. Here are the top 50. Heather Voice in Mota Beta 8 56. MOTA Side-Scroller vs FPS 50. Any MOTA Beta 8 feedback? 46. 80's games suggestion 41. Why can't we get a challenging game for once? wasMOTA 38. Crysis! 30. tekken versus Mortal Kombat 30. Entombed Query 24. Questions for all you game developers on the list 23. Malls on ce? 21. Mach 1 tts 20. I did it! 19. My MOTA Decision 19. Ce details 16. Best MOTA games yet... 15. Side scrollers was: MOTA Side-Scroller vs FPS 15. game recording problem. 14. Hand to Hand Conbat? 14. Silverlight accessible or not? 14. Crisis averted 13. Technology Changes was Crisis averted 13. Anyone play core exiles? 12. seeking very basic chess instructions 12. work and games 12. combat drones 11. Game Chat Reminder 11. mota fists 11. Trade Offices in Core Exiles 11. CE getting started? 10. Core Exiles--Random news items 10. Liam 10. MOTA Preview for Beta 9 10. Preordering was MOTABeta 10. Scan screen for enemy ships 10. 3D navigation 9. core-exiles 9. Hand Held Freeze Up Talking Category Game 9. mota help 9. the bonus level of monkey business 9. were to down load games? 9. L-Works 8. MOTA beta 8 8. Questions for all you game developers on the list 8. Asking a technocal question. 7. Help in mota please 7. MOTA. 7. Original Games was Why can't we get a challenginggame 7. python compiler 7. tekken vs. Mortal Kombat 7. the sl maxpayne mod 7. Jim What did the ghost open for the party? A bottle of booze, boo! boo! j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Audyssey babble report for October 2009
107 people posted 1258 messages. 231 From, Thomas Ward. 138 From, dark. 117 From, Bryan Peterson. 103 From, shaun everiss. 50 From, Charles Rivard. 43 From, Darren Harris. 29 From, Hayden Presley. 29 From, Jim Kitchen. 29 From, Johnny Tai. 27 From, Hayri Tulumcu. 26 From, Kevin Weispfennig. 24 From, Clement Chou. 22 From, Phil Vlasak. 18 From, william lomas. 16 From, Orin. 16 From, Ryan Strunk. 15 From, peter Mahach. 15 From, Yohandy. 13 From, Scott Chesworth. 11 From, David Chittenden. 11 From, Matheus. 10 From, Gamers Chat Robot. 10 From, William L. Houts. 9 From, Liam Erven. 9 From, Oriol Gómez. 9 From, The Kolesar Brothers. 8 From, Angellko21. 8 From, Raul A. Gallegos. 7 From, dan. 7 From, Nick Helms. 6 From, Chastity MORSE. 6 From, Constantine. 6 From, James Dietz. 6 From, Lisa Hayes. 6 From, Munawar Bijani. 6 From, Tristan B. 5 From, jaffar. 5 From, Jason Allen. 5 From, Jeremy Hartley. 5 From, matheus. 5 From, mike maslo. 5 From, Mike Maslo. 5 From, Milos Przic. 5 From, Valiant8086. 4 From, Aiden Gardiner. 4 From, darren_g_harris. 4 From, James Howard. 4 From, Nicol Oosthuizen. 4 From, simon dowling. 3 From, Ann Tate. 3 From, Chad Fenton. 3 From, Cory Kadlik. 3 From, Dakotah Rickard. 3 From, ian mcnamara. 3 From, Ken. 3 From, Richard Sherman. 3 From, Ryan Chou. 3 From, Ryan Conroy. 3 From, Wil James. 2 From, Allen. 2 From, Casey Mathews. 2 From, clement chou. 2 From, Curtis Jackson. 2 From, Dean Masters. 2 From, Earle. 2 From, Gary Whittington. 2 From, Greg. 2 From, James Homuth. 2 From, Jana Benscha. 2 From, Josh. 2 From, Kellie and my lovable Lady J.. 2 From, krishna. 2 From, Louise Keel. 2 From, Mich. 2 From, Nick gomberg. 2 From, Nicol. 2 From, Peter Mahach. 2 From, Philip Bennefall. 2 From, Pranav Lal. 2 From, RONALD HOPKINS. 2 From, Stephen. 2 From, tomasz tworek. 2 From, Willem. 1 From, Allen. 1 From, Allison Mervis. 1 From, Blind Trek. 1 From, Brandon Misch. 1 From, ChB. 1 From, Che. 1 From, Chris Hallsworth. 1 From, CSF inc.. 1 From, Donna Jodhan. 1 From, equest1. 1 From, Gamers List Guidelines Robot. 1 From, Gandalf. 1 From, Jacob Kruger. 1 From, jacobk. 1 From, Jennifer Claudio. 1 From, Marsha. 1 From, Mauricio Almeida. 1 From, Michael Feir. 1 From, Nicol. 1 From, Ryan Smith. 1 From, Sky Taylor. 1 From, Steve Crawford. 1 From, Tristan. 1 From, Trouble. Archive file size 4017404 bytes Jim What did the ghost open for the party? A bottle of booze, boo! boo! j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mota help
