Re: [Audyssey] Serious Mota question

2010-04-12 Thread dark

Hi tom.

well I wouldn't have said you were fooling around at all,  as I said the 
rationale you gave for the various changes made perfect sense, it just 
rather seemed that there was indeed a lot of experimentation and 
rewrites,  especially as (from the point of view of a player), you'd 
already put out a fully working and playable beta.


Hopefully though as you said, all this experimentation has let you both 
build a solid developement tool in the genesis engine, and work out which 
components are best to use, which will make for easier developements in 
future.


Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 6:59 AM
Subject: Re: [Audyssey] Serious Mota question



Hi Dark,
Well, you know there is always two ways of looking at this. I realise
your initial concern seeing it as fooling around and not getting
anything done. However, as i see it I learned a lot from
experimentation and the time was well spent in terms of research. I
have a better idea of what i want and what direction to head in.
To put it another way I have a lot of programming skills, and in this
case probably too many because I wanted to see witch ones would render
the best results. The only way to compare them etc is to write several
prototypes and find out which is the best design. Well after two years
and two months, as you put it, I have settled upon the best design, or
nearly so.  I know for sure the basic core of the game is pretty much
set in stone. The only component that hasn't been finalized is the
sound and that's more a matter of comparing say DirectSound with
XAudio2. I've heard good reviews about XAudio2 so that's what I am
aiming for audio. Especially, since I have Windows 7, and that was
what it was designed for.


Cheers!

On 4/13/10, dark  wrote:

Hi Tom.

Fair enough indeed, and as I said to Bryan,  i didn't realize the 
extra

level business, as I said this was rather a question of concern.

Obviously using fmod isn't a good idea if the price is that insane, so I 
can

understand why your changing that. Equaly I do realize that your actually
not just making on project,  mota, your working on two, sinse there's
the genesis engine as well, which obviously increases the developement 
time.


I was just a litle concerned, sinse this isn't the first time you've
mentioned rewriting the game and rewroking the basics, however if this is
going to be the absolute final rewrite of everythingwith the level design
afterwards, that sounds great!

Pluss of course, when genesis is finished other games will hopefuly be
easier to put together afterwards.

Beware the grue!

Dark.


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Re: [Audyssey] Serious Mota question

2010-04-12 Thread Bryan Peterson
I'm sure that if Thomas has anything to say about it this will indeed be the 
last rewrite. As for the extras he wants to add, if nothing else those could 
be added in as an expansion once the necessary business is taken care of. 
And some of it I'm sure will be added in the sequels. And if they're 
anything like what MOTA's proven to be Thomas can definitely expect to get 
some of my dollars for them as well.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:46 PM
Subject: Re: [Audyssey] Serious Mota question



Hi Tom.

Fair enough indeed, and as I said to Bryan,  i didn't realize the 
extra level business, as I said this was rather a question of concern.


Obviously using fmod isn't a good idea if the price is that insane, so I 
can understand why your changing that. Equaly I do realize that your 
actually not just making on project,  mota, your working on two, sinse 
there's the genesis engine as well, which obviously increases the 
developement time.


I was just a litle concerned, sinse this isn't the first time you've 
mentioned rewriting the game and rewroking the basics, however if this is 
going to be the absolute final rewrite of everythingwith the level design 
afterwards, that sounds great!


Pluss of course, when genesis is finished other games will hopefuly be 
easier to put together afterwards.


Beware the grue!

Dark.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 6:37 AM
Subject: Re: [Audyssey] Serious Mota question



Hi Dark,
No offense taken. Actually, several have asked that question and it
does require a reasonable response. So here it is.
First, you are right in saying I fiddled around too much with MOTA in
the beginning. I did a lot of experimentation with this or that, and
it really waisted a lot of time and energy etc. I really shouldn't
have looked at cross-platform APIs etc until I had the project
finished and could technically spend it on my own time. For that I
should apologise.
Second, is the basics finished? No, because I've only done a partial
rewrite of the Genesis Engine itself so far. There are certainly
things I still need to add such as joystick support, would like to
include mouse support, and keyboard input has to be fixed as is quite
apparent from the various bug reports.
One thing that does need some work done is the sound core. Initially
when I ported Genesis to C++ I was planning on a cross-platform
design. Therefore I included the FMOD Ex Audio API in my engine for
processing and playing sound effects. However, as that will cost me
around $3,000.00 to license for the engine I'm going to be dropping
FMOD support soon and switch over to something like XAudio2 or maybe
Philip's PB Streamway for sound. Considering I can save myself nearly
$3,000.00 by switching I think you and everyone can understand why
that is a necessary upgrade.
However, once those things are addressed I can safely say the basic
engine is complete, and no I won't be changing my mind and doing
something else.  I've just spent nearly four months of my life
rewriting everything practically from scratch, debugging it, testing
it, to get what you have in your hands now. You couldn't pay me enough
money in the world to go through that misery again. Plus I'm very
eager to get MOTA finished, and sell it. So in a nutshell we are on a
fast track to a 1.0 release sometime this year.
Finally, in your message you kept mentioning a one level demo. You
might want to check beta 11 again. It has two, repete, two game
levels. Beta 10 did as well, and as soon as I fix the bugs reported on
list tonight, upgrade the sound core, etc the only thing left to do is
add the registration system and all the other game levels. Oh, and I
have someone who is helping me with the voice overs and cutscenes with
the game. So we are well on our way this time to getting the game
done. I know that might seam hard to believe after all the other stops
and starts, but it is none-the-less true.

HTH

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Re: [Audyssey] Serious Mota question

2010-04-12 Thread Thomas Ward
Hi Dark,
Well, you know there is always two ways of looking at this. I realise
your initial concern seeing it as fooling around and not getting
anything done. However, as i see it I learned a lot from
experimentation and the time was well spent in terms of research. I
have a better idea of what i want and what direction to head in.
To put it another way I have a lot of programming skills, and in this
case probably too many because I wanted to see witch ones would render
the best results. The only way to compare them etc is to write several
prototypes and find out which is the best design. Well after two years
and two months, as you put it, I have settled upon the best design, or
nearly so.  I know for sure the basic core of the game is pretty much
set in stone. The only component that hasn't been finalized is the
sound and that's more a matter of comparing say DirectSound with
XAudio2. I've heard good reviews about XAudio2 so that's what I am
aiming for audio. Especially, since I have Windows 7, and that was
what it was designed for.


Cheers!

On 4/13/10, dark  wrote:
> Hi Tom.
>
> Fair enough indeed, and as I said to Bryan,  i didn't realize the extra
> level business, as I said this was rather a question of concern.
>
> Obviously using fmod isn't a good idea if the price is that insane, so I can
> understand why your changing that. Equaly I do realize that your actually
> not just making on project,  mota, your working on two, sinse there's
> the genesis engine as well, which obviously increases the developement time.
>
> I was just a litle concerned, sinse this isn't the first time you've
> mentioned rewriting the game and rewroking the basics, however if this is
> going to be the absolute final rewrite of everythingwith the level design
> afterwards, that sounds great!
>
> Pluss of course, when genesis is finished other games will hopefuly be
> easier to put together afterwards.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Serious Mota question

2010-04-12 Thread Bryan Peterson
I understand your concern as I said. I'm quite sure that had Thomas known 
the heap of trouble he would be bringing down on himself he might not have 
taken on this project or, at the very least, he'd have done so with a great 
deal of reluctance. As for the scrapping of various development plans, part 
of that of course had to do with how accessible those particular platforms 
are to a totally blind person. And then of course there are financial 
considerations.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:39 PM
Subject: Re: [Audyssey] Serious Mota question



Hi Bryan.

Well, my concern is based on the fact that there seems to have been more 
than one rewrite involved, not just removal of net and direct X. At one 
point the game was written with cross platform support in mind, then that 
was fased out. At one point java was considdered as a developement 
language, then not.


I'm absolutely Certain Tom is doing all he can to get the game finished, 
as I said this was really a concern of direction.


if Tom's now just moving into level design and bug fixing, --- which from 
his news it sounds like he is, until the game is finished, then very good!


I just am a litle worried, sinse Tom seems to have done a lot of 
redesigning in course of the project, and I hope that's over and done with 
so that he can do what is hopefully the fun stuff,  and maybe then use 
all these design elements to make developement of his next game (audio 
castlevania?), be a far less tortuous route.


Beware the Grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 6:28 AM
Subject: Re: [Audyssey] Serious Mota question


Another thing to consider Dark is that a major reason for the rewrite was 
so that Thomas could get free of the .net framework and DirectX 
dependencies since A. they were basically being phased out and B. A lot 
of people had problems with them. So while I understand your concern I 
can easily understand Thomas' frustration. Let's not forget that he's 
just as anxious to get this game out the door as we are to have it. It 
wasn't even his project to begin with.
He who is valiant and pure of spirit may find the holy grail in the 
castle of ggh.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:14 PM
Subject: Re: [Audyssey] Serious Mota question


Ah, muchos appologies, me was wrong level design has indeed 
happened,   which is obviously a very good thing indeed.


Cudos tom for getting the second level out of the door, I'll look 
forward to playing the rest.


Beware the Grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 6:10 AM
Subject: Re: [Audyssey] Serious Mota question



Actually Dark there are now two levels and have been since Beta ten.
He who is valiant and pure of spirit may find the holy grail in the 
castle of ggh.
- Original Message - 
From: "dark" 

To: 
Sent: Monday, April 12, 2010 10:49 PM
Subject: [Audyssey] Serious Mota question



Hi Tom.

I'm really pleased Mota eleven is out (it's downloading now), and I 
look forward to seeing the zombies. However, as you've bought out the 
last few news items, I have had a bit of a concern which I'll ask 
here.


To put it bluntly, I have sometimes felt you spend more time fiddling 
around with the underlying basics, the programming language, the game 
engine, what library to use etc, than you do making the game, and I've 
begun to worry that this is really seriously getting in the way of 
Mota getting finished.


This isn't intended either as an insult, or an attempt to bash the way 
you do things, --- just a question about priorities from a very 
concerned player who is looking forward very much to a game to play.


In Early 2008, you released what would've been montizumas return beta 
10, and instead was beta 1 of Mota featuring the first level of the 
game. True, that beta had a lot of Monti elements in it, --- and 
didn't feature half as many weapons or features, but essentially it 
was a playable first level.


I know very well (now from my personal try out with the bgt), how much 
of a pest programming games is, and that it's very unreasonable to 
expect games to appear quickly. However it does seem after a further 
10 betas, two years and two months, and a lot of work, it seems we 
stil have only one level of the game.


Yes, it is a fantasticaly designed and fun level, and shows the 
capabilities of audio side scrollers very well indeed,  however, 
there is no getting over the fact that it is, just one level.


I've read all your rationales in the news for monkeying about with the 
basics, writing and rewriting both the game, and the genesis engine 
itself, deciding to us

Re: [Audyssey] MOTA Beta 11 Observations

2010-04-12 Thread shaun everiss
yeah I noticed that.
At 04:09 p.m. 13/04/2010, you wrote:
>Hi.
>Well, it installed and ran pretty well for me. I was able to walk around and 
>get killed a time or two.
>
>My first observation was that it looks like the speech files need to be 
>trimmed again. If needed I could do it again. It would be cool if I could get 
>a mention as a contributor if I do.
>
>Second observation was that in some cases, it seems to not respond to your 
>pressing keys until after you release them. Is that on purpose? It's doable 
>this way, but it might feel more responsive if it would respond as soon as the 
>button was pressed. For instance if I press the number 1 for pistol, it 
>doesn't actually switch to the pistol until after I release the 1 key. Usually 
>I observe this technique in situations where the key could possibly be used as 
>a modifyer for another key command, but none of these keys are used as such in 
>mota. 
>
>Aha, I think I got it now, you did that so you could get around the problem 
>with folks accidentally jumping all over the place in menus and such by 
>holding down the key slightly too long. I didn't realize that was what you 
>guys were talking about when you were discussing the key delay. If I were 
>coding that, and I had the programming knowledge needed, I think I would just 
>check for a key press as aposed to waiting for key up. I wonder if one could 
>just use the windows support for key input when in the menus, as it handles 
>the delays for that nicely enough on it's own. Of course, that wouldn't work 
>in actual game play though, since you'd get silly behavior if you tried to 
>hold down keys to do things.
>
>I'm running Windows 7 home premium 64 bit on a core i5 processor, and I got 
>the error that folks are mentioning appears when closing the game. I pressed x 
>while sitting in the menu to close it. I didn't arrow to it and press enter or 
>press alt+f4.
>
>I use JAWS 11.0, and it goes to sleep but isn't actually shut down while I run 
>MOTA. I wonder if that has something to do with it. Since I believe you use 
>window-eyes... Although, it's far fetched for me to figure your beta testers 
>were all using something besides JAWS, and that none of them utilized the 
>sleep feature.
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Re: [Audyssey] Serious Mota question

2010-04-12 Thread Thomas Ward
Hi,
Yeah, I see your point, but at the time I was testing Java the Genesis
Engine wasn't that far a long in development so there wasn't all that
much to rewrite to begin with. It took me a month and a half to put it
together, test it, and find out I didn't want to do that. Since it
took me nearly four months to get the new C++ engine done there was
obviously a great deal more to do, and what we have is about 75% done.
However, on the bright side of this once the new engine is finished,
debugged, etc I'll have a rock solid tool to use for future game
development. Instead of two years I should be putting out games every
six months or so since the core engine will be done. So at this point
the added lag time is just getting the new engine fully up and
running, and after that adding new levels etc is the easy part.


On 4/13/10, dark  wrote:
> Hi Bryan.
>
> Well, my concern is based on the fact that there seems to have been more
> than one rewrite involved, not just removal of net and direct X. At one
> point the game was written with cross platform support in mind, then that
> was fased out. At one point java was considdered as a developement language,
> then not.
>
> I'm absolutely Certain Tom is doing all he can to get the game finished, as
> I said this was really a concern of direction.
>
> if Tom's now just moving into level design and bug fixing, --- which from
> his news it sounds like he is, until the game is finished, then very good!
>
> I just am a litle worried, sinse Tom seems to have done a lot of redesigning
> in course of the project, and I hope that's over and done with so that he
> can do what is hopefully the fun stuff,  and maybe then use all these
> design elements to make developement of his next game (audio castlevania?),
> be a far less tortuous route.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] need help with downloading a game

2010-04-12 Thread shaun everiss
ok.
I have posted all of francis stuff up that I made with innosetup.
its all in one zip
here is the link.
its not fully up right now, give this a good hour and then see what it does.
http://dl.dropbox.com/u/1407689/franciswolf%20stuff.zip
At 03:49 p.m. 13/04/2010, you wrote:
>Night of parasite is a game from Chinese developer Frances wolf.
>
>The homepage of the game,  if there is one, is in Chinese (that's why 
>there's no homepage link on the audiogames.net site).
>
>if however the link isn't working, possibly someone could host it (I thought 
>someone already was actually).
>
>Beware the Grue!
>
>Dark.
>- Original Message - From: "michael barnes" 
>To: 
>Sent: Tuesday, April 13, 2010 3:40 AM
>Subject: [Audyssey] need help with downloading a game
>
>
>>when i try to download night of parasite it won't download.  is their a 
>>reason for this?  is there a home page for this game?
>>
>>-- 
>>Email services provided by the System Access Mobile Network.  Visit 
>>www.serotek.com to learn more about accessibility anywhere.
>>
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>
>
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Re: [Audyssey] Serious Mota question

2010-04-12 Thread dark

Hi Tom.

Fair enough indeed, and as I said to Bryan,  i didn't realize the extra 
level business, as I said this was rather a question of concern.


Obviously using fmod isn't a good idea if the price is that insane, so I can 
understand why your changing that. Equaly I do realize that your actually 
not just making on project,  mota, your working on two, sinse there's 
the genesis engine as well, which obviously increases the developement time.


