Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-25 Thread Muhammed Deniz
I can understand. Yes, its not esey, its like your nurvis because your going 
to have an exam, I was just making a point. Sorry for being abit harsh.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
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Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "Jim Kitchen" 

To: "Muhammed Deniz" 
Sent: Friday, June 25, 2010 2:02 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA



Hi Muhammed,

Well of course Thomas has the right to ask for comments, suggestions etc 
about MOTA.  The only reason that I said anything is that every time that 
he asks he gets some people saying right and others saying left, some 
saying up and others saying down etc etc.  And some times he gets 
frustrated with this.  So I just suggested that to stop the frustration, 
stop asking.  That's it.


BFN

- Original Message -
Jim, he has the right to ask really. The reason he asks is that so he 
doesn't go in the wrong direction and and peoples apinyins. And rating on 
the plans.


My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want 
to joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "Jim Kitchen" 

To: "Thomas Ward" 
Sent: Thursday, June 24, 2010 1:45 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA



Hi Thomas,

I do not mean this to sound rude, or anything like that, but, maybe you 
should stop asking people what they would like to see in MOTA, or if this 
sounds better than that or this or that etc etc, and just finish the game 
as is.  Then of course you could get on to games that you would like to 
create and hopefully those games will be great games that allot of people 
like and buy and of course make you happy to create and play.


BFN

Jim

Everyone is entitled to my opinion, just ask me...

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA



Jim

"You can be on the right track and still get hit by a train!"

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread dark

Hi Tom.

I'll be interested to see how this one works out, particularly how 3D 
navigation and targiting will function. Actually, having the same layout in 
two different games might also help people get used to the 3D game a lot 
more sinse it'll be possible to learn things like level layout and enemy 
sounds and attacks from playing the 2D version which might be more familiar 
to some people.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, June 24, 2010 6:04 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Dark,
Oh, its going to essentially be the same game. It will have the same
story, same enemies, traps, puzzles, whatever. I could even make the
3d levels similar to there 2d counterparts simply by taking the same
levels and  simply redrawing each room as a true 3d object complete
with four walls, a floor, and a celing. Instead of a 2d room that is
say 20 by 8 I could just redraw that room to be 20 by 20 by 8 making
it 3d.  In other words instead of just length and height each room
will have a length, width, and height attribute.
The essential difference between the two versions is going to be 3d
specific features that you couldn't get in a 2d only game. For
example, obviously since the fps version is in 3d that offers you a
lot more freedom of movement. Instead of just being able to walk left
and right as well as climb up and down on ropes and things the fps
version will allow you to move foward, backward, left, right as well
as climb up and down on ropes, ladders, staircases, whatever.  As I
said far more freedom of movement.
Targeting will also be a bit different than you are use too. Since we
are talking about a truely 3d environment that means aiming your
weapons will be a bit trickier since the game will have to calculate a
true 3d vector from the player character to the target. For that
reason you may have to use the page up key to raise your weapon to
target a flying harpy, or use the page down key to lower your weapon
in order to target an enemy monster lower to the ground. This is a
feature of several mainstream games, and will be quite new to many
accessible gamers I think, but it is more realistic and shouldn't be
too hard to get use to.
As far as any other differences such as weather or not I'll keep the
random monsters and items I haven't decided. As I said a couple of
days ago there are pros and cons with both. If I keep it the games
will definitely be different from game to game which is good. If I get
rid of it then I have to figure out where to put everything and
rebalance the game which could be time consuming. So I'll cross that
bridge when I come to it.
In regards to more Tomb Hunter games I definitely plan on it. However,
the 3d fps game isn't going to be based on any of the stories I am
creating for Tomb Hunter II and so forth. For one thing I haven't
purchased all the sounds I need for Tomb Hunter II, and nor would I
create two different games seeing as the fps version is merely going
to be Mysteries of the Ancients done my way and the side-scroller is
the 2d version many people wanted to replace Montezuma's Revenge.


Cheers!

On 6/24/10, dark  wrote:

Hi Tom.

As a fan of both styles of game this deffinately pleases me, however I do
have one question.

Will the 3D version feature the same enemies, traps and obstacles as the
side scroller version?  will we stil have harpies, centaurs etc? and
will we stil be in griece?

I was just wondering, sinse I know you've often spoken about carrying on 
the

tombhunter series into further 3D adventures, whether this will be a
different setting,  for instance an egyptian or Aztec toomb.

Beware the grue!

Dark.


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread dark
I suspect Bryan that Mota 3D will be even more so than tank commander, sinse 
tanks don't tend to do much climbing around or moving up and down 
themselves, where as dr. carter will.


So, I assume it might be possible to combat a flying harpy either by raising 
your gun, or by climbing a rope until your on the same horizontal plane and 
the harpy then letting fly.


This is one reason i'll be interested to see what Tom comes up with in terms 
of navigation, sinse there are likely to be a lot of possible actions to 
take at one time, and a lot of information about the environment which needs 
to be conveyed by sound.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, June 24, 2010 8:39 PM
Subject: Re: [Audyssey] Important MOTA News


So in short something like a combination of Shades of Doom and Tank 
Commander? I know Tank Commander did require you to raise or lower your 
gun in order to achieve the proper firing range for the target.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, June 24, 2010 11:04 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Dark,
Oh, its going to essentially be the same game. It will have the same
story, same enemies, traps, puzzles, whatever. I could even make the
3d levels similar to there 2d counterparts simply by taking the same
levels and  simply redrawing each room as a true 3d object complete
with four walls, a floor, and a celing. Instead of a 2d room that is
say 20 by 8 I could just redraw that room to be 20 by 20 by 8 making
it 3d.  In other words instead of just length and height each room
will have a length, width, and height attribute.
The essential difference between the two versions is going to be 3d
specific features that you couldn't get in a 2d only game. For
example, obviously since the fps version is in 3d that offers you a
lot more freedom of movement. Instead of just being able to walk left
and right as well as climb up and down on ropes and things the fps
version will allow you to move foward, backward, left, right as well
as climb up and down on ropes, ladders, staircases, whatever.  As I
said far more freedom of movement.
Targeting will also be a bit different than you are use too. Since we
are talking about a truely 3d environment that means aiming your
weapons will be a bit trickier since the game will have to calculate a
true 3d vector from the player character to the target. For that
reason you may have to use the page up key to raise your weapon to
target a flying harpy, or use the page down key to lower your weapon
in order to target an enemy monster lower to the ground. This is a
feature of several mainstream games, and will be quite new to many
accessible gamers I think, but it is more realistic and shouldn't be
too hard to get use to.
As far as any other differences such as weather or not I'll keep the
random monsters and items I haven't decided. As I said a couple of
days ago there are pros and cons with both. If I keep it the games
will definitely be different from game to game which is good. If I get
rid of it then I have to figure out where to put everything and
rebalance the game which could be time consuming. So I'll cross that
bridge when I come to it.
In regards to more Tomb Hunter games I definitely plan on it. However,
the 3d fps game isn't going to be based on any of the stories I am
creating for Tomb Hunter II and so forth. For one thing I haven't
purchased all the sounds I need for Tomb Hunter II, and nor would I
create two different games seeing as the fps version is merely going
to be Mysteries of the Ancients done my way and the side-scroller is
the 2d version many people wanted to replace Montezuma's Revenge.