If it were Thomas would probably have posted to the list and been jumping for joy all the while LOL. Hopefully mid December but we'll just have to see what happens. Homer: Hey, uh, could you go across the street and get me a slice of pizza? Vender: No pizza. Only Khlav Kalash. - Original Message - From: "Mike Maslo" To: "'Gamers Discussion list'" Sent: Saturday, October 31, 2009 6:46 PM Subject: Re: [Audyssey] mota help The full version is not out as of yet is it? -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Saturday, October 31, 2009 8:07 PM To: Gamers Discussion list Subject: Re: [Audyssey] mota help Hi Phil, I just want to make a slight correction on your spoiler. It has a slight error. Just for those who don't want to read this here is the spoiler warning. S P O I L E R There are a total of five keys on level one. You should find and use two gold keys, two silver keys, and one bronze key. One of the silver keys unlocks the statue in room 14. The bronze key is needed to unlock level 2 or the end of the demo depending on if you have the demo or the full version of the game. Cheers! Phil Vlasak wrote: Hi Mike, I want to help you but I don't know the rooms by number. I've tried for two days to get to room 17 but always die trying. spoiler space I know room 14 is the one at the top of the wood staircase. You need two keys to go to the rooms on this level, one to go right and one to go left. But if you go left you find another wood down staircase. This takes you down to a room on the right that also needs a key. If you don't have those three keys you can't get to the end. Phil --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Sryth Halloween Pumpkin Beast
In all honesty Thomas he's probably donated and won a lot of the in-game contests and raffles, enough to afford some of Tallys' best items. I myself have an MR of 198, but I rarely ever tackle the pumpkin beast. In fact the only multiplayer scenario I bother with is Tarramyre, and I wouldn't if the onyx bands for the Finger of Dread weren't to be found there. Homer: Hey, uh, could you go across the street and get me a slice of pizza? Vender: No pizza. Only Khlav Kalash. - Original Message - From: "Thomas Ward" To: Sent: Saturday, October 31, 2009 7:33 PM Subject: [Audyssey] Sryth Halloween Pumpkin Beast Hi all, I was just wondering who on this list has had a chance to battle the Halloween Pumpkin Beast, and if so how well did you do. I've had a couple of engagements this weekend with the creature, but unfortunately I've recently restarted my main character, Casandra, so I wasn't exactly the best hero on the battle field. Still I managed to take a small chunk of health points, say 300 or so out of his hide, but there are players with some kick butt armor and weapons that did thousands of points of damage. This one dude that helped me out had an MR and SP around 250. What I'd like to know is how in Sryth he got such a glorious MR and SP rating. I've had to work hard to get to 100 MR and SP before, and I've never gotten much higher than that before restarting a character. In fact, that has been one of my problems with Sryth in general. I can generally make it to 100 SP and MR if I work really hard at it, but after i reach that point I get stuck. Is that because I don't do enough donating for adventurer tokens and experience points? I often think my failior to get beyond that point is I don't especially like doing grinding and I don't want to pay much more than my annual subscription fee. Then, again there are some adventures I never get high enough to play and complete. I wonder if donating regularly is the answer to climbing the ladder quicker, or are there some quests more helpful than others in climbing the skill ladders on the game? Thanks. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.