I was just a litle concerned, sinse this isn't the first time you've 
mentioned rewriting the game and rewroking the basics, however if this is 
going to be the absolute final rewrite of everythingwith the level design 
afterwards, that sounds great!


Pluss of course, when genesis is finished other games will hopefuly be 
easier to put together afterwards.


Beware the grue!

Dark.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 6:37 AM
Subject: Re: [Audyssey] Serious Mota question



Hi Dark,
No offense taken. Actually, several have asked that question and it
does require a reasonable response. So here it is.
First, you are right in saying I fiddled around too much with MOTA in
the beginning. I did a lot of experimentation with this or that, and
it really waisted a lot of time and energy etc. I really shouldn't
have looked at cross-platform APIs etc until I had the project
finished and could technically spend it on my own time. For that I
should apologise.
Second, is the basics finished? No, because I've only done a partial
rewrite of the Genesis Engine itself so far. There are certainly
things I still need to add such as joystick support, would like to
include mouse support, and keyboard input has to be fixed as is quite
apparent from the various bug reports.
One thing that does need some work done is the sound core. Initially
when I ported Genesis to C++ I was planning on a cross-platform
design. Therefore I included the FMOD Ex Audio API in my engine for
processing and playing sound effects. However, as that will cost me
around $3,000.00 to license for the engine I'm going to be dropping
FMOD support soon and switch over to something like XAudio2 or maybe
Philip's PB Streamway for sound. Considering I can save myself nearly
$3,000.00 by switching I think you and everyone can understand why
that is a necessary upgrade.
However, once those things are addressed I can safely say the basic
engine is complete, and no I won't be changing my mind and doing
something else.  I've just spent nearly four months of my life
rewriting everything practically from scratch, debugging it, testing
it, to get what you have in your hands now. You couldn't pay me enough
money in the world to go through that misery again. Plus I'm very
eager to get MOTA finished, and sell it. So in a nutshell we are on a
fast track to a 1.0 release sometime this year.
Finally, in your message you kept mentioning a one level demo. You
might want to check beta 11 again. It has two, repete, two game
levels. Beta 10 did as well, and as soon as I fix the bugs reported on
list tonight, upgrade the sound core, etc the only thing left to do is
add the registration system and all the other game levels. Oh, and I
have someone who is helping me with the voice overs and cutscenes with
the game. So we are well on our way this time to getting the game
done. I know that might seam hard to believe after all the other stops
and starts, but it is none-the-less true.

HTH

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Re: [Audyssey] BGT Beta Version 0.2 released!

2010-04-12 Thread Jacob Kruger
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Re: [Audyssey] need help with downloading a game

2010-04-12 Thread shaun everiss
I did host the files but took them down because no one was interested.
on that note does anyone else want the files on here?
I have ken2.zip with the stuff from dreamtechinteractive and the oldgames stuff.
it probably can stay up there I have about 140mb of public files and the pkb 
files have trailed off some.
I'll put things up againAt 03:49 p.m. 13/04/2010, you wrote:
>Night of parasite is a game from Chinese developer Frances wolf.
>
>The homepage of the game,  if there is one, is in Chinese (that's why 
>there's no homepage link on the audiogames.net site).
>
>if however the link isn't working, possibly someone could host it (I thought 
>someone already was actually).
>
>Beware the Grue!
>
>Dark.
>- Original Message - From: "michael barnes" 
>To: 
>Sent: Tuesday, April 13, 2010 3:40 AM
>Subject: [Audyssey] need help with downloading a game
>
>
>>when i try to download night of parasite it won't download.  is their a 
>>reason for this?  is there a home page for this game?
>>
>>-- 
>>Email services provided by the System Access Mobile Network.  Visit 
>>www.serotek.com to learn more about accessibility anywhere.
>>
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Re: [Audyssey] Serious Mota question

2010-04-12 Thread dark

Hi Bryan.

Well, my concern is based on the fact that there seems to have been more 
than one rewrite involved, not just removal of net and direct X. At one 
point the game was written with cross platform support in mind, then that 
was fased out. At one point java was considdered as a developement language, 
then not.


I'm absolutely Certain Tom is doing all he can to get the game finished, as 
I said this was really a concern of direction.


if Tom's now just moving into level design and bug fixing, --- which from 
his news it sounds like he is, until the game is finished, then very good!


I just am a litle worried, sinse Tom seems to have done a lot of redesigning 
in course of the project, and I hope that's over and done with so that he 
can do what is hopefully the fun stuff,  and maybe then use all these 
design elements to make developement of his next game (audio castlevania?), 
be a far less tortuous route.


Beware the Grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 6:28 AM
Subject: Re: [Audyssey] Serious Mota question


Another thing to consider Dark is that a major reason for the rewrite was 
so that Thomas could get free of the .net framework and DirectX 
dependencies since A. they were basically being phased out and B. A lot of 
people had problems with them. So while I understand your concern I can 
easily understand Thomas' frustration. Let's not forget that he's just as 
anxious to get this game out the door as we are to have it. It wasn't even 
his project to begin with.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:14 PM
Subject: Re: [Audyssey] Serious Mota question


Ah, muchos appologies, me was wrong level design has indeed 
happened,   which is obviously a very good thing indeed.


Cudos tom for getting the second level out of the door, I'll look forward 
to playing the rest.


Beware the Grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 6:10 AM
Subject: Re: [Audyssey] Serious Mota question



Actually Dark there are now two levels and have been since Beta ten.
He who is valiant and pure of spirit may find the holy grail in the 
castle of ggh.
- Original Message - 
From: "dark" 

To: 
Sent: Monday, April 12, 2010 10:49 PM
Subject: [Audyssey] Serious Mota question



Hi Tom.

I'm really pleased Mota eleven is out (it's downloading now), and I 
look forward to seeing the zombies. However, as you've bought out the 
last few news items, I have had a bit of a concern which I'll ask here.


To put it bluntly, I have sometimes felt you spend more time fiddling 
around with the underlying basics, the programming language, the game 
engine, what library to use etc, than you do making the game, and I've 
begun to worry that this is really seriously getting in the way of Mota 
getting finished.


This isn't intended either as an insult, or an attempt to bash the way 
you do things, --- just a question about priorities from a very 
concerned player who is looking forward very much to a game to play.


In Early 2008, you released what would've been montizumas return beta 
10, and instead was beta 1 of Mota featuring the first level of the 
game. True, that beta had a lot of Monti elements in it, --- and didn't 
feature half as many weapons or features, but essentially it was a 
playable first level.


I know very well (now from my personal try out with the bgt), how much 
of a pest programming games is, and that it's very unreasonable to 
expect games to appear quickly. However it does seem after a further 10 
betas, two years and two months, and a lot of work, it seems we stil 
have only one level of the game.


Yes, it is a fantasticaly designed and fun level, and shows the 
capabilities of audio side scrollers very well indeed,  however, 
there is no getting over the fact that it is, just one level.


I've read all your rationales in the news for monkeying about with the 
basics, writing and rewriting both the game, and the genesis engine 
itself, deciding to use cross platform support or not, changing 
languages etc, and I haven't had a problem with any of these 
decisions,   afterall it's your game and your project and you 
certainly know more than I do about making it happen, and certainly 
nobody would want a rushed job,  in fact if I thought your games 
were! rush jobs and not worth playing, I certainly wouldn't be so 
concerned.


However, I will confess that sometimes, it feels like your trying to 
build a house, get part of the way, then suddenly tear it down to start 
again with other materials or in another way.


As I said this isn't intended as an insult or a bash, just an honest 
concern. nobody will be happier than I will if by next Christmas w

Re: [Audyssey] Serious Mota question

2010-04-12 Thread Thomas Ward
Hi Dark,
No offense taken. Actually, several have asked that question and it
does require a reasonable response. So here it is.
First, you are right in saying I fiddled around too much with MOTA in
the beginning. I did a lot of experimentation with this or that, and
it really waisted a lot of time and energy etc. I really shouldn't
have looked at cross-platform APIs etc until I had the project
finished and could technically spend it on my own time. For that I
should apologise.
Second, is the basics finished? No, because I've only done a partial
rewrite of the Genesis Engine itself so far. There are certainly
things I still need to add such as joystick support, would like to
include mouse support, and keyboard input has to be fixed as is quite
apparent from the various bug reports.
One thing that does need some work done is the sound core. Initially
when I ported Genesis to C++ I was planning on a cross-platform
design. Therefore I included the FMOD Ex Audio API in my engine for
processing and playing sound effects. However, as that will cost me
around $3,000.00 to license for the engine I'm going to be dropping
FMOD support soon and switch over to something like XAudio2 or maybe
Philip's PB Streamway for sound. Considering I can save myself nearly
$3,000.00 by switching I think you and everyone can understand why
that is a necessary upgrade.
However, once those things are addressed I can safely say the basic
engine is complete, and no I won't be changing my mind and doing
something else.  I've just spent nearly four months of my life
rewriting everything practically from scratch, debugging it, testing
it, to get what you have in your hands now. You couldn't pay me enough
money in the world to go through that misery again. Plus I'm very
eager to get MOTA finished, and sell it. So in a nutshell we are on a
fast track to a 1.0 release sometime this year.
Finally, in your message you kept mentioning a one level demo. You
might want to check beta 11 again. It has two, repete, two game
levels. Beta 10 did as well, and as soon as I fix the bugs reported on
list tonight, upgrade the sound core, etc the only thing left to do is
add the registration system and all the other game levels. Oh, and I
have someone who is helping me with the voice overs and cutscenes with
the game. So we are well on our way this time to getting the game
done. I know that might seam hard to believe after all the other stops
and starts, but it is none-the-less true.

HTH

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread shaun everiss
well the menus are a bit slower but honestly I like the speed they run.
I don't skip and that is good.
I have no idea why I crash though.
One thing, I do have a version of fmod.dll that came with moosic.
does the game update this and other files it needs or does it not.
if not I need to probably get the latest fmod binary and dlls and put them in 
the system32 folder.
I have everything else I know of.
latest directx, latest xna
dotnet 1 to 3.5 fully updated.
visual c ++ 22005 2008 libs com audio sdl I think and maybe something else.
At 02:47 p.m. 13/04/2010, you wrote:
>Hi Hayden,
>Thanks for that. I was beginning to think I was going crazy here. I
>don't have sluggish menus nor the crash error when exiting so I'm not
>the only one where the game works as expected. Now, the trick is to
>figure out what it is about their systems that is causing the crash
>and the slow menu response.
>
>
>On 4/12/10, Hayden Presley  wrote:
>> Hi Thomas,
>> I must add my impressions. Firstly, I have had neither the error upon
>> exiting nor the slow menu problem. I like how you put the weapon
>> descriptions back into the game. Also, I'm glad you put backthe navigation
>> keys (oops, hotkeys) for the menu.
>> Best Regards,
>> Hayden
>
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Re: [Audyssey] Crashing when exiting

2010-04-12 Thread shaun everiss
well I'll try to copy the dump when it dies.
however I have no idea how you can enterpret actual code.
I may temperarilly turn error reporting on to see if I can copy the text rather 
than relying on the weird crash dialog.

ok.
the first thing is an xml dump.
its a load of junk to me but 

maybe you can do something with it.














the crash dialog is as follows.
toom.exe application error.


the enstruction at 0x004266825"
refferenced memmory at
0x000 the memmory could not be read.

I have also a menu up that is a window called toom hunter.
there is a couple menus in file there is a menu called game which does nothing 
there is an abbout in a menu next to it called help.
there is  an exit icon in the file menu, which I then hit.
it closed but I had to ok the error window still.
does any of this help?
would it help if I sent the memmory dump file at your usagames address?
or is this enough info.
 

At 02:35 p.m. 13/04/2010, you wrote:
>Hi Phil,
>Thanks. Apparently that bug is quite common, but I haven't yet figured
>out what it could be. I'll keep looking though.
>
>
>On 4/12/10, Phil Vlasak  wrote:
>> Hi Thomas,
>> I get that exiting bug when running MOTA beta 11.
>> I have a vista home premium and am running directX 10.
>> I am using an AMD Athlon processor.
>> I did uninstall MOTA beta 10 before installing Beta 11.
>> Hope these details help you find the answer.
>> Phil
>>
>
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Re: [Audyssey] Serious Mota question

2010-04-12 Thread Bryan Peterson
Another thing to consider Dark is that a major reason for the rewrite was so 
that Thomas could get free of the .net framework and DirectX dependencies 
since A. they were basically being phased out and B. A lot of people had 
problems with them. So while I understand your concern I can easily 
understand Thomas' frustration. Let's not forget that he's just as anxious 
to get this game out the door as we are to have it. It wasn't even his 
project to begin with.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:14 PM
Subject: Re: [Audyssey] Serious Mota question


Ah, muchos appologies, me was wrong level design has indeed happened,   
which is obviously a very good thing indeed.


Cudos tom for getting the second level out of the door, I'll look forward 
to playing the rest.


Beware the Grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 6:10 AM
Subject: Re: [Audyssey] Serious Mota question



Actually Dark there are now two levels and have been since Beta ten.
He who is valiant and pure of spirit may find the holy grail in the 
castle of ggh.
- Original Message - 
From: "dark" 

To: 
Sent: Monday, April 12, 2010 10:49 PM
Subject: [Audyssey] Serious Mota question



Hi Tom.

I'm really pleased Mota eleven is out (it's downloading now), and I look 
forward to seeing the zombies. However, as you've bought out the last 
few news items, I have had a bit of a concern which I'll ask here.


To put it bluntly, I have sometimes felt you spend more time fiddling 
around with the underlying basics, the programming language, the game 
engine, what library to use etc, than you do making the game, and I've 
begun to worry that this is really seriously getting in the way of Mota 
getting finished.


This isn't intended either as an insult, or an attempt to bash the way 
you do things, --- just a question about priorities from a very 
concerned player who is looking forward very much to a game to play.


In Early 2008, you released what would've been montizumas return beta 
10, and instead was beta 1 of Mota featuring the first level of the 
game. True, that beta had a lot of Monti elements in it, --- and didn't 
feature half as many weapons or features, but essentially it was a 
playable first level.


I know very well (now from my personal try out with the bgt), how much 
of a pest programming games is, and that it's very unreasonable to 
expect games to appear quickly. However it does seem after a further 10 
betas, two years and two months, and a lot of work, it seems we stil 
have only one level of the game.


Yes, it is a fantasticaly designed and fun level, and shows the 
capabilities of audio side scrollers very well indeed,  however, 
there is no getting over the fact that it is, just one level.


I've read all your rationales in the news for monkeying about with the 
basics, writing and rewriting both the game, and the genesis engine 
itself, deciding to use cross platform support or not, changing 
languages etc, and I haven't had a problem with any of these 
decisions,   afterall it's your game and your project and you 
certainly know more than I do about making it happen, and certainly 
nobody would want a rushed job,  in fact if I thought your games 
were! rush jobs and not worth playing, I certainly wouldn't be so 
concerned.


However, I will confess that sometimes, it feels like your trying to 
build a house, get part of the way, then suddenly tear it down to start 
again with other materials or in another way.


As I said this isn't intended as an insult or a bash, just an honest 
concern. nobody will be happier than I will if by next Christmas we have 
Angela carters' entire adventure to play through, --- -in fact that's 
exactly what I want to happen,  which is why I'm asking this 
question.


Are the basics finally, absolutely and certainly in place, so you will 
work on level design?


Much appologies if this is rude.

All the best,

Dark.
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Re: [Audyssey] Serious Mota question

2010-04-12 Thread dark
Ah, muchos appologies, me was wrong level design has indeed happened,   
which is obviously a very good thing indeed.


Cudos tom for getting the second level out of the door, I'll look forward to 
playing the rest.


Beware the Grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 6:10 AM
Subject: Re: [Audyssey] Serious Mota question



Actually Dark there are now two levels and have been since Beta ten.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "dark" 

To: 
Sent: Monday, April 12, 2010 10:49 PM
Subject: [Audyssey] Serious Mota question



Hi Tom.