Cheers!

On 6/24/10, dark  wrote:

Hi Tom.

As a fan of both styles of game this deffinately pleases me, however I 
do

have one question.

Will the 3D version feature the same enemies, traps and obstacles as the
side scroller version?  will we stil have harpies, centaurs etc? and
will we stil be in griece?

I was just wondering, sinse I know you've often spoken about carrying on 
the

tombhunter series into further 3D adventures, whether this will be a
different setting,  for instance an egyptian or Aztec toomb.

Beware the grue!

Dark.


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You can ma

Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Dark,
Hahaha...Yeah, I don't think tanks can climb up ropes, move up/down on
staircases, and jump over chasms, and all the other things you'll have
to do in MOTA.
However, as you pointed out yes you will have to raise and lower your
guns using the pov keys page up and page down in order to shoot an
enemy target as well as be facing the proper direction of course. I am
still working on the audio navigation aspect as well as the 3d view
commands, but that's what beta testing is for. We can find out what
works and don't work for gamers. Especially, since this is breaking
new ground for many totally blind gamers who have never played Jedi
Knight, Tomb Raider, Indiana Jones, whatever and had to deal with
things in all directions. Not just north, south, east, and west but
above and below you as well.

On 6/25/10, dark  wrote:
> I suspect Bryan that Mota 3D will be even more so than tank commander, sinse
> tanks don't tend to do much climbing around or moving up and down
> themselves, where as dr. carter will.
>
> So, I assume it might be possible to combat a flying harpy either by raising
> your gun, or by climbing a rope until your on the same horizontal plane and
> the harpy then letting fly.
>
> This is one reason i'll be interested to see what Tom comes up with in terms
> of navigation, sinse there are likely to be a lot of possible actions to
> take at one time, and a lot of information about the environment which needs
> to be conveyed by sound.
>
> Beware the Grue!

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Dark,
Maybe. However, I've already drawn a few rooms and there are also
things people will have to unlearn to play the fps version just
because some concepts are different.
For example, in the side-scroller the rooms are aligned on an
east-west acces. You move east until you reach the end of the level.
However, in the fps version I have aligned the rooms on a north/south
axis with you starting on the south end, and move north to the end of
the level. I think this will make it easier for some gamers to grasp
the 3d concepts as most of the time they have to move north or south
to explore the rooms and the east/west movements are only needed to
move around in the rooms themselves. Plus I've made it easy by
centering the doors in each room. All and all this is going to be a
simplified version of what I had originally planned, but since this is
the first of its kind I don't want to come up with a maze like Shades
of Doom did which scared some players off of fps games for good when
not all fps games have mazes in them or need them.

Smile.

On 6/25/10, dark  wrote:
> Hi Tom.
>
> I'll be interested to see how this one works out, particularly how 3D
> navigation and targiting will function. Actually, having the same layout in
> two different games might also help people get used to the 3D game a lot
> more sinse it'll be possible to learn things like level layout and enemy
> sounds and attacks from playing the 2D version which might be more familiar
> to some people.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Ron,
Torches don't have anything to do with you jumping. I'm not sure what
your problem is, but next time you want to jump use control+w to make
sure your weapons are properly holstered so they don't get in your way
when jumping the chasms. Also you might want to use the v key to make
sure the chasm is 0 meters away. Other than that hold down the
control+arrow key until you safely make it to the other side.

HTH


On 6/24/10, RONALD HOPKINS  wrote:
> Hello again.  This is Ron.  Well, I shief the weapon, when I approach the
> casm, I take one step and then I hear the crumble and then I jump, but when
> I jump to the right, I always dye.  Should I not have the torch light?  as I
> said before my weapons are holstered or shieved.
>

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Charles,
Well, for one thing there will still be the view command. Obviously,
that will give you all of the infermation you need such as if it is
above you, below you, to the left, to the right, whatever. I'm also
considering doing what GMA does in Tank Commander where you cycle
through a list of available targets with something like the n key and
can use d to get the enemies direction and maybe control d for
distance. This is something we can test when it gos into beta testing.
A lot of this is  ideas on my part, but haven't been tested because I
simply haven't tried it before. I am as to new to this kind of audio
game as you are in some aspects.

On 6/24/10, Charles Rivard  wrote:
> I suppose I'll find out when the game comes out, but how will you be able to
> determine if an enemy is, say northwest or southeast of you but also 4 feet
> above or below you?  Also, might a flying enemy rise or lower it's flight as
> it attacks, making it harder to locate during flight?

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Allen,
No, you won't specifically need a surround sound setup. It is one of
those cases where if you have a surround sound setup the game
certainly should be able to use it to full effect, but if you don't it
will fall back to simple 2d stereo panning. If you have ever played
Shades of Doom or Tank Commander basicly that's what happens when you
put on a set of regular stereo headphones.  They aren't surround sound
so they reproduce the sound in a simple 2d stereo format which works,
you can play the game, but you lose the full effect of the surround
sound. Make sense?
Eventually, when Streemway is converted to XAudio2 I'll look into
supporting 5.1 and 7.1 sound cards and speaker setups more
specifically, but for the time being I'm not going to require that
high tech for the fps version of MOTA. Especially, since I know the
average gamer out here has pretty generic audio hardware that gets
shipped in Compaqs, HP, Gateway, etc type computers. In other words
cheap e-machine hardware that gets the job done but isn't spectacular.
So I have to take that into account when designing my games.