I'm really pleased Mota eleven is out (it's downloading now), and I look 
forward to seeing the zombies. However, as you've bought out the last few 
news items, I have had a bit of a concern which I'll ask here.


To put it bluntly, I have sometimes felt you spend more time fiddling 
around with the underlying basics, the programming language, the game 
engine, what library to use etc, than you do making the game, and I've 
begun to worry that this is really seriously getting in the way of Mota 
getting finished.


This isn't intended either as an insult, or an attempt to bash the way 
you do things, --- just a question about priorities from a very concerned 
player who is looking forward very much to a game to play.


In Early 2008, you released what would've been montizumas return beta 10, 
and instead was beta 1 of Mota featuring the first level of the game. 
True, that beta had a lot of Monti elements in it, --- and didn't feature 
half as many weapons or features, but essentially it was a playable first 
level.


I know very well (now from my personal try out with the bgt), how much of 
a pest programming games is, and that it's very unreasonable to expect 
games to appear quickly. However it does seem after a further 10 betas, 
two years and two months, and a lot of work, it seems we stil have only 
one level of the game.


Yes, it is a fantasticaly designed and fun level, and shows the 
capabilities of audio side scrollers very well indeed,  however, 
there is no getting over the fact that it is, just one level.


I've read all your rationales in the news for monkeying about with the 
basics, writing and rewriting both the game, and the genesis engine 
itself, deciding to use cross platform support or not, changing languages 
etc, and I haven't had a problem with any of these decisions,   
afterall it's your game and your project and you certainly know more than 
I do about making it happen, and certainly nobody would want a rushed 
job,  in fact if I thought your games were! rush jobs and not worth 
playing, I certainly wouldn't be so concerned.


However, I will confess that sometimes, it feels like your trying to 
build a house, get part of the way, then suddenly tear it down to start 
again with other materials or in another way.


As I said this isn't intended as an insult or a bash, just an honest 
concern. nobody will be happier than I will if by next Christmas we have 
Angela carters' entire adventure to play through, --- -in fact that's 
exactly what I want to happen,  which is why I'm asking this 
question.


Are the basics finally, absolutely and certainly in place, so you will 
work on level design?


Much appologies if this is rude.

All the best,

Dark.
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Re: [Audyssey] Serious Mota question

2010-04-12 Thread Bryan Peterson

Actually Dark there are now two levels and have been since Beta ten.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "dark" 

To: 
Sent: Monday, April 12, 2010 10:49 PM
Subject: [Audyssey] Serious Mota question



Hi Tom.

I'm really pleased Mota eleven is out (it's downloading now), and I look 
forward to seeing the zombies. However, as you've bought out the last few 
news items, I have had a bit of a concern which I'll ask here.


To put it bluntly, I have sometimes felt you spend more time fiddling 
around with the underlying basics, the programming language, the game 
engine, what library to use etc, than you do making the game, and I've 
begun to worry that this is really seriously getting in the way of Mota 
getting finished.


This isn't intended either as an insult, or an attempt to bash the way you 
do things, --- just a question about priorities from a very concerned 
player who is looking forward very much to a game to play.


In Early 2008, you released what would've been montizumas return beta 10, 
and instead was beta 1 of Mota featuring the first level of the game. 
True, that beta had a lot of Monti elements in it, --- and didn't feature 
half as many weapons or features, but essentially it was a playable first 
level.


I know very well (now from my personal try out with the bgt), how much of 
a pest programming games is, and that it's very unreasonable to expect 
games to appear quickly. However it does seem after a further 10 betas, 
two years and two months, and a lot of work, it seems we stil have only 
one level of the game.


Yes, it is a fantasticaly designed and fun level, and shows the 
capabilities of audio side scrollers very well indeed,  however, there 
is no getting over the fact that it is, just one level.


I've read all your rationales in the news for monkeying about with the 
basics, writing and rewriting both the game, and the genesis engine 
itself, deciding to use cross platform support or not, changing languages 
etc, and I haven't had a problem with any of these decisions,   
afterall it's your game and your project and you certainly know more than 
I do about making it happen, and certainly nobody would want a rushed 
job,  in fact if I thought your games were! rush jobs and not worth 
playing, I certainly wouldn't be so concerned.


However, I will confess that sometimes, it feels like your trying to build 
a house, get part of the way, then suddenly tear it down to start again 
with other materials or in another way.


As I said this isn't intended as an insult or a bash, just an honest 
concern. nobody will be happier than I will if by next Christmas we have 
Angela carters' entire adventure to play through, --- -in fact that's 
exactly what I want to happen,  which is why I'm asking this question.


Are the basics finally, absolutely and certainly in place, so you will 
work on level design?


Much appologies if this is rude.

All the best,

Dark.
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[Audyssey] Serious Mota question

2010-04-12 Thread dark
Hi Tom. 

I'm really pleased Mota eleven is out (it's downloading now), and I look 
forward to seeing the zombies. However, as you've bought out the last few news 
items, I have had a bit of a concern which I'll ask here. 

To put it bluntly, I have sometimes felt you spend more time fiddling around 
with the underlying basics, the programming language, the game engine, what 
library to use etc, than you do making the game, and I've begun to worry that 
this is really seriously getting in the way of Mota getting finished. 

This isn't intended either as an insult, or an attempt to bash the way you do 
things, --- just a question about priorities from a very concerned player who 
is looking forward very much to a game to play. 

In Early 2008, you released what would've been montizumas return beta 10, and 
instead was beta 1 of Mota featuring the first level of the game. True, that 
beta had a lot of Monti elements in it, --- and didn't feature half as many 
weapons or features, but essentially it was a playable first level. 

I know very well (now from my personal try out with the bgt), how much of a 
pest programming games is, and that it's very unreasonable to expect games to 
appear quickly. However it does seem after a further 10 betas, two years and 
two months, and a lot of work, it seems we stil have only one level of the 
game. 

Yes, it is a fantasticaly designed and fun level, and shows the capabilities of 
audio side scrollers very well indeed,  however, there is no getting over 
the fact that it is, just one level.

I've read all your rationales in the news for monkeying about with the basics, 
writing and rewriting both the game, and the genesis engine itself, deciding to 
use cross platform support or not, changing languages etc, and I haven't had a 
problem with any of these decisions,  afterall it's your game and your 
project and you certainly know more than I do about making it happen, and 
certainly nobody would want a rushed job,  in fact if I thought your games 
were! rush jobs and not worth playing, I certainly wouldn't be so concerned.

However, I will confess that sometimes, it feels like your trying to build a 
house, get part of the way, then suddenly tear it down to start again with 
other materials or in another way.

As I said this isn't intended as an insult or a bash, just an honest concern. 
nobody will be happier than I will if by next Christmas we have Angela carters' 
entire adventure to play through, --- -in fact that's exactly what I want to 
happen,  which is why I'm asking this question. 

Are the basics finally, absolutely and certainly in place, so you will work on 
level design? 

Much appologies if this is rude. 

All the best, 

Dark.
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Re: [Audyssey] BGT Beta Version 0.2 released!

2010-04-12 Thread valiant8086

Hi.
Ok, I downloaded BGT 0.2 and started on porting the voiceover script from 
auto it. I have the audio portion of it sort of working, but I bumped into 
another problem. The concept is that it plays another sound before the other 
one has actually finished, making it a little more smooth, less gap between 
files, than typical voiceover scripts. However when I tell BGT to try doing 
that it interrupts the previously playing sound instead of starting the new 
sound without bothering the other. I think com audio uses buffers or 
channels or something to let you do this. Can BGT do it too? I thought about 
using two objects and switching back and 4th between them until BGT is able 
to support channels. For now I've resorted back to using your typical method 
of playing a sequence of speech sounds until I hear what I can do about 
this.



- Original Message - 
From: "valiant8086" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 10:30 PM
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!



Hi.
I haven't downloaded and messed with this any, but it looks like I might 
possibly be able to begin using this now. It's just going to be really 
tough writing all this in one document. Going to get confusing. The issue 
is attempting to figure out how to process speech files while trying to 
run other code without skipping a beat clock wise. Darn, multithreading or 
co processing or what ever that term is would really shine in this 
situation.


I probably will have to write the voiceover script and then figure out how 
to make it so that it can be pasted into the main loop of a program 
instead of using it's own loop. Worse case senario is I write it, then if 
I fail to figure that out, ask for help from you or someone else who might 
know on including it in a main loop.


Now that you've impliminted length and position properties, asuming when I 
go trying to use them they turn out to be fast and reliable enough I 
should be able to make a ridiculously pause free sounding voiceover 
script. I imagine if I ever get it done I could submit it for other bgt 
users and just ask that my name gets put in somewhere for my efforts on 
it.


Starting to get a bit pumped up. I think some day I'm going to be able to 
produce stuff using BGT.


Regarding licensing, have you thought about some sort of shaired revenue 
type setup? This concept would be if I write a game and I sell say 11 
coppies of it, for 25 dollars each, there's a contract/agreement that goes 
with the particular license I elected for that says you get say 10 15 20 
25 what ever percent of my profit. Let's say it's 20 percent for now, 11 
coppies times 25 dollars would be 275 dollars total. 20 percent of 275 is 
55 dollars? So you'd get 55 and I'd get 190 some. Hopefully I'd sell a lot 
more than 11 coppies. Just wondered about that, could help in situations 
where people don't want to pay 800 dollars to get it.


Me personally I don't know anything about whether 800 is too high or too 
low, understanding it's a one time thing. I suppose a person could use the 
free version to write the game without compiler support, and if they know 
it's going to doo well somehow they can buy the license. Not sure how 
that's going to work. With thaqt 800 dollar senario, if I wrote a game and 
tried to sell it for 25 dollars, I would have to sell 32 coppies of it 
just to brake even on the first game. After that it'd be all up hill I 
suppose, except maybe paying for sound libraries and that sort of thing.



- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Saturday, April 10, 2010 8:49 PM
Subject: [Audyssey] BGT Beta Version 0.2 released!



Hi all,

After roughly a month of intensive work, I am very pleased to announce 
the availability of BGT beta version 0.2. The new changes are as follows:


* Updated the script interpreter to the latest version which fixes some 
more bugs found by users.
* File reading and writing support has been added, both for binary and 
text files.
* Properties to get the current position and total length of a sound have 
been added to the sound object, along with a method to set the position 
as well.

* Partial support for Microsoft Sapi 5.1 text to speech has been added.
* A fully featured waveform tone generator has been added which allows 
the creation of musical compositions using sine, sawtooth and square 
waves.

* Fixed a few minor errors in the tutorial.
* The error edit control now uses word wrap rather than a scroll bar.
* Switched from the MinGw C++ compiler to Visual Studio 2008, which 
brings us up to date with all the latest Microsoft features, and which 
also produces an executable that is roughly 400 kb smaller and runs 
considerably faster.
* Fixed a few object methods where I had forgotten to set the global 
error flag based on the results.


The beta can be found in the same location as version 0.1, which is to 
say:

http://www.blastbay.com/bgt_beta_setup.exe

Re: [Audyssey] BGT Beta Version 0.2 released!

2010-04-12 Thread valiant8086

Hi.
Thanks. Actually, I don't know anything about the pricing. I don't know 
where that all came from, as I didn't read any numbers on here from 
Blastbay, just other people suddenly started talking about 800 dollars. 
Guess I missed it somehow. So are there going to be more than two different 
versions or are we really not sure what the pricing will be at this point.


- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Monday, April 12, 2010 10:45 PM
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!



Hi,
Remember there is always the light version for something like $65?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of valiant8086
Sent: Monday, April 12, 2010 9:30 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!

Hi.
I haven't downloaded and messed with this any, but it looks like I might
possibly be able to begin using this now. It's just going to be really 
tough


writing all this in one document. Going to get confusing. The issue is
attempting to figure out how to process speech files while trying to run
other code without skipping a beat clock wise. Darn, multithreading or co
processing or what ever that term is would really shine in this situation.

I probably will have to write the voiceover script and then figure out how
to make it so that it can be pasted into the main loop of a program 
instead
of using it's own loop. Worse case senario is I write it, then if I fail 
to

figure that out, ask for help from you or someone else who might know on
including it in a main loop.

Now that you've impliminted length and position properties, asuming when I
go trying to use them they turn out to be fast and reliable enough I 
should

be able to make a ridiculously pause free sounding voiceover script. I
imagine if I ever get it done I could submit it for other bgt users and 
just


ask that my name gets put in somewhere for my efforts on it.

Starting to get a bit pumped up. I think some day I'm going to be able to
produce stuff using BGT.

Regarding licensing, have you thought about some sort of shaired revenue
type setup? This concept would be if I write a game and I sell say 11
coppies of it, for 25 dollars each, there's a contract/agreement that goes
with the particular license I elected for that says you get say 10 15 20 
25

what ever percent of my profit. Let's say it's 20 percent for now, 11
coppies times 25 dollars would be 275 dollars total. 20 percent of 275 is 
55


dollars? So you'd get 55 and I'd get 190 some. Hopefully I'd sell a lot 
more


than 11 coppies. Just wondered about that, could help in situations where
people don't want to pay 800 dollars to get it.

Me personally I don't know anything about whether 800 is too high or too
low, understanding it's a one time thing. I suppose a person could use the
free version to write the game without compiler support, and if they know
it's going to doo well somehow they can buy the license. Not sure how 
that's


going to work. With thaqt 800 dollar senario, if I wrote a game and tried 
to


sell it for 25 dollars, I would have to sell 32 coppies of it just to 
brake

even on the first game. After that it'd be all up hill I suppose, except
maybe paying for sound libraries and that sort of thing.


- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Saturday, April 10, 2010 8:49 PM
Subject: [Audyssey] BGT Beta Version 0.2 released!



Hi all,

After roughly a month of intensive work, I am very pleased to announce 
the



availability of BGT beta version 0.2. The new changes are as follows:

* Updated the script interpreter to the latest version which fixes some
more bugs found by users.
* File reading and writing support has been added, both for binary and
text files.
* Properties to get the current position and total length of a sound have
been added to the sound object, along with a method to set the position 
as



well.
* Partial support for Microsoft Sapi 5.1 text to speech has been added.
* A fully featured waveform tone generator has been added which allows 
the



creation of musical compositions using sine, sawtooth and square waves.
* Fixed a few minor errors in the tutorial.
* The error edit control now uses word wrap rather than a scroll bar.
* Switched from the MinGw C++ compiler to Visual Studio 2008, which 
brings



us up to date with all the latest Microsoft features, and which also
produces an executable that is roughly 400 kb smaller and runs
considerably faster.
* Fixed a few object methods where I had forgotten to set the global 
error



flag based on the results.

The beta can be found in the same location as version 0.1, which is to
say:
http://www.blastbay.com/bgt_beta_setup.exe.

Enjoy, and let me know how it goes!

Kind regards,

Philip Bennefall
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[Audyssey] MOTA Beta 11 Observations

2010-04-12 Thread valiant8086
Hi.
Well, it installed and ran pretty well for me. I was able to walk around and 
get killed a time or two.

My first observation was that it looks like the speech files need to be trimmed 
again. If needed I could do it again. It would be cool if I could get a 
mention as a contributor if I do.

Second observation was that in some cases, it seems to not respond to your 
pressing keys until after you release them. Is that on purpose? It's doable 
this way, but it might feel more responsive if it would respond as soon as the 
button was pressed. For instance if I press the number 1 for pistol, it doesn't 
actually switch to the pistol until after I release the 1 key. Usually I 
observe this technique in situations where the key could possibly be used as a 
modifyer for another key command, but none of these keys are used as such in 
mota. 

Aha, I think I got it now, you did that so you could get around the problem 
with folks accidentally jumping all over the place in menus and such by holding 
down the key slightly too long. I didn't realize that was what you guys were 
talking about when you were discussing the key delay. If I were coding that, 
and I had the programming knowledge needed, I think I would just check for a 
key press as aposed to waiting for key up. I wonder if one could just use the 
windows support for key input when in the menus, as it handles the delays for 
that nicely enough on it's own. Of course, that wouldn't work in actual game 
play though, since you'd get silly behavior if you tried to hold down keys to 
do things.

I'm running Windows 7 home premium 64 bit on a core i5 processor, and I got the 
error that folks are mentioning appears when closing the game. I pressed x 
while sitting in the menu to close it. I didn't arrow to it and press enter or 
press alt+f4.

I use JAWS 11.0, and it goes to sleep but isn't actually shut down while I run 
MOTA. I wonder if that has something to do with it. Since I believe you use 
window-eyes... Although, it's far fetched for me to figure your beta testers 
were all using something besides JAWS, and that none of them utilized the sleep 
feature.
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Re: [Audyssey] need help with downloading a game

2010-04-12 Thread dark

Night of parasite is a game from Chinese developer Frances wolf.

The homepage of the game,  if there is one, is in Chinese (that's why 
there's no homepage link on the audiogames.net site).


if however the link isn't working, possibly someone could host it (I thought 
someone already was actually).


Beware the Grue!

Dark.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Tuesday, April 13, 2010 3:40 AM
Subject: [Audyssey] need help with downloading a game


when i try to download night of parasite it won't download.  is their a 
reason for this?  is there a home page for this game?


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi,
Like I said the way DirectInput handles keys like shift, control, alt
you have to specify which one you mean. For example the left control
key is DIK_LCONTROL and the right is DIK_RCONTROL.  To use either one
you have to put an or condition in your keyboard event so it knows to
use either the right or left control key with that key. Otherwise it
will just use the one you specified. No biggy to fix.

Cheers!

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Re: [Audyssey] what's with the statues in mota?

2010-04-12 Thread Stephen

Ah.
and here's me thinking the doors and statues are separate.  ps: I'm 
not having trouble with opening any doors, but when I do open a door 
and move towards the noisy statue, I thought that the statue was 
supposed to try and attack you or something, I didn't realise the 
statue was actually the door.

At 12:20 PM 13/04/2010, you wrote:

Hi Stephen,
You are suppose to move it so you can get into the room behind it. To
move a statue press enter and Angela will move it out of the way just
like she does when opening stone doors. Of course, statues like doors
can be locked and have to be unlocked before they can be moved out of
the way.


On 4/12/10, Stephen  wrote:
> Hi there.
> I'm trying out beta 11, and I really like the game, but I've just one
> question.  What do I do with the statue on the first level? walking
> upto it doesn't seem to do anything, I can't shoot at it, or jump on
> it or anything.
> Can you help?
> Thanks.
>
>
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
That works. In fact I seem to remember you used to be able to do that in the 
prior Betas. I know you could do it with Shift.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 8:44 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi,
Lol! Oops, sory about that. I'll definitely put some code in place to
keep from using more than one torch or potion at a time.  I'll also
update the engine so you can use either the right or left control key
with t and p.

Cheers!

On 4/12/10, Bryan Peterson  wrote:

I just think they should all be the same one. Since the left control is
generally the easiest to access that's the one I've always used. So it 
was a

bit confusing when I went to check how many torches I had with the left
control key and ended up lighting my only remaining one while the first 
one

was still burning.


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Hayden,
Thanks for that. I was beginning to think I was going crazy here. I
don't have sluggish menus nor the crash error when exiting so I'm not
the only one where the game works as expected. Now, the trick is to
figure out what it is about their systems that is causing the crash
and the slow menu response.


On 4/12/10, Hayden Presley  wrote:
> Hi Thomas,
> I must add my impressions. Firstly, I have had neither the error upon
> exiting nor the slow menu problem. I like how you put the weapon
> descriptions back into the game. Also, I'm glad you put backthe navigation
> keys (oops, hotkeys) for the menu.
> Best Regards,
> Hayden

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Re: [Audyssey] BGT Beta Version 0.2 released!

2010-04-12 Thread Hayden Presley
Hi,
Remember there is always the light version for something like $65?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of valiant8086
Sent: Monday, April 12, 2010 9:30 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!

Hi.
I haven't downloaded and messed with this any, but it looks like I might 
possibly be able to begin using this now. It's just going to be really tough

writing all this in one document. Going to get confusing. The issue is 
attempting to figure out how to process speech files while trying to run 
other code without skipping a beat clock wise. Darn, multithreading or co 
processing or what ever that term is would really shine in this situation.

I probably will have to write the voiceover script and then figure out how 
to make it so that it can be pasted into the main loop of a program instead 
of using it's own loop. Worse case senario is I write it, then if I fail to 
figure that out, ask for help from you or someone else who might know on 
including it in a main loop.

Now that you've impliminted length and position properties, asuming when I 
go trying to use them they turn out to be fast and reliable enough I should 
be able to make a ridiculously pause free sounding voiceover script. I 
imagine if I ever get it done I could submit it for other bgt users and just

ask that my name gets put in somewhere for my efforts on it.

Starting to get a bit pumped up. I think some day I'm going to be able to 
produce stuff using BGT.

Regarding licensing, have you thought about some sort of shaired revenue 
type setup? This concept would be if I write a game and I sell say 11 
coppies of it, for 25 dollars each, there's a contract/agreement that goes 
with the particular license I elected for that says you get say 10 15 20 25 
what ever percent of my profit. Let's say it's 20 percent for now, 11 
coppies times 25 dollars would be 275 dollars total. 20 percent of 275 is 55

dollars? So you'd get 55 and I'd get 190 some. Hopefully I'd sell a lot more

than 11 coppies. Just wondered about that, could help in situations where 
people don't want to pay 800 dollars to get it.

Me personally I don't know anything about whether 800 is too high or too 
low, understanding it's a one time thing. I suppose a person could use the 
free version to write the game without compiler support, and if they know 
it's going to doo well somehow they can buy the license. Not sure how that's

going to work. With thaqt 800 dollar senario, if I wrote a game and tried to

sell it for 25 dollars, I would have to sell 32 coppies of it just to brake 
even on the first game. After that it'd be all up hill I suppose, except 
maybe paying for sound libraries and that sort of thing.


- Original Message - 
From: "Philip Bennefall" 
To: "Gamers Discussion list" 
Sent: Saturday, April 10, 2010 8:49 PM
Subject: [Audyssey] BGT Beta Version 0.2 released!


> Hi all,
>
> After roughly a month of intensive work, I am very pleased to announce the

> availability of BGT beta version 0.2. The new changes are as follows:
>
> * Updated the script interpreter to the latest version which fixes some 
> more bugs found by users.
> * File reading and writing support has been added, both for binary and 
> text files.
> * Properties to get the current position and total length of a sound have 
> been added to the sound object, along with a method to set the position as

> well.
> * Partial support for Microsoft Sapi 5.1 text to speech has been added.
> * A fully featured waveform tone generator has been added which allows the

> creation of musical compositions using sine, sawtooth and square waves.
> * Fixed a few minor errors in the tutorial.
> * The error edit control now uses word wrap rather than a scroll bar.
> * Switched from the MinGw C++ compiler to Visual Studio 2008, which brings

> us up to date with all the latest Microsoft features, and which also 
> produces an executable that is roughly 400 kb smaller and runs 
> considerably faster.
> * Fixed a few object methods where I had forgotten to set the global error

> flag based on the results.
>
> The beta can be found in the same location as version 0.1, which is to 
> say:
> http://www.blastbay.com/bgt_beta_setup.exe.
>
> Enjoy, and let me know how it goes!
>
> Kind regards,
>
> Philip Bennefall
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi,
Lol! Oops, sory about that. I'll definitely put some code in place to
keep from using more than one torch or potion at a time.  I'll also
update the engine so you can use either the right or left control key
with t and p.

Cheers!

On 4/12/10, Bryan Peterson  wrote:
> I just think they should all be the same one. Since the left control is
> generally the easiest to access that's the one I've always used. So it was a
> bit confusing when I went to check how many torches I had with the left
> control key and ended up lighting my only remaining one while the first one
> was still burning.

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Re: [Audyssey] Crashing when exiting

2010-04-12 Thread Hayden Presley
Oh, and the exit thing is called "version information"? What is that?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, April 12, 2010 9:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Crashing when exiting

I've gotten it also now that I think about it.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Phil Vlasak" 
To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 7:52 PM
Subject: Re: [Audyssey] Crashing when exiting


> Hi Thomas,
> I get that exiting bug when running MOTA beta 11.
> I have a vista home premium and am running directX 10.
> I am using an AMD Athlon processor.
> I did uninstall MOTA beta 10 before installing Beta 11.
> Hope these details help you find the answer.
> Phil
>
>
> - Original Message - 
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Monday, April 12, 2010 9:16 PM
> Subject: Re: [Audyssey] Crashing when exiting
>
>
>> Hi Mike,
>> Thanks for the bug report. Unfortunately, that error doesn't give me
>> much to go on. So I'll probably have a tough time hunting it down and
>> killing it. Grin.
>>
>>
>>
>> On 4/12/10, mike maslo  wrote:
>>> Thomas:
>>>
>>>
>>>
>>> When I exiting the game, I get toom.exe stopped working. It said windows
>>> will attempt to identify the problem and then a close button the screen.
>>>
>>> ---
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>>>
>>
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>
>
>


>
>
>
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> Checked by AVG - www.avg.com
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Re: [Audyssey] what's with the statues in mota?

2010-04-12 Thread Hayden Presley
Hi,
There are two solutions. It should open by itself--ah, I see your problem;
you did not pull the appropriate lever.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, April 12, 2010 9:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] what's with the statues in mota?

Uhm, there are quite a few statues on the first level. Which one are you 
talking about.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Stephen" 
To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 7:53 PM
Subject: Re: [Audyssey] what's with the statues in mota?


> the one on the very first level.
> Nothing seems to happen when I walk up to it. it just makes a humming 
> noise.  like Thomas ward's refrigerator needs fixing up. hahahaha.
> At 11:15 AM 13/04/2010, you wrote:
>>Hi Steven,
>>What statue? There are quite a few in MOTA, and there always have been.
>>Best Regards,
>>Hayden
>>
>>-Original Message-
>>From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>>Behalf Of Stephen
>>Sent: Monday, April 12, 2010 8:14 PM
>>To: gamers@audyssey.org
>>Subject: [Audyssey] what's with the statues in mota?
>>
>>Hi there.
>>I'm trying out beta 11, and I really like the game, but I've just one
>>question.  What do I do with the statue on the first level? walking
>>upto it doesn't seem to do anything, I can't shoot at it, or jump on
>>it or anything.
>>Can you help?
>>Thanks.
>>
>>
>>---
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>>
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>
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Hayden Presley
Hi Thomas,
I must add my impressions. Firstly, I have had neither the error upon
exiting nor the slow menu problem. I like how you put the weapon
descriptions back into the game. Also, I'm glad you put backthe navigation
keys (oops, hotkeys) for the menu.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, April 12, 2010 9:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Willem,
I don't know. I've got a couple of things in mind to try, and fixing
input will be my top priority this week. Sooner or later I should be
able to nail down the problem and fix it. Obviously this all worked in
the other game engine well enough so it should be a matter of
basically copying the same concept over to the C++ engine.

On 4/12/10, Willem  wrote:
> Hi Thomas.
> Ok what about having the keypress activate the menu item and while the
> key is down it shouldn't allow any more cycling? Either that or a
> time-delay of say 1/10 second between allowed keypresses.

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[Audyssey] need help with downloading a game

2010-04-12 Thread michael barnes
when i try to download night of parasite it won't download.  is their a 
reason for this?  is there a home page for this game?


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Willem,
I don't know. I've got a couple of things in mind to try, and fixing
input will be my top priority this week. Sooner or later I should be
able to nail down the problem and fix it. Obviously this all worked in
the other game engine well enough so it should be a matter of
basically copying the same concept over to the C++ engine.

On 4/12/10, Willem  wrote:
> Hi Thomas.
> Ok what about having the keypress activate the menu item and while the
> key is down it shouldn't allow any more cycling? Either that or a
> time-delay of say 1/10 second between allowed keypresses.

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Re: [Audyssey] what's with the statues in mota?

2010-04-12 Thread Bryan Peterson
Uhm, there are quite a few statues on the first level. Which one are you 
talking about.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Stephen" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 7:53 PM
Subject: Re: [Audyssey] what's with the statues in mota?



the one on the very first level.
Nothing seems to happen when I walk up to it. it just makes a humming 
noise.  like Thomas ward's refrigerator needs fixing up. hahahaha.

At 11:15 AM 13/04/2010, you wrote:

Hi Steven,
What statue? There are quite a few in MOTA, and there always have been.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Stephen
Sent: Monday, April 12, 2010 8:14 PM
To: gamers@audyssey.org
Subject: [Audyssey] what's with the statues in mota?

Hi there.
I'm trying out beta 11, and I really like the game, but I've just one
question.  What do I do with the statue on the first level? walking
upto it doesn't seem to do anything, I can't shoot at it, or jump on
it or anything.
Can you help?
Thanks.


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Re: [Audyssey] Crashing when exiting

2010-04-12 Thread Bryan Peterson

I've gotten it also now that I think about it.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 7:52 PM
Subject: Re: [Audyssey] Crashing when exiting



Hi Thomas,
I get that exiting bug when running MOTA beta 11.
I have a vista home premium and am running directX 10.
I am using an AMD Athlon processor.
I did uninstall MOTA beta 10 before installing Beta 11.
Hope these details help you find the answer.
Phil


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 9:16 PM
Subject: Re: [Audyssey] Crashing when exiting



Hi Mike,
Thanks for the bug report. Unfortunately, that error doesn't give me
much to go on. So I'll probably have a tough time hunting it down and
killing it. Grin.



On 4/12/10, mike maslo  wrote:

Thomas:



When I exiting the game, I get toom.exe stopped working. It said windows
will attempt to identify the problem and then a close button the screen.

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Re: [Audyssey] Crashing when exiting

2010-04-12 Thread Thomas Ward
Hi Phil,
Thanks. Apparently that bug is quite common, but I haven't yet figured
out what it could be. I'll keep looking though.


On 4/12/10, Phil Vlasak  wrote:
> Hi Thomas,
> I get that exiting bug when running MOTA beta 11.
> I have a vista home premium and am running directX 10.
> I am using an AMD Athlon processor.
> I did uninstall MOTA beta 10 before installing Beta 11.
> Hope these details help you find the answer.
> Phil
>

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Re: [Audyssey] BGT Beta Version 0.2 released!

2010-04-12 Thread valiant8086

Hi.
I haven't downloaded and messed with this any, but it looks like I might 
possibly be able to begin using this now. It's just going to be really tough 
writing all this in one document. Going to get confusing. The issue is 
attempting to figure out how to process speech files while trying to run 
other code without skipping a beat clock wise. Darn, multithreading or co 
processing or what ever that term is would really shine in this situation.


I probably will have to write the voiceover script and then figure out how 
to make it so that it can be pasted into the main loop of a program instead 
of using it's own loop. Worse case senario is I write it, then if I fail to 
figure that out, ask for help from you or someone else who might know on 
including it in a main loop.


Now that you've impliminted length and position properties, asuming when I 
go trying to use them they turn out to be fast and reliable enough I should 
be able to make a ridiculously pause free sounding voiceover script. I 
imagine if I ever get it done I could submit it for other bgt users and just 
ask that my name gets put in somewhere for my efforts on it.


Starting to get a bit pumped up. I think some day I'm going to be able to 
produce stuff using BGT.


Regarding licensing, have you thought about some sort of shaired revenue 
type setup? This concept would be if I write a game and I sell say 11 
coppies of it, for 25 dollars each, there's a contract/agreement that goes 
with the particular license I elected for that says you get say 10 15 20 25 
what ever percent of my profit. Let's say it's 20 percent for now, 11 
coppies times 25 dollars would be 275 dollars total. 20 percent of 275 is 55 
dollars? So you'd get 55 and I'd get 190 some. Hopefully I'd sell a lot more 
than 11 coppies. Just wondered about that, could help in situations where 
people don't want to pay 800 dollars to get it.