On 6/24/10, Allen  wrote:
> Hi, Thomas,
>
> Will the user of the 3d version need to have a surround sound speaker system
> in oerder to play?
>
> Thanks
>
> Allen

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Damien Pendleton

Hi Thomas,
Good approach. I can say from experience that Shades of Doom most certainly 
put me off 3d based games. Technoshock, Shades of Doom, Tank Commander etc 
were all an absolute nightmare for me, especially if you have the 
capabilities of turning around, since you need so much precision to get to 
where you need to go that it just is mostly too complicated. But of course, 
I will give the 3d version of your game a go and see if that likes me enough 
to let me get buy. Smile.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 10:28 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Dark,
Maybe. However, I've already drawn a few rooms and there are also
things people will have to unlearn to play the fps version just
because some concepts are different.
For example, in the side-scroller the rooms are aligned on an
east-west acces. You move east until you reach the end of the level.
However, in the fps version I have aligned the rooms on a north/south
axis with you starting on the south end, and move north to the end of
the level. I think this will make it easier for some gamers to grasp
the 3d concepts as most of the time they have to move north or south
to explore the rooms and the east/west movements are only needed to
move around in the rooms themselves. Plus I've made it easy by
centering the doors in each room. All and all this is going to be a
simplified version of what I had originally planned, but since this is
the first of its kind I don't want to come up with a maze like Shades
of Doom did which scared some players off of fps games for good when
not all fps games have mazes in them or need them.

Smile.

On 6/25/10, dark  wrote:

Hi Tom.

I'll be interested to see how this one works out, particularly how 3D
navigation and targiting will function. Actually, having the same layout 
in

two different games might also help people get used to the 3D game a lot
more sinse it'll be possible to learn things like level layout and enemy
sounds and attacks from playing the 2D version which might be more 
familiar

to some people.

Beware the Grue!

Dark.


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Damien Pendleton

Hi,
The problem I tend to find is that you can turn around and, yes, all the 
sounds will pan. But I can never tell if a certain sound is behind you or in 
front of you, and then of course I walk forward and the sound is fading 
away, and then I realise that I must in fact be going backwards. That's 
where the real confusion comes in.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 10:59 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Allen,
No, you won't specifically need a surround sound setup. It is one of
those cases where if you have a surround sound setup the game
certainly should be able to use it to full effect, but if you don't it
will fall back to simple 2d stereo panning. If you have ever played
Shades of Doom or Tank Commander basicly that's what happens when you
put on a set of regular stereo headphones.  They aren't surround sound
so they reproduce the sound in a simple 2d stereo format which works,
you can play the game, but you lose the full effect of the surround
sound. Make sense?
Eventually, when Streemway is converted to XAudio2 I'll look into
supporting 5.1 and 7.1 sound cards and speaker setups more
specifically, but for the time being I'm not going to require that
high tech for the fps version of MOTA. Especially, since I know the
average gamer out here has pretty generic audio hardware that gets
shipped in Compaqs, HP, Gateway, etc type computers. In other words
cheap e-machine hardware that gets the job done but isn't spectacular.
So I have to take that into account when designing my games.

On 6/24/10, Allen  wrote:

Hi, Thomas,

Will the user of the 3d version need to have a surround sound speaker 
system

in oerder to play?

Thanks

Allen


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Bryan,
Hmmm...Not really.  I think the best way to explain it is by letting
you play the demo when it is ready to play. Some concepts are best
understood when experience personally rather than just hearing it
through words.
For example, the concept of colors. I've heard many totally blind
friends describe colors like yellow as warm and hot like the sun, the
color blue is cool and wet like the ocean, green is soft and smells
good like fresh cut grass, whatever. All of these are good verbal
descriptions, but that still does not tell the blind person exactly
what blue, green, or yellow actually looks like. It only tells them
what it feels like. It is a conceptual thing you can only experience
rather than describe.
I think the same kind of concept applies here. For many when you
mention fps they automatically think of Shades of Doom since that is
what they are familiar with, but I don't think they fully realise that
it is a fairly simple fps type game. There are plenty of things you
can't do like jump over traps, climb up or down on things, have to
crawl under something, have to worry about enemies above and below
your position, whatever. Until you have experienced the difference for
yourself the best you can compare a game like this too is Shades of
Doom or Sarah. I plan to go a few steps beyond that towards a more
modern mainstream type design.

On 6/24/10, Bryan Peterson  wrote:
> So in short something like a combination of Shades of Doom and Tank
> Commander? I know Tank Commander did require you to raise or lower your gun
> in order to achieve the proper firing range for the target.
> We are the Knights who say...Ni!

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Damien Pendleton

Hi,
That'll be interesting. I've never really played any mainstream games, at 
least properly, knowing what I am doing, since I have been blind all my 
life, so it should certainly be interesting to see what a mainstream game is 
actually like based purely around audio. To be honest I always imagined the 
games that are out there to be like mainstream games, like Super Liam and 
Q9. I didn't realise just how complicated they were.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 11:19 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Bryan,
Hmmm...Not really.  I think the best way to explain it is by letting
you play the demo when it is ready to play. Some concepts are best
understood when experience personally rather than just hearing it
through words.
For example, the concept of colors. I've heard many totally blind
friends describe colors like yellow as warm and hot like the sun, the
color blue is cool and wet like the ocean, green is soft and smells
good like fresh cut grass, whatever. All of these are good verbal
descriptions, but that still does not tell the blind person exactly
what blue, green, or yellow actually looks like. It only tells them
what it feels like. It is a conceptual thing you can only experience
rather than describe.
I think the same kind of concept applies here. For many when you
mention fps they automatically think of Shades of Doom since that is
what they are familiar with, but I don't think they fully realise that
it is a fairly simple fps type game. There are plenty of things you
can't do like jump over traps, climb up or down on things, have to
crawl under something, have to worry about enemies above and below
your position, whatever. Until you have experienced the difference for
yourself the best you can compare a game like this too is Shades of
Doom or Sarah. I plan to go a few steps beyond that towards a more
modern mainstream type design.