Me personally I don't know anything about whether 800 is too high or too 
low, understanding it's a one time thing. I suppose a person could use the 
free version to write the game without compiler support, and if they know 
it's going to doo well somehow they can buy the license. Not sure how that's 
going to work. With thaqt 800 dollar senario, if I wrote a game and tried to 
sell it for 25 dollars, I would have to sell 32 coppies of it just to brake 
even on the first game. After that it'd be all up hill I suppose, except 
maybe paying for sound libraries and that sort of thing.



- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Saturday, April 10, 2010 8:49 PM
Subject: [Audyssey] BGT Beta Version 0.2 released!



Hi all,

After roughly a month of intensive work, I am very pleased to announce the 
availability of BGT beta version 0.2. The new changes are as follows:


* Updated the script interpreter to the latest version which fixes some 
more bugs found by users.
* File reading and writing support has been added, both for binary and 
text files.
* Properties to get the current position and total length of a sound have 
been added to the sound object, along with a method to set the position as 
well.

* Partial support for Microsoft Sapi 5.1 text to speech has been added.
* A fully featured waveform tone generator has been added which allows the 
creation of musical compositions using sine, sawtooth and square waves.

* Fixed a few minor errors in the tutorial.
* The error edit control now uses word wrap rather than a scroll bar.
* Switched from the MinGw C++ compiler to Visual Studio 2008, which brings 
us up to date with all the latest Microsoft features, and which also 
produces an executable that is roughly 400 kb smaller and runs 
considerably faster.
* Fixed a few object methods where I had forgotten to set the global error 
flag based on the results.


The beta can be found in the same location as version 0.1, which is to 
say:

http://www.blastbay.com/bgt_beta_setup.exe.

Enjoy, and let me know how it goes!

Kind regards,

Philip Bennefall
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Re: [Audyssey] what's with the statues in mota?

2010-04-12 Thread Thomas Ward
Hi Stephen,
You are suppose to move it so you can get into the room behind it. To
move a statue press enter and Angela will move it out of the way just
like she does when opening stone doors. Of course, statues like doors
can be locked and have to be unlocked before they can be moved out of
the way.


On 4/12/10, Stephen  wrote:
> Hi there.
> I'm trying out beta 11, and I really like the game, but I've just one
> question.  What do I do with the statue on the first level? walking
> upto it doesn't seem to do anything, I can't shoot at it, or jump on
> it or anything.
> Can you help?
> Thanks.
>
>
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Re: [Audyssey] MOTA 10

2010-04-12 Thread shaun everiss
you did kill that but there must be a zombie of it somewhere.
At 01:14 p.m. 13/04/2010, you wrote:
>Hi Shaun,
>As for speaking the number of torches make sure you use the right
>control key with t. I've noticed several others are using the left
>control and of course that doesn't work because that is the wrong
>keyboard combo. I think I'll have to add both just so people won't
>have this problem in the future.
>As for using multiple potions I haven't had that problem, but I'll
>certainly look into it.  It seams the game has a number of input
>issues of this nature that I'll be looking into for the next release
>and see if I can get all those issues worked out.
>As for losing air while waiding through the water that is most
>definitely a bug. I thought I killed that at one time, but guess not.
>I'll be fixing that pretty soon as it should be an easy one to fix.
>
>Smile.
>
>
>On 4/12/10, shaun everiss  wrote:
>> hI.
>> THIS LATEST BETA REALLY ROCKS.
>> BUT THERE  ARE A FEW BUGS.
>> AS WELL AS THE AUDIO ITS QUITE HARD WITHAT BUG TO GET SOMETHING TILL YOU ARE
>> IN FRONT OF IT.
>> MONSTERS INCLUDED.
>> WHEN YOU USE POTIONS  SAY YOU HAVE 3 AND HIT P TO USE 1 OF THEM, ALL 3 ARE
>> USED.
>> CONTROL T TO GET THE TORCH DOES NOT WORK, AND IT APPEARS THAT YOUR OXYGEN
>> LOWERS IF YOU SWIM IN THE WATER, i THOUGHT ITS NOT SUPPOSED TO DO THAT
>> SINCE ITS JUST A ROOM WITH WATER YOU ARE WALKING THROUGH.
>> gAME IS GOOD.
>> HOWEVER ON EXIT i GET AN INVALID INSTRUCTION, FOR SOME REFFERENCED ADDRESS.
>> OTHERWISE IT WORKS FINE.
>>
>>
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>
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Re: [Audyssey] what's with the statues in mota?

2010-04-12 Thread Stephen

the one on the very first level.
Nothing seems to happen when I walk up to it. it just makes a humming 
noise.  like Thomas ward's refrigerator needs fixing up. hahahaha.

At 11:15 AM 13/04/2010, you wrote:

Hi Steven,
What statue? There are quite a few in MOTA, and there always have been.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Stephen
Sent: Monday, April 12, 2010 8:14 PM
To: gamers@audyssey.org
Subject: [Audyssey] what's with the statues in mota?

Hi there.
I'm trying out beta 11, and I really like the game, but I've just one
question.  What do I do with the statue on the first level? walking
upto it doesn't seem to do anything, I can't shoot at it, or jump on
it or anything.
Can you help?
Thanks.


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Re: [Audyssey] Crashing when exiting

2010-04-12 Thread Phil Vlasak

Hi Thomas,
I get that exiting bug when running MOTA beta 11.
I have a vista home premium and am running directX 10.
I am using an AMD Athlon processor.
I did uninstall MOTA beta 10 before installing Beta 11.
Hope these details help you find the answer.
Phil


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 9:16 PM
Subject: Re: [Audyssey] Crashing when exiting



Hi Mike,
Thanks for the bug report. Unfortunately, that error doesn't give me
much to go on. So I'll probably have a tough time hunting it down and
killing it. Grin.



On 4/12/10, mike maslo  wrote:

Thomas:



When I exiting the game, I get toom.exe stopped working. It said windows
will attempt to identify the problem and then a close button the screen.

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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.801 / Virus Database: 271.1.1/2807 - Release Date: 04/12/10 
14:32:00



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Re: [Audyssey] MOTA 10

2010-04-12 Thread Bryan Peterson

I had the multiple potion thing happen to me once or twice last game.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 7:14 PM
Subject: Re: [Audyssey] MOTA 10



Hi Shaun,
As for speaking the number of torches make sure you use the right
control key with t. I've noticed several others are using the left
control and of course that doesn't work because that is the wrong
keyboard combo. I think I'll have to add both just so people won't
have this problem in the future.
As for using multiple potions I haven't had that problem, but I'll
certainly look into it.  It seams the game has a number of input
issues of this nature that I'll be looking into for the next release
and see if I can get all those issues worked out.
As for losing air while waiding through the water that is most
definitely a bug. I thought I killed that at one time, but guess not.
I'll be fixing that pretty soon as it should be an easy one to fix.

Smile.


On 4/12/10, shaun everiss  wrote:

hI.
THIS LATEST BETA REALLY ROCKS.
BUT THERE  ARE A FEW BUGS.
AS WELL AS THE AUDIO ITS QUITE HARD WITHAT BUG TO GET SOMETHING TILL YOU 
ARE

IN FRONT OF IT.
MONSTERS INCLUDED.
WHEN YOU USE POTIONS  SAY YOU HAVE 3 AND HIT P TO USE 1 OF THEM, ALL 3 
ARE

USED.
CONTROL T TO GET THE TORCH DOES NOT WORK, AND IT APPEARS THAT YOUR OXYGEN
LOWERS IF YOU SWIM IN THE WATER, i THOUGHT ITS NOT SUPPOSED TO DO THAT
SINCE ITS JUST A ROOM WITH WATER YOU ARE WALKING THROUGH.
gAME IS GOOD.
HOWEVER ON EXIT i GET AN INVALID INSTRUCTION, FOR SOME REFFERENCED 
ADDRESS.

OTHERWISE IT WORKS FINE.


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Re: [Audyssey] what's with the statues in mota?

2010-04-12 Thread Bryan Peterson

Did you hit the lever?
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Stephen" 

To: 
Sent: Monday, April 12, 2010 7:13 PM
Subject: [Audyssey] what's with the statues in mota?



Hi there.
I'm trying out beta 11, and I really like the game, but I've just one 
question.  What do I do with the statue on the first level? walking upto 
it doesn't seem to do anything, I can't shoot at it, or jump on it or 
anything.

Can you help?
Thanks.


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
I just think they should all be the same one. Since the left control is 
generally the easiest to access that's the one I've always used. So it was a 
bit confusing when I went to check how many torches I had with the left 
control key and ended up lighting my only remaining one while the first one 
was still burning.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 6:57 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Bryan,
Didn't think about that when I wrote it. Basically, when you check for
keyboard combos DirectInput usually needs to know if the left control
or right control is being held down with that key. So I used the one
that seamed most natural for the command. I guess if you need me to I
can have it use either one of the control keys, but that is a tad bit
more work to add.
Smile.

On 4/12/10, Bryan Peterson  wrote:
I figured as much. I also noticed a slight quirk, not necessarily a bug 
but

definitely a quirk, involved in checking status of certain items. For
instance checking weapon status or number of torches seems to be done by
pressing the right Control plus W or T respectively, but checking Potions
involves pressing left Control+P. Needless to say that threw me off,
especially since the safeguard against using multiple torches at once is 
no
longer there, which I would imagine is temporary. Other than that I 
really
like the new version. I don't mind so much the delay in menus since I did 
on

occasion arrow too far in older versions, though not very often.


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[Audyssey] problem with night of parasite

2010-04-12 Thread michael barnes
when i went to audio games to download the game night of parasite it 
keep giving me problem  so what is another way to download the game?


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Willem

Hi Thomas.
Ok what about having the keypress activate the menu item and while the 
key is down it shouldn't allow any more cycling? Either that or a 
time-delay of say 1/10 second between allowed keypresses.

On 4/13/2010 12:44 AM, Thomas Ward wrote:

Hi Willem,
That is exactly what it does. It selects a new menu item when you
release the up/down arrow key rather than on a key press. However,
everyone is telling me that way is too slow. I can't win.


   



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Re: [Audyssey] battle boomer

2010-04-12 Thread Hayden Presley
Hi Muhammed,
Get it here: http://dl.dropbox.com/u/3515620/BattleBoomer.zip
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Monday, April 12, 2010 10:37 AM
To: gamers@audyssey.org
Subject: [Audyssey] battle boomer

Hi,
do to battary problems on my laptop, I had to switch to windows 7 and I
don't have the battle boomer folder. Please, could someone please give me
the download for battle boomer?

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Re: [Audyssey] tarzan junior

2010-04-12 Thread Hayden Presley
Hi,
S
P
O
I
L
E
R
S
P
A
C
E
There are two ways to dispatch those monkeys--the first: once you are at the 
same point in your swing, you can kill it with the spear; or the second: use 
your sling. Press w to switch between weapons. I may do a recording as well (on 
the easy level!). Also note, it takes three stabs to kill a monkey. That's one 
of my favorite levels,  behind the final fight and hunt in the mountain.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Thomas Ward
Sent: Monday, April 12, 2010 10:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] tarzan junior

Hi,
Yes, but there is a patch for that. If you look on my free games page
http://www.usagamesinteractive.com/games.php
you'll find the full download of Tarzan Junior as well as a small
patch. The patch is one written by Philip to remove the demo
restrictions from the game.

Cheers!


On 4/12/10, ENES SARIBAÅž  wrote:
> hello
> is tarzan junior a demo?
> and i have a problem how do we kill the monkeys in the vines in level 3?
> are there any audio recordings of tarzan junior thanks!
>
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Re: [Audyssey] Crashing when exiting

2010-04-12 Thread Thomas Ward
Hi Mike,
Thanks for the bug report. Unfortunately, that error doesn't give me
much to go on. So I'll probably have a tough time hunting it down and
killing it. Grin.



On 4/12/10, mike maslo  wrote:
> Thomas:
>
>
>
> When I exiting the game, I get toom.exe stopped working. It said windows
> will attempt to identify the problem and then a close button the screen.
>
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Re: [Audyssey] what's with the statues in mota?

2010-04-12 Thread Hayden Presley
Hi Steven,
What statue? There are quite a few in MOTA, and there always have been.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Stephen
Sent: Monday, April 12, 2010 8:14 PM
To: gamers@audyssey.org
Subject: [Audyssey] what's with the statues in mota?

Hi there.
I'm trying out beta 11, and I really like the game, but I've just one 
question.  What do I do with the statue on the first level? walking 
upto it doesn't seem to do anything, I can't shoot at it, or jump on 
it or anything.
Can you help?
Thanks.


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Re: [Audyssey] question about gaem sites

2010-04-12 Thread Hayden Presley
Hi Dark,
You mean reaeaeaeaeaeaeaeaeaeaeaeal'l'l'l'l'l'l'ly! Long.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Monday, April 12, 2010 2:39 PM
To: gamers@audyssey.org
Subject: [Audyssey] question about gaem sites

what is the best website to see a list of all the gaems out there for 
the blind and detail about the gaems?  and the current version and new 
version of the gaems?

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Re: [Audyssey] MOTA 10

2010-04-12 Thread Thomas Ward
Hi Shaun,
As for speaking the number of torches make sure you use the right
control key with t. I've noticed several others are using the left
control and of course that doesn't work because that is the wrong
keyboard combo. I think I'll have to add both just so people won't
have this problem in the future.
As for using multiple potions I haven't had that problem, but I'll
certainly look into it.  It seams the game has a number of input
issues of this nature that I'll be looking into for the next release
and see if I can get all those issues worked out.
As for losing air while waiding through the water that is most
definitely a bug. I thought I killed that at one time, but guess not.
I'll be fixing that pretty soon as it should be an easy one to fix.

Smile.


On 4/12/10, shaun everiss  wrote:
> hI.
> THIS LATEST BETA REALLY ROCKS.
> BUT THERE  ARE A FEW BUGS.
> AS WELL AS THE AUDIO ITS QUITE HARD WITHAT BUG TO GET SOMETHING TILL YOU ARE
> IN FRONT OF IT.
> MONSTERS INCLUDED.
> WHEN YOU USE POTIONS  SAY YOU HAVE 3 AND HIT P TO USE 1 OF THEM, ALL 3 ARE
> USED.
> CONTROL T TO GET THE TORCH DOES NOT WORK, AND IT APPEARS THAT YOUR OXYGEN
> LOWERS IF YOU SWIM IN THE WATER, i THOUGHT ITS NOT SUPPOSED TO DO THAT
> SINCE ITS JUST A ROOM WITH WATER YOU ARE WALKING THROUGH.
> gAME IS GOOD.
> HOWEVER ON EXIT i GET AN INVALID INSTRUCTION, FOR SOME REFFERENCED ADDRESS.
> OTHERWISE IT WORKS FINE.
>
>
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[Audyssey] what's with the statues in mota?

2010-04-12 Thread Stephen

Hi there.
I'm trying out beta 11, and I really like the game, but I've just one 
question.  What do I do with the statue on the first level? walking 
upto it doesn't seem to do anything, I can't shoot at it, or jump on 
it or anything.

Can you help?
Thanks.


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Re: [Audyssey] to brian peterson

2010-04-12 Thread Hayden Presley
Hi Brian,
You know, as easy as the documentation makes them sounds, snake and 3d snake
have been some of the most exasperating games I have ever played.
(Particularly 3D snake, it's more a problem of centering those blasted
fruit!) 
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, April 12, 2010 3:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] to brian peterson

Blastbay Studios just released the Blastbay Game Toolkit and the Q9 action 
Game before that. I'm not sure about 3D snake since I never played it.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "michael barnes" 
To: 
Sent: Monday, April 12, 2010 1:05 PM
Subject: [Audyssey] to brian peterson


> hey what kind of thing is this studio he runing?  is it a game studio? 
> what is the current version of 3d snake is their?
>
> -- 
> Email services provided by the System Access Mobile Network.  Visit 
> www.serotek.com to learn more about accessibility anywhere.
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Hayden,
Hard to say at this point. I'm working with a completely new engine
that hasn't been fully debugged and field tested, and I never know how
long debugging something like that will take. Plus on top of that I've
got to add about 10 more levels, update the sound core, and I
eventually want to get joystick/mouse support in the new engine.
That's probably six months of work right there. So I'd say 1.0 won't
be realistically ready until early fall. Although, it could come a
little sooner or a little later depending on scheduling, bugs, etc.

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Bryan,
Didn't think about that when I wrote it. Basically, when you check for
keyboard combos DirectInput usually needs to know if the left control
or right control is being held down with that key. So I used the one
that seamed most natural for the command. I guess if you need me to I
can have it use either one of the control keys, but that is a tad bit
more work to add.
Smile.

On 4/12/10, Bryan Peterson  wrote:
> I figured as much. I also noticed a slight quirk, not necessarily a bug but
> definitely a quirk, involved in checking status of certain items. For
> instance checking weapon status or number of torches seems to be done by
> pressing the right Control plus W or T respectively, but checking Potions
> involves pressing left Control+P. Needless to say that threw me off,
> especially since the safeguard against using multiple torches at once is no
> longer there, which I would imagine is temporary. Other than that I really
> like the new version. I don't mind so much the delay in menus since I did on
> occasion arrow too far in older versions, though not very often.

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
I have a feeling he's going to stear clear of even that just in case he 
can't meet that deadline. I mean I imagine once he's confident he's closing 
in on a release date he'll be more open but I doubt he'll say anything 
before then. I certainly wouldn't in his position. It's a matter of giving 
yourself as much breathing room as possible.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Monday, April 12, 2010 6:45 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Thomas,
Obviously there is no way to tell for sure, but can you give us an 
estimate

as to MOTA's release date?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Monday, April 12, 2010 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
I know in BGT there are two functions - key_pressed and key_down. That
suggests to me that there is a way to check whether a given key has just 
at

that moment been pressed, or is being held down. I'm not sure whether this
is a manual check or whether this is built into DirectInput, but I know 
that


the equivalent of key_pressed will come in handy for the menus and jump
problem.
Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:32 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Damien,
As for panning it actually isn't using a pan control but FMOD'S 3d
audio processing which is why it sounds a little strange right now.
This is an issue I plan to be working on in beta 12 when i rewrite the
sound core using XAudio2. FMOD happens to be something I introduced
into the engine back when I was thinking about going cross-platform
and didn't want to take several days or a couple of extra weeks to
rewrite the sound core and test it. So it is on the todo list to fix.
As for walking through doors the reason Angela pauses is she has to
wait for the door to completely slide open before stepping through.
This was actually a bug fix for beta 10 where she could run through
the door before it fully opened. I could put it back that way if
people want, but that's why that is happening.
As for menu keys as I explained earlier there isn't a happy medium
here. If I put the delay in the menus don't jump around like a flea on
a frying pan. If I take that out and don't wait for you to release the
key the menus skip items and you might hit down arrow on new game and
end up on exit program. That's worse than the delay in my book.
As for jumping I've noticed if you hold the keys down for very long
she will sort of leap frog with several jumps in a row. I guess I've
gotten use to not holding them down long so she only does a single
jump. Practice with it some and see if you really need me to prevent
her from doing that.

Cheers!


On 4/12/10, Damien Pendleton  wrote:

Hi Thomas,
Seems like you have put a lot of work into this new engine.
However, I am afraid to still bring some bugs to your attention:

1. Panning.
When you are walking towards an object, the sound doesn't pan until you
are
directly centre. Same when you walk away, it goes straight to the left,
so
you never know just how close or far away the object is.

2. Keyboard response
It seems like the menus are very slow to respond when pressing keys, and
also it is slow going when you try to walk through a door.

3. Jumping
If you hold down your jump combination it keeps simulating a jump.

Thanks.
Regards,
Damien.
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread mike maslo
I like the menus as they are now

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Monday, April 12, 2010 7:45 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
Obviously there is no way to tell for sure, but can you give us an estimate
as to MOTA's release date?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Monday, April 12, 2010 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
I know in BGT there are two functions - key_pressed and key_down. That 
suggests to me that there is a way to check whether a given key has just at 
that moment been pressed, or is being held down. I'm not sure whether this 
is a manual check or whether this is built into DirectInput, but I know that

the equivalent of key_pressed will come in handy for the menus and jump 
problem.
Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:32 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions


> Hi Damien,
> As for panning it actually isn't using a pan control but FMOD'S 3d
> audio processing which is why it sounds a little strange right now.
> This is an issue I plan to be working on in beta 12 when i rewrite the
> sound core using XAudio2. FMOD happens to be something I introduced
> into the engine back when I was thinking about going cross-platform
> and didn't want to take several days or a couple of extra weeks to
> rewrite the sound core and test it. So it is on the todo list to fix.
> As for walking through doors the reason Angela pauses is she has to
> wait for the door to completely slide open before stepping through.
> This was actually a bug fix for beta 10 where she could run through
> the door before it fully opened. I could put it back that way if
> people want, but that's why that is happening.
> As for menu keys as I explained earlier there isn't a happy medium
> here. If I put the delay in the menus don't jump around like a flea on
> a frying pan. If I take that out and don't wait for you to release the
> key the menus skip items and you might hit down arrow on new game and
> end up on exit program. That's worse than the delay in my book.
> As for jumping I've noticed if you hold the keys down for very long
> she will sort of leap frog with several jumps in a row. I guess I've
> gotten use to not holding them down long so she only does a single
> jump. Practice with it some and see if you really need me to prevent
> her from doing that.
>
> Cheers!
>
>
> On 4/12/10, Damien Pendleton  wrote:
>> Hi Thomas,
>> Seems like you have put a lot of work into this new engine.
>> However, I am afraid to still bring some bugs to your attention:
>>
>> 1. Panning.
>> When you are walking towards an object, the sound doesn't pan until you 
>> are
>> directly centre. Same when you walk away, it goes straight to the left, 
>> so
>> you never know just how close or far away the object is.
>>
>> 2. Keyboard response
>> It seems like the menus are very slow to respond when pressing keys, and
>> also it is slow going when you try to walk through a door.
>>
>> 3. Jumping
>> If you hold down your jump combination it keeps simulating a jump.
>>
>> Thanks.
>> Regards,
>> Damien.
>> ---
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>> 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.
>>
>
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Hayden Presley
Hi Thomas,
Obviously there is no way to tell for sure, but can you give us an estimate
as to MOTA's release date?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Monday, April 12, 2010 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
I know in BGT there are two functions - key_pressed and key_down. That 
suggests to me that there is a way to check whether a given key has just at 
that moment been pressed, or is being held down. I'm not sure whether this 
is a manual check or whether this is built into DirectInput, but I know that

the equivalent of key_pressed will come in handy for the menus and jump 
problem.
Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:32 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions


> Hi Damien,
> As for panning it actually isn't using a pan control but FMOD'S 3d
> audio processing which is why it sounds a little strange right now.
> This is an issue I plan to be working on in beta 12 when i rewrite the
> sound core using XAudio2. FMOD happens to be something I introduced
> into the engine back when I was thinking about going cross-platform
> and didn't want to take several days or a couple of extra weeks to
> rewrite the sound core and test it. So it is on the todo list to fix.
> As for walking through doors the reason Angela pauses is she has to
> wait for the door to completely slide open before stepping through.
> This was actually a bug fix for beta 10 where she could run through
> the door before it fully opened. I could put it back that way if
> people want, but that's why that is happening.
> As for menu keys as I explained earlier there isn't a happy medium
> here. If I put the delay in the menus don't jump around like a flea on
> a frying pan. If I take that out and don't wait for you to release the
> key the menus skip items and you might hit down arrow on new game and
> end up on exit program. That's worse than the delay in my book.
> As for jumping I've noticed if you hold the keys down for very long
> she will sort of leap frog with several jumps in a row. I guess I've
> gotten use to not holding them down long so she only does a single
> jump. Practice with it some and see if you really need me to prevent
> her from doing that.
>
> Cheers!
>
>
> On 4/12/10, Damien Pendleton  wrote:
>> Hi Thomas,
>> Seems like you have put a lot of work into this new engine.
>> However, I am afraid to still bring some bugs to your attention:
>>
>> 1. Panning.
>> When you are walking towards an object, the sound doesn't pan until you 
>> are
>> directly centre. Same when you walk away, it goes straight to the left, 
>> so
>> you never know just how close or far away the object is.
>>
>> 2. Keyboard response
>> It seems like the menus are very slow to respond when pressing keys, and
>> also it is slow going when you try to walk through a door.
>>
>> 3. Jumping
>> If you hold down your jump combination it keeps simulating a jump.
>>
>> Thanks.
>> Regards,
>> Damien.
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Re: [Audyssey] to brian peterson

2010-04-12 Thread Hayden Presley
Hi Brian,
Hmmm...I've heard that title before--though I forget where.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, April 12, 2010 6:59 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] to brian peterson

I have no clue what you're talking about.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "RONALD HOPKINS" 
To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 5:41 PM
Subject: Re: [Audyssey] to brian peterson


>Hello.  What is the object of run away?  when I turn right or 
> left, it says there is no curb in that direction?
>
> --
> From: "Bryan Peterson" 
> Sent: Monday, April 12, 2010 8:49 PM
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] to brian peterson
>
>> Blastbay Studios just released the Blastbay Game Toolkit and the Q9 
>> action Game before that. I'm not sure about 3D snake since I never played

>> it.
>> He who is valiant and pure of spirit may find the holy grail in the 
>> castle of ggh.
>> - Original Message - 
>> From: "michael barnes" 
>> To: 
>> Sent: Monday, April 12, 2010 1:05 PM
>> Subject: [Audyssey] to brian peterson
>>
>>
>>> hey what kind of thing is this studio he runing?  is it a game studio? 
>>> what is the current version of 3d snake is their?
>>>
>>> -- 
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>>
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Re: [Audyssey] to brian peterson

2010-04-12 Thread Bryan Peterson

I have no clue what you're talking about.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "RONALD HOPKINS" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 5:41 PM
Subject: Re: [Audyssey] to brian peterson


   Hello.  What is the object of run away?  when I turn right or 
left, it says there is no curb in that direction?


--
From: "Bryan Peterson" 
Sent: Monday, April 12, 2010 8:49 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] to brian peterson

Blastbay Studios just released the Blastbay Game Toolkit and the Q9 
action Game before that. I'm not sure about 3D snake since I never played 
it.
He who is valiant and pure of spirit may find the holy grail in the 
castle of ggh.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Monday, April 12, 2010 1:05 PM
Subject: [Audyssey] to brian peterson


hey what kind of thing is this studio he runing?  is it a game studio? 
what is the current version of 3d snake is their?


--
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[Audyssey] MOTA 10

2010-04-12 Thread shaun everiss
hI.
THIS LATEST BETA REALLY ROCKS.
BUT THERE  ARE A FEW BUGS.
AS WELL AS THE AUDIO ITS QUITE HARD WITHAT BUG TO GET SOMETHING TILL YOU ARE IN 
FRONT OF IT.
MONSTERS INCLUDED.
WHEN YOU USE POTIONS  SAY YOU HAVE 3 AND HIT P TO USE 1 OF THEM, ALL 3 ARE USED.
CONTROL T TO GET THE TORCH DOES NOT WORK, AND IT APPEARS THAT YOUR OXYGEN 
LOWERS IF YOU SWIM IN THE WATER, i THOUGHT ITS NOT SUPPOSED TO DO THAT  SINCE 
ITS JUST A ROOM WITH WATER YOU ARE WALKING THROUGH.
gAME IS GOOD.
HOWEVER ON EXIT i GET AN INVALID INSTRUCTION, FOR SOME REFFERENCED ADDRESS.
OTHERWISE IT WORKS FINE.


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[Audyssey] Crashing when exiting

2010-04-12 Thread mike maslo
Thomas:

 

When I exiting the game, I get toom.exe stopped working. It said windows
will attempt to identify the problem and then a close button the screen.

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Re: [Audyssey] to brian peterson

2010-04-12 Thread RONALD HOPKINS
   Hello.  What is the object of run away?  when I turn right or 
left, it says there is no curb in that direction?


--
From: "Bryan Peterson" 
Sent: Monday, April 12, 2010 8:49 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] to brian peterson

Blastbay Studios just released the Blastbay Game Toolkit and the Q9 action 
Game before that. I'm not sure about 3D snake since I never played it.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Monday, April 12, 2010 1:05 PM
Subject: [Audyssey] to brian peterson


hey what kind of thing is this studio he runing?  is it a game studio? 
what is the current version of 3d snake is their?


--
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Re: [Audyssey] question about Tv Manager 2

2010-04-12 Thread dark
There's really no way of knowing until Niels does the labeling 
unfortunately.


He's fairly quick about updates though, so if he says next week,  next 
week it will be.


i must confess this is why I'm personally not trying the game too heavily 
right now, sinse I'm waiting for the news to be added so that I can play 
through the tutorial.


Beware the Grue!

Dark.
- Original Message - 
From: "mike maslo" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, April 13, 2010 12:39 AM
Subject: Re: [Audyssey] question about Tv Manager 2



Dark:

So have you figured out where the news ads go at? That is where I am 
stuck.
I wrote him and got a response saying it would not be fixed until next 
week.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, April 12, 2010 6:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about Tv Manager 2

For the other items such as adds and programs, just drop in the numbered
slots.

news will get numbered slots too when they become text labled,  in 
fact
they might've already, try downloading the update patch and see if it 
fixes
the issue (I haven't checked the nielsbaur site yet, but when I commented 
in


the blog about the news issue, he did say it would happen).

Beware the grue!

Dark.
- Original Message - 
From: "mike maslo" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, April 13, 2010 12:04 AM
Subject: Re: [Audyssey] question about Tv Manager 2



It is not out yet. Dark, do you know where to drop it so that others can
do
it? I have not figured that out yet.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, April 12, 2010 11:09 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about Tv Manager 2

Hi.

The  news section didn't get text labled.

Niels did say this would be fixed, so try downloading the update patch
from
the updates section of the site.

Beware the grue!

Dark.
- Original Message - 
From: "Soulfinder" 

To: 
Sent: Saturday, April 10, 2010 4:51 PM
Subject: [Audyssey] question about Tv Manager 2



Hi,
I just downloaded it yesterday and I like it a lot; I just can't find 
out

how to choose the news: where should I drag them?
Best regards,

Soulfinder

--

Gianluca

msn: html-...@libero.it

Skype: html-man


--

Html-man

msn: html-...@libero.it

skype: html-man

--

Gianluca

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Re: [Audyssey] question about Tv Manager 2

2010-04-12 Thread mike maslo
Dark:

So have you figured out where the news ads go at? That is where I am stuck.
I wrote him and got a response saying it would not be fixed until next week.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, April 12, 2010 6:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about Tv Manager 2

For the other items such as adds and programs, just drop in the numbered 
slots.

news will get numbered slots too when they become text labled,  in fact 
they might've already, try downloading the update patch and see if it fixes 
the issue (I haven't checked the nielsbaur site yet, but when I commented in

the blog about the news issue, he did say it would happen).

Beware the grue!