On 6/24/10, Bryan Peterson  wrote:

So in short something like a combination of Shades of Doom and Tank
Commander? I know Tank Commander did require you to raise or lower your 
gun

in order to achieve the proper firing range for the target.
We are the Knights who say...Ni!


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Damien,
That's another thing people make a mistake about. Shades of doom is
actually a 2d fps not 3d fps because there is no up/down movement in
the game. There is only north, south, east, and west directions, an
x/y axis,  which restricts it to a 2d plain. My new fps version of
MOTA will have a true 3d environment with an x, y, and z axis of
movement.
Anyway, like I said I've decided to simplefy the levels somewhat since
I know a lot of people complained about the way Shades of Dooms levels
are laid out. It will be hard enough for some gamers to get use to a
full 3d environment without turning it into a complicated maze as
well.


Smile.

On 6/25/10, Damien Pendleton  wrote:
> Hi Thomas,
> Good approach. I can say from experience that Shades of Doom most certainly
> put me off 3d based games. Technoshock, Shades of Doom, Tank Commander etc
> were all an absolute nightmare for me, especially if you have the
> capabilities of turning around, since you need so much precision to get to
> where you need to go that it just is mostly too complicated. But of course,
> I will give the 3d version of your game a go and see if that likes me enough
> to let me get buy. Smile.
> Regards,
> Damien.

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Damien,
That is where things like the object locator comes in handy. In Shades
of Doom if you press control+o, I think it is, it will tell you if the
nearest object is ahead, behind, to your left, to your right,
whatever. If you have problems zeroing in on the sound itself it is a
good idea to fallback on the other features in the game like that to
give you some verbal clues so you shouldn't get too confused that way.


On 6/25/10, Damien Pendleton  wrote:
> Hi,
> The problem I tend to find is that you can turn around and, yes, all the
> sounds will pan. But I can never tell if a certain sound is behind you or in
> front of you, and then of course I walk forward and the sound is fading
> away, and then I realise that I must in fact be going backwards. That's
> where the real confusion comes in.
> Regards,
> Damien.
>
>

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Phil Vlasak

Hi Thomas,
I added a simulated third dimension to the Sarah game which happens when she 
is flying on her broom.
I imagine she is about 10 feet in the air so the Caretaker, Goblin or Trolls 
can't reach her, but the flying Peeves and ghosts can/
Plus there are a few items she can't get to unless on the broom like trap 
doors in the ceiling.
The only thing I restrict her from picking up while on the broom are the 
coins left on the floor.
All this is done with a few variables rather than creating a third 
dimension.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 6:27 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Damien,
That's another thing people make a mistake about. Shades of doom is
actually a 2d fps not 3d fps because there is no up/down movement in
the game. There is only north, south, east, and west directions, an
x/y axis,  which restricts it to a 2d plain. My new fps version of
MOTA will have a true 3d environment with an x, y, and z axis of
movement.
Anyway, like I said I've decided to simplefy the levels somewhat since
I know a lot of people complained about the way Shades of Dooms levels
are laid out. It will be hard enough for some gamers to get use to a
full 3d environment without turning it into a complicated maze as
well.


Smile.

On 6/25/10, Damien Pendleton  wrote:

Hi Thomas,
Good approach. I can say from experience that Shades of Doom most 
certainly
put me off 3d based games. Technoshock, Shades of Doom, Tank Commander 
etc

were all an absolute nightmare for me, especially if you have the
capabilities of turning around, since you need so much precision to get 
to
where you need to go that it just is mostly too complicated. But of 
course,
I will give the 3d version of your game a go and see if that likes me 
enough

to let me get buy. Smile.
Regards,
Damien.


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Damien,
I wouldn't say complicated, at least not from a visual aspect, but I'd
say conceptually different from most audio games. Games like Super
Liam and Q9 are good games in their own right, but would seam a little
primative to a mainstream gamer as they just lack features mainstream
gamers take for granted. As I told Lori over on the USA Games list
many first-person and third-person games have dozens of movement
commands that have never appeared in an audio game before. At least
not all at once. For example, here is a typical keyboard layout for a
mainstream game for Tomb Raider or something like it.

Climb Down control+down arrow
Climb Left control+left arrow
Climb Right control+right arrow
Climb Up control+up arrow
Crawl Backward period+down arrow
Crawl Forward period+up arrow
Crawl Left period+left arrow
Crawl Right period+right arrow
Crouch/Duck period
Draw/Holster Weapon spacebar
Fire Weapon controll
Jump Backward alt+down arrow
Jump Forward control+up arrow
Jump Left control+left arrow
Jump Right control+right arrow
Jump Up alt
Look Down page down
Look Up page up
Open Door enter
Reverse Roll end
Roll Foward home
Run Foward up arrow
Sidestep Left shift+left arrow
Sidestep Right shift+right arrow
Step Backward shift+down arrow
Step Foward shift+up arrow
Swim Down alt+down arrow
Swim Up alt+up arrow
Turn Around down arrow
Turn Left left arrow
Turn Right right arrow

As I said it is a pretty big list, and that's just some of the main
ones I've seen and used in mainstream games. The Tomb Raider games
often have special keys to perform flips, safety drops,  and other
special movements not listed above. So clearly Shades of Doom and
other games made for the audio games community lack the degree of
complexity and freedom of movement of the mainstream games. That's
just movement mind you. We haven't even started talking about multiple
types of ammo for the same weapon, the ability to customize the main
character, and other such features that seam to becoming more frequent
in mainstream games. There is quite a lot going on in the mainstream
market the average audio gamer probibly isn't aware of and is missing.
Case in point. Several years ago, perhaps 1996 or so, i had a couple
Star Wars games called Rebel Assault I and Rebel Assault II. Even way
back then you could click on options and completely customize your
x-wing by setting the shield strength, speed, turbolaser
effectiveness, etc. It really gave you a lot of choice in how your
ex-wing performed in a tie fighter engagement. It could be invincible
which didn't really allow you to score, or you could increase the
difficulty of the mission by using an x-wing that didn't have a lot of
speed, manuverability,  and was less effective in combat, but the
upshot was if you used an infurior x-wing the higher the score was
for every tie fighter you destroyed. Again I haven't quite seen any
audio game developer step up to the plate and offer this kind of
customizable content other than Entombed which is very customizable.