Dark.
- Original Message - 
From: "mike maslo" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, April 13, 2010 12:04 AM
Subject: Re: [Audyssey] question about Tv Manager 2


> It is not out yet. Dark, do you know where to drop it so that others can 
> do
> it? I have not figured that out yet.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of dark
> Sent: Monday, April 12, 2010 11:09 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] question about Tv Manager 2
>
> Hi.
>
> The  news section didn't get text labled.
>
> Niels did say this would be fixed, so try downloading the update patch 
> from
> the updates section of the site.
>
> Beware the grue!
>
> Dark.
> - Original Message - 
> From: "Soulfinder" 
> To: 
> Sent: Saturday, April 10, 2010 4:51 PM
> Subject: [Audyssey] question about Tv Manager 2
>
>
>> Hi,
>> I just downloaded it yesterday and I like it a lot; I just can't find out
>> how to choose the news: where should I drag them?
>> Best regards,
>>
>> Soulfinder
>>
>> -- 
>>
>> Gianluca
>>
>> msn: html-...@libero.it
>>
>> Skype: html-man
>>
>>
>> -- 
>>
>> Html-man
>>
>> msn: html-...@libero.it
>>
>> skype: html-man
>>
>> -- 
>>
>> Gianluca
>>
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Re: [Audyssey] question about Tv Manager 2

2010-04-12 Thread dark

Hi.

If you want to contact nielsbauer, try leaving a comment on the blog. You 
can find it under the forum link on the main page.


He's very quick with responding to comments posted there,  though he is 
fully aware of the news issue and will be writing a patch to fix it soon (if 
he hasn't already).


beware the Grue!

Dark.
- Original Message - 
From: "mike maslo" 

To: "'Gamers Discussion list'" 
Sent: Monday, April 12, 2010 11:45 PM
Subject: Re: [Audyssey] question about Tv Manager 2


Soulfinder I am having that exact same problem. I wrote the support team 
and

hope to hear from him about that problem.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Soulfinder
Sent: Saturday, April 10, 2010 10:51 AM
To: gamers@audyssey.org
Subject: [Audyssey] question about Tv Manager 2

Hi,
I just downloaded it yesterday and I like it a lot; I just can't find
out how to choose the news: where should I drag them?
Best regards,

Soulfinder

--

Gianluca

msn: html-...@libero.it

Skype: html-man


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
I figured as much. I also noticed a slight quirk, not necessarily a bug but 
definitely a quirk, involved in checking status of certain items. For 
instance checking weapon status or number of torches seems to be done by 
pressing the right Control plus W or T respectively, but checking Potions 
involves pressing left Control+P. Needless to say that threw me off, 
especially since the safeguard against using multiple torches at once is no 
longer there, which I would imagine is temporary. Other than that I really 
like the new version. I don't mind so much the delay in menus since I did on 
occasion arrow too far in older versions, though not very often.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 5:20 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



HI Bryan and all,
That's something I'm still working on. When I tried putting speech on
its own thread it kept crashing the game all the time so I had to
remove the multithreaded support for speech for the time being.
Keep in mind since this is a totally new engine while the official
version number says beta 11 it is basically beta 1  with the new
engine. It is not like i have 10 versions of betas that have been
fixed, debugged, and upgraded as was the case with beta 10. This is
the first time the new C++ Genesis engine has been tested in the field
so to speak so there are bound to be bugs/problems.


Cheers!

On 4/12/10, Bryan Peterson  wrote:
I don't mind it this way so much, but I do feel that if a way can be 
found
to implemented there needs to be a way to interrupt the speech in the 
game,

say by hitting the F key in the midst of a View command to interrupt the
speech. This used to be possible but not anymore. It gets awkward when
trying to judge the distance with the firepits when you have to hear
everything spoken before you can even jump.


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
HI Bryan and all,
That's something I'm still working on. When I tried putting speech on
its own thread it kept crashing the game all the time so I had to
remove the multithreaded support for speech for the time being.
Keep in mind since this is a totally new engine while the official
version number says beta 11 it is basically beta 1  with the new
engine. It is not like i have 10 versions of betas that have been
fixed, debugged, and upgraded as was the case with beta 10. This is
the first time the new C++ Genesis engine has been tested in the field
so to speak so there are bound to be bugs/problems.


Cheers!

On 4/12/10, Bryan Peterson  wrote:
> I don't mind it this way so much, but I do feel that if a way can be found
> to implemented there needs to be a way to interrupt the speech in the game,
> say by hitting the F key in the midst of a View command to interrupt the
> speech. This used to be possible but not anymore. It gets awkward when
> trying to judge the distance with the firepits when you have to hear
> everything spoken before you can even jump.

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Re: [Audyssey] to dark

2010-04-12 Thread dark
As I said Michael,  just go to the developers' own website and you'll 
always find the current version there.


While I agree it's worth making certain you have the latest version, sinse3 
you can do this by going to the developers' own site, and sinse you can find 
that site either on pcs games or on audiogames.net,  it shouldn't be a 
problem.


This isn't meant as a cryticism, as I said, i do understand your concern, 
but it is a problem you can get around.


Beware the grue!

Dark.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Monday, April 12, 2010 9:48 PM
Subject: [Audyssey] to dark


yes i am all about the current versions of games because there has been 
times where i've download the game and i found out that there was a new 
version.  so when i ask about a current version of a game it just let me 
know that i ether need to go to a site to get it or i have the current 
version.  i don't mean any harm by asking so if people would be so kind 
and tell me that will insure me.


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Re: [Audyssey] question about Tv Manager 2

2010-04-12 Thread dark
For the other items such as adds and programs, just drop in the numbered 
slots.


news will get numbered slots too when they become text labled,  in fact 
they might've already, try downloading the update patch and see if it fixes 
the issue (I haven't checked the nielsbaur site yet, but when I commented in 
the blog about the news issue, he did say it would happen).


Beware the grue!

Dark.
- Original Message - 
From: "mike maslo" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, April 13, 2010 12:04 AM
Subject: Re: [Audyssey] question about Tv Manager 2


It is not out yet. Dark, do you know where to drop it so that others can 
do

it? I have not figured that out yet.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, April 12, 2010 11:09 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about Tv Manager 2

Hi.

The  news section didn't get text labled.

Niels did say this would be fixed, so try downloading the update patch 
from

the updates section of the site.

Beware the grue!

Dark.
- Original Message - 
From: "Soulfinder" 

To: 
Sent: Saturday, April 10, 2010 4:51 PM
Subject: [Audyssey] question about Tv Manager 2



Hi,
I just downloaded it yesterday and I like it a lot; I just can't find out
how to choose the news: where should I drag them?
Best regards,

Soulfinder

--

Gianluca

msn: html-...@libero.it

Skype: html-man


--

Html-man

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Re: [Audyssey] question about Tv Manager 2

2010-04-12 Thread mike maslo
It is not out yet. Dark, do you know where to drop it so that others can do
it? I have not figured that out yet.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, April 12, 2010 11:09 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about Tv Manager 2

Hi.

The  news section didn't get text labled.

Niels did say this would be fixed, so try downloading the update patch from 
the updates section of the site.

Beware the grue!

Dark.
- Original Message - 
From: "Soulfinder" 
To: 
Sent: Saturday, April 10, 2010 4:51 PM
Subject: [Audyssey] question about Tv Manager 2


> Hi,
> I just downloaded it yesterday and I like it a lot; I just can't find out 
> how to choose the news: where should I drag them?
> Best regards,
>
> Soulfinder
>
> -- 
>
> Gianluca
>
> msn: html-...@libero.it
>
> Skype: html-man
>
>
> -- 
>
> Html-man
>
> msn: html-...@libero.it
>
> skype: html-man
>
> -- 
>
> Gianluca
>
> ---
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> gamers-unsubscr...@audyssey.org.
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> http://www.mail-archive.com/gam...@audyssey.org.
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> list,
> please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
I don't mind it this way so much, but I do feel that if a way can be found 
to implemented there needs to be a way to interrupt the speech in the game, 
say by hitting the F key in the midst of a View command to interrupt the 
speech. This used to be possible but not anymore. It gets awkward when 
trying to judge the distance with the firepits when you have to hear 
everything spoken before you can even jump.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 4:44 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Willem,
That is exactly what it does. It selects a new menu item when you
release the up/down arrow key rather than on a key press. However,
everyone is telling me that way is too slow. I can't win.


On 4/12/10, Willem  wrote:

Hi Thomas.
Couldn't you make the game go to the next menu item on the key release
insted of a key press?


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Re: [Audyssey] question on tv manager

2010-04-12 Thread mike maslo
It is a game where you have to manage a tv station that is close to
bankrupt. The object of the game is to build it up and make it successful.
You compete against 3 other computer players to see who does the best.

The developer is the same who made smugglers and it is a lot of fun. There
is a minor accessibility problem but the developer has another patch coming
out next week to fix that also.

I really like the game for it is a strategy game.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Monday, April 12, 2010 12:44 PM
To: gamers@audyssey.org
Subject: [Audyssey] question on tv mamager

first what is this tv thing that some are talking about?  could someone 
give me some info about it?

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Re: [Audyssey] to thomas

2010-04-12 Thread Thomas Ward
Hi Michael,
The PB Games web site and games are no longer in existance. The
version on my web site is the latest version of that game before
Philip released it as abandonware. And before you ask every game on my
web site is the latest and greatest versions of those games.

HTH


On 4/12/10, michael barnes  wrote:
> hey i went to the website you had gave on the list just a few moments
> ago and download the game 3d snake.  when i went to the main website
> for that game it did not come up. i was trying to see what other kind
> of games was on the same site.  the website the readme thing gave is
> pb-games.com  but that does not seem correct.  could you check into
> this for me?  and what is the current version of the snake gaem for the
> blind?  and is there a new version?  if so how would i get it?
>
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Re: [Audyssey] question about gaem sites

2010-04-12 Thread shaun everiss
www.audiogames.net
At 07:39 a.m. 13/04/2010, you wrote:
>what is the best website to see a list of all the gaems out there for the 
>blind and detail about the gaems?  and the current version and new version of 
>the gaems?
>
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Damien Pendleton

Hi Thomas,
I know in BGT there are two functions - key_pressed and key_down. That 
suggests to me that there is a way to check whether a given key has just at 
that moment been pressed, or is being held down. I'm not sure whether this 
is a manual check or whether this is built into DirectInput, but I know that 
the equivalent of key_pressed will come in handy for the menus and jump 
problem.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:32 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Damien,
As for panning it actually isn't using a pan control but FMOD'S 3d
audio processing which is why it sounds a little strange right now.
This is an issue I plan to be working on in beta 12 when i rewrite the
sound core using XAudio2. FMOD happens to be something I introduced
into the engine back when I was thinking about going cross-platform
and didn't want to take several days or a couple of extra weeks to
rewrite the sound core and test it. So it is on the todo list to fix.
As for walking through doors the reason Angela pauses is she has to
wait for the door to completely slide open before stepping through.
This was actually a bug fix for beta 10 where she could run through
the door before it fully opened. I could put it back that way if
people want, but that's why that is happening.
As for menu keys as I explained earlier there isn't a happy medium
here. If I put the delay in the menus don't jump around like a flea on
a frying pan. If I take that out and don't wait for you to release the
key the menus skip items and you might hit down arrow on new game and
end up on exit program. That's worse than the delay in my book.
As for jumping I've noticed if you hold the keys down for very long
she will sort of leap frog with several jumps in a row. I guess I've
gotten use to not holding them down long so she only does a single
jump. Practice with it some and see if you really need me to prevent
her from doing that.

Cheers!


On 4/12/10, Damien Pendleton  wrote:

Hi Thomas,
Seems like you have put a lot of work into this new engine.
However, I am afraid to still bring some bugs to your attention:

1. Panning.
When you are walking towards an object, the sound doesn't pan until you 
are
directly centre. Same when you walk away, it goes straight to the left, 
so

you never know just how close or far away the object is.

2. Keyboard response
It seems like the menus are very slow to respond when pressing keys, and
also it is slow going when you try to walk through a door.

3. Jumping
If you hold down your jump combination it keeps simulating a jump.

Thanks.
Regards,
Damien.
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Re: [Audyssey] question about Tv Manager 2

2010-04-12 Thread mike maslo
Soulfinder I am having that exact same problem. I wrote the support team and
hope to hear from him about that problem.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Soulfinder
Sent: Saturday, April 10, 2010 10:51 AM
To: gamers@audyssey.org
Subject: [Audyssey] question about Tv Manager 2

Hi,
I just downloaded it yesterday and I like it a lot; I just can't find 
out how to choose the news: where should I drag them?
Best regards,

Soulfinder

-- 

Gianluca

msn: html-...@libero.it

Skype: html-man


-- 

Html-man

msn: html-...@libero.it

skype: html-man

-- 

Gianluca

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Willem,
That is exactly what it does. It selects a new menu item when you
release the up/down arrow key rather than on a key press. However,
everyone is telling me that way is too slow. I can't win.


On 4/12/10, Willem  wrote:
> Hi Thomas.
> Couldn't you make the game go to the next menu item on the key release
> insted of a key press?

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[Audyssey] Fwd: [USA Games] megaracer

2010-04-12 Thread shaun everiss

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>07:57:56 -0700
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>From: "Claudio Zeni" 
>To: "'Audio games discussion list.'" 
>Date: Mon, 12 Apr 2010 16:56:40 +0200
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>
>Hi all!
>
>First, I have now also included the link for the comaudio-library on my site
>so that everyone can download it there.
>Second, it would be nice if someone could send this news also to the
>audyssey list.
>I am not registered there because I just can't handle the e-mail-traffic
>there right now.
>
>Best regards
>
>Claudio
>
>
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Willem

Hi Thomas.
Couldn't you make the game go to the next menu item on the key release 
insted of a key press?On 4/13/2010 12:32 AM, Thomas Ward wrote:

Hi Damien,
As for panning it actually isn't using a pan control but FMOD'S 3d
audio processing which is why it sounds a little strange right now.
This is an issue I plan to be working on in beta 12 when i rewrite the
sound core using XAudio2. FMOD happens to be something I introduced
into the engine back when I was thinking about going cross-platform
and didn't want to take several days or a couple of extra weeks to
rewrite the sound core and test it. So it is on the todo list to fix.
As for walking through doors the reason Angela pauses is she has to
wait for the door to completely slide open before stepping through.
This was actually a bug fix for beta 10 where she could run through
the door before it fully opened. I could put it back that way if
people want, but that's why that is happening.
As for menu keys as I explained earlier there isn't a happy medium
here. If I put the delay in the menus don't jump around like a flea on
a frying pan. If I take that out and don't wait for you to release the
key the menus skip items and you might hit down arrow on new game and
end up on exit program. That's worse than the delay in my book.
As for jumping I've noticed if you hold the keys down for very long
she will sort of leap frog with several jumps in a row. I guess I've
gotten use to not holding them down long so she only does a single
jump. Practice with it some and see if you really need me to prevent
her from doing that.

Cheers!


On 4/12/10, Damien Pendleton  wrote:
   

Hi Thomas,
Seems like you have put a lot of work into this new engine.
However, I am afraid to still bring some bugs to your attention:

1. Panning.
When you are walking towards an object, the sound doesn't pan until you are
directly centre. Same when you walk away, it goes straight to the left, so
you never know just how close or far away the object is.

2. Keyboard response
It seems like the menus are very slow to respond when pressing keys, and
also it is slow going when you try to walk through a door.

3. Jumping
If you hold down your jump combination it keeps simulating a jump.

Thanks.
Regards,
Damien.
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Damien,
As for panning it actually isn't using a pan control but FMOD'S 3d
audio processing which is why it sounds a little strange right now.
This is an issue I plan to be working on in beta 12 when i rewrite the
sound core using XAudio2. FMOD happens to be something I introduced
into the engine back when I was thinking about going cross-platform
and didn't want to take several days or a couple of extra weeks to
rewrite the sound core and test it. So it is on the todo list to fix.
As for walking through doors the reason Angela pauses is she has to
wait for the door to completely slide open before stepping through.
This was actually a bug fix for beta 10 where she could run through
the door before it fully opened. I could put it back that way if
people want, but that's why that is happening.
As for menu keys as I explained earlier there isn't a happy medium
here. If I put the delay in the menus don't jump around like a flea on
a frying pan. If I take that out and don't wait for you to release the
key the menus skip items and you might hit down arrow on new game and
end up on exit program. That's worse than the delay in my book.
As for jumping I've noticed if you hold the keys down for very long
she will sort of leap frog with several jumps in a row. I guess I've
gotten use to not holding them down long so she only does a single
jump. Practice with it some and see if you really need me to prevent
her from doing that.