Cheers!

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Phil,
Yeah, I know. I purchased Sarah. Smile.
However, as you said you simulated a third dimmention rather than
created one. That's alright, but if the game were truly 3d something
like the basement, for example, would be below the main floor. The
kitchen would be below the Great Hall. It doesn't make that much of a
difference in Sarah, but it certainly would be more realistic, in my
mind at least, if the rooms were truly 3d. That way Sarah could move
more freely on her broom ascend and descend on it as desired. Maybe
dive out of the way of a ghost or raise the broom to fly over the care
taker's head. You see what I mean?

Smile.



On 6/25/10, Phil Vlasak  wrote:
> Hi Thomas,
> I added a simulated third dimension to the Sarah game which happens when she
> is flying on her broom.
> I imagine she is about 10 feet in the air so the Caretaker, Goblin or Trolls
> can't reach her, but the flying Peeves and ghosts can/
> Plus there are a few items she can't get to unless on the broom like trap
> doors in the ceiling.
> The only thing I restrict her from picking up while on the broom are the
> coins left on the floor.
> All this is done with a few variables rather than creating a third
> dimension.
> Phil

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Bryan Peterson
Obviously not. But I would imagine it would probably use some of the same 
basic principles.

We are the Knights who say...Ni!
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 2:40 AM
Subject: Re: [Audyssey] Important MOTA News


I suspect Bryan that Mota 3D will be even more so than tank commander, 
sinse tanks don't tend to do much climbing around or moving up and down 
themselves, where as dr. carter will.


So, I assume it might be possible to combat a flying harpy either by 
raising your gun, or by climbing a rope until your on the same horizontal 
plane and the harpy then letting fly.


This is one reason i'll be interested to see what Tom comes up with in 
terms of navigation, sinse there are likely to be a lot of possible 
actions to take at one time, and a lot of information about the 
environment which needs to be conveyed by sound.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Thursday, June 24, 2010 8:39 PM
Subject: Re: [Audyssey] Important MOTA News


So in short something like a combination of Shades of Doom and Tank 
Commander? I know Tank Commander did require you to raise or lower your 
gun in order to achieve the proper firing range for the target.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, June 24, 2010 11:04 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Dark,
Oh, its going to essentially be the same game. It will have the same
story, same enemies, traps, puzzles, whatever. I could even make the
3d levels similar to there 2d counterparts simply by taking the same
levels and  simply redrawing each room as a true 3d object complete
with four walls, a floor, and a celing. Instead of a 2d room that is
say 20 by 8 I could just redraw that room to be 20 by 20 by 8 making
it 3d.  In other words instead of just length and height each room
will have a length, width, and height attribute.
The essential difference between the two versions is going to be 3d
specific features that you couldn't get in a 2d only game. For
example, obviously since the fps version is in 3d that offers you a
lot more freedom of movement. Instead of just being able to walk left
and right as well as climb up and down on ropes and things the fps
version will allow you to move foward, backward, left, right as well
as climb up and down on ropes, ladders, staircases, whatever.  As I
said far more freedom of movement.
Targeting will also be a bit different than you are use too. Since we
are talking about a truely 3d environment that means aiming your
weapons will be a bit trickier since the game will have to calculate a
true 3d vector from the player character to the target. For that
reason you may have to use the page up key to raise your weapon to
target a flying harpy, or use the page down key to lower your weapon
in order to target an enemy monster lower to the ground. This is a
feature of several mainstream games, and will be quite new to many
accessible gamers I think, but it is more realistic and shouldn't be
too hard to get use to.
As far as any other differences such as weather or not I'll keep the
random monsters and items I haven't decided. As I said a couple of
days ago there are pros and cons with both. If I keep it the games
will definitely be different from game to game which is good. If I get
rid of it then I have to figure out where to put everything and
rebalance the game which could be time consuming. So I'll cross that
bridge when I come to it.
In regards to more Tomb Hunter games I definitely plan on it. However,
the 3d fps game isn't going to be based on any of the stories I am
creating for Tomb Hunter II and so forth. For one thing I haven't
purchased all the sounds I need for Tomb Hunter II, and nor would I
create two different games seeing as the fps version is merely going
to be Mysteries of the Ancients done my way and the side-scroller is
the 2d version many people wanted to replace Montezuma's Revenge.


Cheers!

On 6/24/10, dark  wrote:

Hi Tom.

As a fan of both styles of game this deffinately pleases me, however I 
do

have one question.

Will the 3D version feature the same enemies, traps and obstacles as 
the
side scroller version?  will we stil have harpies, centaurs etc? 
and

will we stil be in griece?

I was just wondering, sinse I know you've often spoken about carrying 
on the

tombhunter series into further 3D adventures, whether this will be a
different setting,  for instance an egyptian or Aztec toomb.

Beware the grue!

Dark.


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Shaun,
I've thought of that, but I think it should be separate installers.
For one thing the menu system is going to be slightly different
between the two versions which means multiple speech directories and
sound directories anyway. Plus if you have saved games, settings, etc
those would have to be in separate directories so as not to screw up
the other version of the game. So it would be less trouble to install
them into two different places like
USA Games\Tomb Hunter I (FPS)
and then
USA Games\Tomb Hunter I (Side-Scroller)
for the side-scroller version.

HTH


On 6/24/10, shaun everiss  wrote:
> just thought of something.
> you could have both games in one installer.
> then as a side program have a selecter or have this in the menus or
> something play 3d mode play side scroler mode maybe side scroler mode
> could be arcade and the other could be standard or something.
> I'd buy a game that had 2 versions you could play.

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Re: [Audyssey] question

2010-06-25 Thread Thomas Ward
Hi Charles,
Lol! Like I said though that mission is warped. I tend to be more
serious when playing Lone Wolf and removed all the missions that were,
well, off the wall like that one.  That has nothing to do with World
WarII, and pretty much ignores the Lone Wolf basic storyline.
Smile.

On 6/24/10, Charles Rivard  wrote:
> When I'm in the mood just to blow stuff away, the very mission you refer to
> is my choice.  I enjoy blowing the Clinton administration away.  (ornery
> grin)

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Re: [Audyssey] MOTA Download

2010-06-25 Thread Thomas Ward
Hi Bill,
It is
http://www.usagamesinteractive.com

Cheers!

On 6/24/10, William L. Houts  wrote:
>
> I've been reading about this game forever and am finally driven to download
> and give it a try.  What is the URL for USA Games?  Thanks.
>
>
>
> --Bill
>
> "...a crack in the teacup opens a lane to the land of the dead."
>
>  --Auden
>
>
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Phil Vlasak

Hi Thomas,
Yeah when Sarah is on her broom, she can not fly up or down. I assume she 
automatically flies over the caretaker's head as that is most logical.
It is like the automatic walking feature with up arrow. I logically assume 
that if she is walking forward, then she probably will continue to do so 
rather than forcing the player to make each step with the up arrow key.

I do include control up arrow if you wish to manually walk forward.
One key combination you did not talk about in your description of movement 
in a modern game was holding down both control and shift keys for certain 
movements.
You could also use the insert key. as when Jaws is turned off  will free up 
this key.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 7:25 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
Yeah, I know. I purchased Sarah. Smile.
However, as you said you simulated a third dimmention rather than
created one. That's alright, but if the game were truly 3d something
like the basement, for example, would be below the main floor. The
kitchen would be below the Great Hall. It doesn't make that much of a
difference in Sarah, but it certainly would be more realistic, in my
mind at least, if the rooms were truly 3d. That way Sarah could move
more freely on her broom ascend and descend on it as desired. Maybe
dive out of the way of a ghost or raise the broom to fly over the care
taker's head. You see what I mean?

Smile.



On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
I added a simulated third dimension to the Sarah game which happens when 
she

is flying on her broom.
I imagine she is about 10 feet in the air so the Caretaker, Goblin or 
Trolls

can't reach her, but the flying Peeves and ghosts can/
Plus there are a few items she can't get to unless on the broom like trap
doors in the ceiling.
The only thing I restrict her from picking up while on the broom are the
coins left on the floor.
All this is done with a few variables rather than creating a third
dimension.
Phil


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[Audyssey] entombed

2010-06-25 Thread ENES SARIBAÅž
hello,
is there a way to remap the keystrokes in intombed i have some
problems with my laptop since there is no plus i have to press shift 4
and the slash
and are there any recordings of entombed

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Phil,
Yeah, those are used too sometimes. I think in Tomb Raider, if I
remember correctly, the shift+control+down arrow combo causes Lara to
do a reverse safety drop. Basicly, what that is is she turns around,
grabs hold of a ledge or something, and then drops to the ground. Of
course, not every mainstream game has this feature, but it is a
frequently used one in the Tomb Raider series.
As for the automatic walking feature in Sarah I absolutely hate that
feature with a passion that's why I have a custom keyboard.ini file
that reverses the control+arrow key combo with the standard arrow keys
That way the game operates the way I think it should rather than the
default setup.
Anyway, I guess what I was getting at is that some of us would like to
manually do things instead of having it automatically done for you.
For me it gives a little more challenge/fun to the game if you have to
manually raise the end of the broom to shoot over the care taker's
head rather than the game assuming that's what you want to do anyway
and do it for you automatically
Its  kind of like in Tank Commander where you can set the autorange
finder on so it automatically sets the range of the barrel, but
that's kind of no fun for me. I like leaving it off and sight the
barrel myself using the home and end keys. Makes it more fun and a
little more challenging some how.

Smile.
.

On 6/25/10, Phil Vlasak  wrote:
> Hi Thomas,
> Yeah when Sarah is on her broom, she can not fly up or down. I assume she
> automatically flies over the caretaker's head as that is most logical.
> It is like the automatic walking feature with up arrow. I logically assume
> that if she is walking forward, then she probably will continue to do so
> rather than forcing the player to make each step with the up arrow key.
> I do include control up arrow if you wish to manually walk forward.
> One key combination you did not talk about in your description of movement
> in a modern game was holding down both control and shift keys for certain
> movements.
> You could also use the insert key. as when Jaws is turned off  will free up
> this key.
> Phil

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Phil Vlasak

Hi Thomas,
There is always a trade off when you put some things in as automatic rather 
then manual.
With automatic you don't have to have so many things to think about, but you 
loose the ability to do things  that the automatic feature doesn't 
anticipate.
I thought being on a broom would allow Sarah to zoom over the head of the 
caretaker so I set his action to attack her to off when she is on a broom.
But as the ghosts could appear out of a wall or ceiling, I didn't think she 
would be quite as able to avoid them.

Plus with a patronus on she might just want to run into them.
But having a way to indicate altitude would help if the flying creatures 
were also described.
So if Sarah was at ten feet and the ceiling was at twelve, then the ghost at 
ten feet would be difficult to avoid unless she zoomed under it but that 
would put her in the range of the caretaker.
At some point the faster you move the less time you have to listen for the 
description of what is around you,unless it was done with avoidance beeps.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 8:28 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
Yeah, those are used too sometimes. I think in Tomb Raider, if I
remember correctly, the shift+control+down arrow combo causes Lara to
do a reverse safety drop. Basicly, what that is is she turns around,
grabs hold of a ledge or something, and then drops to the ground. Of
course, not every mainstream game has this feature, but it is a
frequently used one in the Tomb Raider series.
As for the automatic walking feature in Sarah I absolutely hate that
feature with a passion that's why I have a custom keyboard.ini file
that reverses the control+arrow key combo with the standard arrow keys
That way the game operates the way I think it should rather than the
default setup.
Anyway, I guess what I was getting at is that some of us would like to
manually do things instead of having it automatically done for you.
For me it gives a little more challenge/fun to the game if you have to
manually raise the end of the broom to shoot over the care taker's
head rather than the game assuming that's what you want to do anyway
and do it for you automatically
Its  kind of like in Tank Commander where you can set the autorange
finder on so it automatically sets the range of the barrel, but
that's kind of no fun for me. I like leaving it off and sight the
barrel myself using the home and end keys. Makes it more fun and a
little more challenging some how.

Smile.
.