Cheers!


On 4/12/10, Damien Pendleton  wrote:
> Hi Thomas,
> Seems like you have put a lot of work into this new engine.
> However, I am afraid to still bring some bugs to your attention:
>
> 1. Panning.
> When you are walking towards an object, the sound doesn't pan until you are
> directly centre. Same when you walk away, it goes straight to the left, so
> you never know just how close or far away the object is.
>
> 2. Keyboard response
> It seems like the menus are very slow to respond when pressing keys, and
> also it is slow going when you try to walk through a door.
>
> 3. Jumping
> If you hold down your jump combination it keeps simulating a jump.
>
> Thanks.
> Regards,
> Damien.
> ---
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> gamers-unsubscr...@audyssey.org.
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> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
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>

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Re: [Audyssey] MOTA Beta 11 released!

2010-04-12 Thread Bryan Peterson

I'm downloading it now.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 3:21 PM
Subject: [Audyssey] MOTA Beta 11 released!



Hello gamers,
At long last USA Games Interactive would like to announce the
availability of Tomb Hunter Mysteries of the Ancients beta 11. This
all new beta release is a major improvement over beta 10 and earlier.

What's New

* All new engine written in C++.
* No longer requires Microsoft's .NET Framework.
* No longer requires Microsoft's Managed DirectX technology.
* Includes support for the FMOD EX sound API from Firelight Technology.
* Uses Acapela Heather for speech output.
* Includes enemy zombies.
* Updated enemy skeletons.
* A greater difference between skill levels.
* Improved performance and stability.
* Updated user guide.

Downloading

To download and install the new beta visit our web site at
http://www.usagamesinteractive.com
and click on the products page.
Before installing this release please uninstall and remove previous
versions of Mysteries of the Ancients.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] Mysteries of the Ancients

2010-04-12 Thread Thomas Ward
Hi Hayri,
Ok, that is strange. I have a Windows XP machine right here I've been
using to test the game while my laptop is in for repairs and it runs
fairly well. I'm totally at a loss as to your particular problem.
Anyone else seeing Hayri's problem?


On 4/12/10, Hayri Tulumcu  wrote:
> i have windows xp home eddission SP3 32 bit.

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[Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Damien Pendleton
Hi Thomas,
Seems like you have put a lot of work into this new engine.
However, I am afraid to still bring some bugs to your attention:

1. Panning.
When you are walking towards an object, the sound doesn't pan until you are 
directly centre. Same when you walk away, it goes straight to the left, so you 
never know just how close or far away the object is.

2. Keyboard response
It seems like the menus are very slow to respond when pressing keys, and also 
it is slow going when you try to walk through a door.

3. Jumping
If you hold down your jump combination it keeps simulating a jump.

Thanks.
Regards,
Damien.
---
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Re: [Audyssey] Mysteries of the Ancients

2010-04-12 Thread Thomas Ward
Hi Hayri,
Ok? That is weird. Not getting that hear on either of my computers.
Frickin' weird. DirectInput seams to be running smoothly and fine, and
none of my testers gave me anybug reports of that kind  either.
However, up until now it hasn't been officially tested on Win 64 byt
versions so that might be part of the problem. I don't know.



On 4/12/10, Hayri Tulumcu  wrote:
> Hi Thomas. If you hold down the spacebar so it does not respond before that
> you release it again. and the same goes for all the other keys.

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Re: [Audyssey] Mysteries of the Ancients

2010-04-12 Thread Hayri Tulumcu

i have windows xp home eddission SP3 32 bit.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 13, 2010 12:06 AM
Subject: Re: [Audyssey] Mysteries of the Ancients



Hi Raul,
As for your keyboard problem that is a result of DirectInput having
full control of the keyboard. You really aren't suppose to alt+tab
away from the game as I really hadn't planned on someone multitasking
with the game running. In any case I'll see about trying to correct
that. I'll probably have to compare the Window handles or something to
make sure the keyboard gets released when the Window is not in focus.
As for the error you guys are getting it must be something specific to
Windows 64 byt edditions.  I still only have Windows 7 32 byt
eddition, and no errors of that nature. Man, I really am beginning to
hate Windows 64 byt versions, because they are being a pain in the
butt compatibility wise.
Oh, and if you have UAC turned on in Windows 7 it might be a good idea
to turn it off for a while. I'm having some compatibility issues with
that, and am still working on that problem.

Cheers!


On 4/12/10, Raul A. Gallegos  wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

hello. On Windows 7 64-bit I get an error when exiting the game. No
specific error is given unfortunately. Also, not sure if this is by
design, but if I alt-tab to another window to do something, the keys are
passed through to the game.

I can report more, but this is it for now.



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Re: [Audyssey] Mysteries of the Ancients

2010-04-12 Thread Thomas Ward
Hi Raul,
As for your keyboard problem that is a result of DirectInput having
full control of the keyboard. You really aren't suppose to alt+tab
away from the game as I really hadn't planned on someone multitasking
with the game running. In any case I'll see about trying to correct
that. I'll probably have to compare the Window handles or something to
make sure the keyboard gets released when the Window is not in focus.
As for the error you guys are getting it must be something specific to
Windows 64 byt edditions.  I still only have Windows 7 32 byt
eddition, and no errors of that nature. Man, I really am beginning to
hate Windows 64 byt versions, because they are being a pain in the
butt compatibility wise.
Oh, and if you have UAC turned on in Windows 7 it might be a good idea
to turn it off for a while. I'm having some compatibility issues with
that, and am still working on that problem.

Cheers!


On 4/12/10, Raul A. Gallegos  wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> hello. On Windows 7 64-bit I get an error when exiting the game. No
> specific error is given unfortunately. Also, not sure if this is by
> design, but if I alt-tab to another window to do something, the keys are
> passed through to the game.
>
> I can report more, but this is it for now.
>

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Re: [Audyssey] Mysteries of the Ancients

2010-04-12 Thread Hayri Tulumcu

Hi Thomas. If you hold down the spacebar so it does not respond before that
you release it again. and the same goes for all the other keys.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients



Hi Hayri,
The reason there is a delay between up/down arrows in the menus is so
it gives you enough time to release the keys. If I didn't do it that
way it would move so fast through the menus you would constantly be
skipping menu items, and couldn't find anything. So that isn't abug
but the way the game is designed.
As for the spacebar I'm sorry but I couldn't understand what you are
saying. Can you try and be a little clearer?
As for the error you get what is that? I get no errors when exiting
beta 11 and no one on my private beta team has seen this either. Did
you do as directed and remove beta 10 before installing beta 11?

Cheers!


On 4/12/10, Hayri Tulumcu  wrote:
Hi Thomas! Thanks for the new version of Mysteries of the Ancients beta 
11!

I found 2 errors are: when you press the arrow up and down, the game is a
little time to understand your keystrokes! When you hold down the 
spacebar,

you have to drop it before it bother me or shoot! When you exit the game
then comes the same error as the old version also came with!
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Re: [Audyssey] Mysteries of the Ancients

2010-04-12 Thread Raul A. Gallegos
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

hello. On Windows 7 64-bit I get an error when exiting the game. No
specific error is given unfortunately. Also, not sure if this is by
design, but if I alt-tab to another window to do something, the keys are
passed through to the game.

I can report more, but this is it for now.

On 4/12/2010 5:45 PM, Thomas Ward wrote:
> Hi Hayri,
> The reason there is a delay between up/down arrows in the menus is so
> it gives you enough time to release the keys. If I didn't do it that
> way it would move so fast through the menus you would constantly be
> skipping menu items, and couldn't find anything. So that isn't abug
> but the way the game is designed.
> As for the spacebar I'm sorry but I couldn't understand what you are
> saying. Can you try and be a little clearer?
> As for the error you get what is that? I get no errors when exiting
> beta 11 and no one on my private beta team has seen this either. Did
> you do as directed and remove beta 10 before installing beta 11?
> 
> Cheers!
> 
> 
> On 4/12/10, Hayri Tulumcu  wrote:
>> Hi Thomas! Thanks for the new version of Mysteries of the Ancients beta 11!
>> I found 2 errors are: when you press the arrow up and down, the game is a
>> little time to understand your keystrokes! When you hold down the spacebar,
>> you have to drop it before it bother me or shoot! When you exit the game
>> then comes the same error as the old version also came with!
>> ---
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> 
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- -- 
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Re: [Audyssey] Mysteries of the Ancients

2010-04-12 Thread Thomas Ward
Hi Hayri,
The reason there is a delay between up/down arrows in the menus is so
it gives you enough time to release the keys. If I didn't do it that
way it would move so fast through the menus you would constantly be
skipping menu items, and couldn't find anything. So that isn't abug
but the way the game is designed.
As for the spacebar I'm sorry but I couldn't understand what you are
saying. Can you try and be a little clearer?
As for the error you get what is that? I get no errors when exiting
beta 11 and no one on my private beta team has seen this either. Did
you do as directed and remove beta 10 before installing beta 11?

Cheers!


On 4/12/10, Hayri Tulumcu  wrote:
> Hi Thomas! Thanks for the new version of Mysteries of the Ancients beta 11!
> I found 2 errors are: when you press the arrow up and down, the game is a
> little time to understand your keystrokes! When you hold down the spacebar,
> you have to drop it before it bother me or shoot! When you exit the game
> then comes the same error as the old version also came with!
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
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> http://www.mail-archive.com/gam...@audyssey.org.
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> please send E-mail to gamers-ow...@audyssey.org.
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Re: [Audyssey] MOTA Beta 11 released!

2010-04-12 Thread Thomas Ward
Hi Muhammed,
Thanks. That's close to four months of work there. It isn't perfect
yet, but it is reasonably stable from what I can tell.

Cheers!

On 4/12/10, Muhammed Deniz  wrote:
> Shall I say, grait job!
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: 12 April 2010 22:21
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Beta 11 released!
>
> Hello gamers,
> At long last USA Games Interactive would like to announce the availability
> of Tomb Hunter Mysteries of the Ancients beta 11. This all new beta release
> is a major improvement over beta 10 and earlier.
>
> What's New
>
> * All new engine written in C++.
> * No longer requires Microsoft's .NET Framework.
> * No longer requires Microsoft's Managed DirectX technology.
> * Includes support for the FMOD EX sound API from Firelight Technology.
> * Uses Acapela Heather for speech output.
> * Includes enemy zombies.
> * Updated enemy skeletons.
> * A greater difference between skill levels.
> * Improved performance and stability.
> * Updated user guide.
>
> Downloading
>
> To download and install the new beta visit our web site at
> http://www.usagamesinteractive.com
> and click on the products page.
> Before installing this release please uninstall and remove previous versions
> of Mysteries of the Ancients.
>
> Sincerely,
> Thomas Ward
> President of USA Games Interactive
> http://www.usagamesinteractive.com
>
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>
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Re: [Audyssey] MOTA Beta 11 released!

2010-04-12 Thread Muhammed Deniz
Shall I say, grait job!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 12 April 2010 22:21
To: Gamers Discussion list
Subject: [Audyssey] MOTA Beta 11 released!

Hello gamers,
At long last USA Games Interactive would like to announce the availability
of Tomb Hunter Mysteries of the Ancients beta 11. This all new beta release
is a major improvement over beta 10 and earlier.

What's New

* All new engine written in C++.
* No longer requires Microsoft's .NET Framework.
* No longer requires Microsoft's Managed DirectX technology.
* Includes support for the FMOD EX sound API from Firelight Technology.
* Uses Acapela Heather for speech output.
* Includes enemy zombies.
* Updated enemy skeletons.
* A greater difference between skill levels.
* Improved performance and stability.
* Updated user guide.

Downloading

To download and install the new beta visit our web site at
http://www.usagamesinteractive.com
and click on the products page.
Before installing this release please uninstall and remove previous versions
of Mysteries of the Ancients.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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[Audyssey] MOTA Beta 11 released!

2010-04-12 Thread Thomas Ward
Hello gamers,
At long last USA Games Interactive would like to announce the
availability of Tomb Hunter Mysteries of the Ancients beta 11. This
all new beta release is a major improvement over beta 10 and earlier.

What's New

* All new engine written in C++.
* No longer requires Microsoft's .NET Framework.
* No longer requires Microsoft's Managed DirectX technology.
* Includes support for the FMOD EX sound API from Firelight Technology.
* Uses Acapela Heather for speech output.
* Includes enemy zombies.
* Updated enemy skeletons.
* A greater difference between skill levels.
* Improved performance and stability.
* Updated user guide.

Downloading

To download and install the new beta visit our web site at
http://www.usagamesinteractive.com
and click on the products page.
Before installing this release please uninstall and remove previous
versions of Mysteries of the Ancients.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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[Audyssey] Mysteries of the Ancients

2010-04-12 Thread Hayri Tulumcu
Hi Thomas! Thanks for the new version of Mysteries of the Ancients beta 11! I 
found 2 errors are: when you press the arrow up and down, the game is a little 
time to understand your keystrokes! When you hold down the spacebar, you have 
to drop it before it bother me or shoot! When you exit the game then comes the 
same error as the old version also came with!
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Re: [Audyssey] to brian peterson

2010-04-12 Thread Bryan Peterson
Blastbay Studios just released the Blastbay Game Toolkit and the Q9 action 
Game before that. I'm not sure about 3D snake since I never played it.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Monday, April 12, 2010 1:05 PM
Subject: [Audyssey] to brian peterson


hey what kind of thing is this studio he runing?  is it a game studio? 
what is the current version of 3d snake is their?


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[Audyssey] to dark

2010-04-12 Thread michael barnes
yes i am all about the current versions of games because there has been 
times where i've download the game and i found out that there was a new 
version.  so when i ask about a current version of a game it just let 
me know that i ether need to go to a site to get it or i have the 
current version.  i don't mean any harm by asking so if people would be 
so kind and tell me that will insure me.


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Re: [Audyssey] question about gaem sites

2010-04-12 Thread dark
Www.pcsgames.net has a reeally long list of all websites that host 
accessible games, with a description of the site and which games are on it, 
pluss some lists of websites for games playable on mac and via twitter.


Www.audiogames.net has a database with pages about games, each with 
(hopefully), detailed information on each game (including links to other 
resources such as audio reviews if they exist), pluss a link to it's 
homepage and to download the latest version.


Some games appear on one and not the other (Though hopefully this will be 
fixed in future), and pcs games provides more of an overview feeling while 
www.audiogames.net is more in depth, so it's worhth checking both.


Hth.

Btw Michael, you seem overly concerned with latest versions of games. In the 
very vast majority of cases, when a new version of a game comes out, the 
developer just takes down the old one and uploads a new one to their site, 
so there really isn't an issue sinse the developer of the game will always! 
host the latest version.


Actually, it's probably harder to get an older version of a game,   
accept in those cases where a developer specifically makes an older version 
of the game available for some backwards compatibility reason (which doesn't 
happen so often).


So when you go to a developers' own site and grab the game directly from 
them, you can be completely certain it's the latest version,  afterall 
if the games' own developer doesn't have the latest version,  who does? 
;D.


Beware the Grue!

Dark.

Beware the grue!

Dark.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Monday, April 12, 2010 8:39 PM
Subject: [Audyssey] question about gaem sites


what is the best website to see a list of all the gaems out there for the 
blind and detail about the gaems?  and the current version and new version 
of the gaems?


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[Audyssey] question about gaem sites

2010-04-12 Thread michael barnes
what is the best website to see a list of all the gaems out there for 
the blind and detail about the gaems?  and the current version and new 
version of the gaems?


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[Audyssey] to brian peterson

2010-04-12 Thread michael barnes
hey what kind of thing is this studio he runing?  is it a game studio?  
what is the current version of 3d snake is their?


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