On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
Yeah when Sarah is on her broom, she can not fly up or down. I assume she
automatically flies over the caretaker's head as that is most logical.
It is like the automatic walking feature with up arrow. I logically 
assume

that if she is walking forward, then she probably will continue to do so
rather than forcing the player to make each step with the up arrow key.
I do include control up arrow if you wish to manually walk forward.
One key combination you did not talk about in your description of 
movement

in a modern game was holding down both control and shift keys for certain
movements.
You could also use the insert key. as when Jaws is turned off  will free 
up

this key.
Phil


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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.829 / Virus Database: 271.1.1/2960 - Release Date: 06/24/10 
02:35:00



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Re: [Audyssey] entombed

2010-06-25 Thread Muhammed Deniz

You can't remap keys.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "ENES SARIBAS" 

To: 
Sent: Friday, June 25, 2010 1:21 PM
Subject: [Audyssey] entombed



hello,
is there a way to remap the keystrokes in intombed i have some
problems with my laptop since there is no plus i have to press shift 4
and the slash
and are there any recordings of entombed

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[Audyssey] Technoshock help level 2

2010-06-25 Thread Lori Duncan
Hi could someone help me with Technoshock level2?  After I take the medkit and 
hit the switch on level2 a door opens I hear a loud alram sound then fireballs 
hit me and I get killed!  I tried ducking and that works but I don't go 
anywhere and the fireballs don't stop coming.  What do I do?  Thanks from Lori. 
 
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Re: [Audyssey] Technoshock help level 2

2010-06-25 Thread Castanedagarcia_Alfredo
Would you like some heop from real players who had the same problem and talk 
live? Send a private message containing your contact info and I will help yo as 
best I can.
Thanks from Alfredo #tcot

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[Audyssey] lone wolf missions

2010-06-25 Thread Charles Rivard
There is a mission that someone wrote that was called "bs" or something like 
that.  When I tried it, I was immediately sunk.

---
In God we trust.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 6:53 AM
Subject: Re: [Audyssey] question



Hi Charles,
Lol! Like I said though that mission is warped. I tend to be more
serious when playing Lone Wolf and removed all the missions that were,
well, off the wall like that one.  That has nothing to do with World
WarII, and pretty much ignores the Lone Wolf basic storyline.
Smile.

On 6/24/10, Charles Rivard  wrote:
When I'm in the mood just to blow stuff away, the very mission you refer 
to

is my choice.  I enjoy blowing the Clinton administration away.  (ornery
grin)


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Re: [Audyssey] Technoshock help level 2

2010-06-25 Thread Hayden Presley
Hi Alfredo,
I need some help with that as well, email is hdpres...@hotmail.com.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Friday, June 25, 2010 10:14 AM
To: Gamers Discussion list
Subject: [Audyssey] Technoshock help level 2

Hi could someone help me with Technoshock level2?  After I take the medkit
and hit the switch on level2 a door opens I hear a loud alram sound then
fireballs hit me and I get killed!  I tried ducking and that works but I
don't go anywhere and the fireballs don't stop coming.  What do I do?
Thanks from Lori.  
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Re: [Audyssey] lone wolf missions

2010-06-25 Thread Hayden Presley
Hi Thomas,
Indeed, I haven't gone through my missions to see which ones are completely
useless, I just got all the ones the PKB Group had with their soundpack. I
was curious enough to about mission 92 to look at it's title, and correct me
if I'm wrong but I never heard of such a thing as a torpedo jammer in World
War II.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, June 25, 2010 10:50 AM
To: Gamers Discussion list
Subject: [Audyssey] lone wolf missions

There is a mission that someone wrote that was called "bs" or something like

that.  When I tried it, I was immediately sunk.
---
In God we trust.
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 6:53 AM
Subject: Re: [Audyssey] question


> Hi Charles,
> Lol! Like I said though that mission is warped. I tend to be more
> serious when playing Lone Wolf and removed all the missions that were,
> well, off the wall like that one.  That has nothing to do with World
> WarII, and pretty much ignores the Lone Wolf basic storyline.
> Smile.
>
> On 6/24/10, Charles Rivard  wrote:
>> When I'm in the mood just to blow stuff away, the very mission you refer 
>> to
>> is my choice.  I enjoy blowing the Clinton administration away.  (ornery
>> grin)
>
> ---
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> list,
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Hayden Presley
Hi,
I must ask this. Is the object in Sarah to get out of the castle? Just
wondering since there seems to quite a lot to do and check out, and me not
playing it yet, I don't even know what all there is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 7:28 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Phil,
Yeah, those are used too sometimes. I think in Tomb Raider, if I
remember correctly, the shift+control+down arrow combo causes Lara to
do a reverse safety drop. Basicly, what that is is she turns around,
grabs hold of a ledge or something, and then drops to the ground. Of
course, not every mainstream game has this feature, but it is a
frequently used one in the Tomb Raider series.
As for the automatic walking feature in Sarah I absolutely hate that
feature with a passion that's why I have a custom keyboard.ini file
that reverses the control+arrow key combo with the standard arrow keys
That way the game operates the way I think it should rather than the
default setup.
Anyway, I guess what I was getting at is that some of us would like to
manually do things instead of having it automatically done for you.
For me it gives a little more challenge/fun to the game if you have to
manually raise the end of the broom to shoot over the care taker's
head rather than the game assuming that's what you want to do anyway
and do it for you automatically
Its  kind of like in Tank Commander where you can set the autorange
finder on so it automatically sets the range of the barrel, but
that's kind of no fun for me. I like leaving it off and sight the
barrel myself using the home and end keys. Makes it more fun and a
little more challenging some how.

Smile.
.

On 6/25/10, Phil Vlasak  wrote:
> Hi Thomas,
> Yeah when Sarah is on her broom, she can not fly up or down. I assume she
> automatically flies over the caretaker's head as that is most logical.
> It is like the automatic walking feature with up arrow. I logically assume
> that if she is walking forward, then she probably will continue to do so
> rather than forcing the player to make each step with the up arrow key.
> I do include control up arrow if you wish to manually walk forward.
> One key combination you did not talk about in your description of movement
> in a modern game was holding down both control and shift keys for certain
> movements.
> You could also use the insert key. as when Jaws is turned off  will free
up
> this key.
> Phil

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Re: [Audyssey] MOTA Download

2010-06-25 Thread Hayden Presley
Hi Thomas,
So, you're going to release the sidescroller and FPS for BETA 13 at the same
time, correct?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 7:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Download

Hi Bill,
It is
http://www.usagamesinteractive.com

Cheers!

On 6/24/10, William L. Houts  wrote:
>
> I've been reading about this game forever and am finally driven to
download
> and give it a try.  What is the URL for USA Games?  Thanks.
>
>
>
> --Bill
>
> "...a crack in the teacup opens a lane to the land of the dead."
>
>  --Auden
>
>
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[Audyssey] MOTA Instructions

2010-06-25 Thread William L. Houts

Hi,

I've downloaded MOTA now and it sounds fun, but I can't figure out how to do 
things besides move left and right.  How do you light a torch, draw a sword, 
jump and so forth?  Is there an in game tutorial or something?

Thanks.


Bill 

"...a crack in the teacup opens a lane to the land of the dead."

 --Auden 


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Charles Rivard
I like the GMA approach.  I like your idea of making both types of the same 
game, and I'll bet that you will! be! selling! them.  I already know that I 
will get the one game I have not already prepaid for, and hope others do the 
same.

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

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 4:44 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Charles,
Well, for one thing there will still be the view command. Obviously,
that will give you all of the infermation you need such as if it is
above you, below you, to the left, to the right, whatever. I'm also
considering doing what GMA does in Tank Commander where you cycle
through a list of available targets with something like the n key and
can use d to get the enemies direction and maybe control d for
distance. This is something we can test when it gos into beta testing.
A lot of this is  ideas on my part, but haven't been tested because I
simply haven't tried it before. I am as to new to this kind of audio
game as you are in some aspects.

On 6/24/10, Charles Rivard  wrote:
I suppose I'll find out when the game comes out, but how will you be able 
to
determine if an enemy is, say northwest or southeast of you but also 4 
feet
above or below you?  Also, might a flying enemy rise or lower it's flight 
as

it attacks, making it harder to locate during flight?


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Charles Rivard
So, your original plans of making the rooms more elaborately laid out are in 
our future, once we get used to the 3D concepts?

---
In God we trust.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 4:28 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Dark,
Maybe. However, I've already drawn a few rooms and there are also
things people will have to unlearn to play the fps version just
because some concepts are different.
For example, in the side-scroller the rooms are aligned on an
east-west acces. You move east until you reach the end of the level.
However, in the fps version I have aligned the rooms on a north/south
axis with you starting on the south end, and move north to the end of
the level. I think this will make it easier for some gamers to grasp
the 3d concepts as most of the time they have to move north or south
to explore the rooms and the east/west movements are only needed to
move around in the rooms themselves. Plus I've made it easy by
centering the doors in each room. All and all this is going to be a
simplified version of what I had originally planned, but since this is
the first of its kind I don't want to come up with a maze like Shades
of Doom did which scared some players off of fps games for good when
not all fps games have mazes in them or need them.

Smile.

On 6/25/10, dark  wrote:

Hi Tom.

I'll be interested to see how this one works out, particularly how 3D
navigation and targiting will function. Actually, having the same layout 
in

two different games might also help people get used to the 3D game a lot
more sinse it'll be possible to learn things like level layout and enemy
sounds and attacks from playing the 2D version which might be more 
familiar

to some people.

Beware the Grue!

Dark.


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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread Hayden Presley
Hi Wiliam,
Sigh. How many people forget to read the user guide? Check in the Mysteries
of the Ancients sub menu.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Friday, June 25, 2010 11:03 AM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Instructions


Hi,

I've downloaded MOTA now and it sounds fun, but I can't figure out how to do
things besides move left and right.  How do you light a torch, draw a sword,
jump and so forth?  Is there an in game tutorial or something?

Thanks.


Bill 

"...a crack in the teacup opens a lane to the land of the dead."

 --Auden 


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Hayden Presley
Hi Thomas,
That's quite the list of key strokes. I once remember telling a friend about
Shades of Doom, but before I'd gotten to the end of my description, I
remember him saying something about he wasn't listening anymore, that it had
gotten to sound complicated a long time ago. 

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 6:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Damien,
I wouldn't say complicated, at least not from a visual aspect, but I'd
say conceptually different from most audio games. Games like Super
Liam and Q9 are good games in their own right, but would seam a little
primative to a mainstream gamer as they just lack features mainstream
gamers take for granted. As I told Lori over on the USA Games list
many first-person and third-person games have dozens of movement
commands that have never appeared in an audio game before. At least
not all at once. For example, here is a typical keyboard layout for a
mainstream game for Tomb Raider or something like it.

Climb Down control+down arrow
Climb Left control+left arrow
Climb Right control+right arrow
Climb Up control+up arrow
Crawl Backward period+down arrow
Crawl Forward period+up arrow
Crawl Left period+left arrow
Crawl Right period+right arrow
Crouch/Duck period
Draw/Holster Weapon spacebar
Fire Weapon controll
Jump Backward alt+down arrow
Jump Forward control+up arrow
Jump Left control+left arrow
Jump Right control+right arrow
Jump Up alt
Look Down page down
Look Up page up
Open Door enter
Reverse Roll end
Roll Foward home
Run Foward up arrow
Sidestep Left shift+left arrow
Sidestep Right shift+right arrow
Step Backward shift+down arrow
Step Foward shift+up arrow
Swim Down alt+down arrow
Swim Up alt+up arrow
Turn Around down arrow
Turn Left left arrow
Turn Right right arrow

As I said it is a pretty big list, and that's just some of the main
ones I've seen and used in mainstream games. The Tomb Raider games
often have special keys to perform flips, safety drops,  and other
special movements not listed above. So clearly Shades of Doom and
other games made for the audio games community lack the degree of
complexity and freedom of movement of the mainstream games. That's
just movement mind you. We haven't even started talking about multiple
types of ammo for the same weapon, the ability to customize the main
character, and other such features that seam to becoming more frequent
in mainstream games. There is quite a lot going on in the mainstream
market the average audio gamer probibly isn't aware of and is missing.
Case in point. Several years ago, perhaps 1996 or so, i had a couple
Star Wars games called Rebel Assault I and Rebel Assault II. Even way
back then you could click on options and completely customize your
x-wing by setting the shield strength, speed, turbolaser
effectiveness, etc. It really gave you a lot of choice in how your
ex-wing performed in a tie fighter engagement. It could be invincible
which didn't really allow you to score, or you could increase the
difficulty of the mission by using an x-wing that didn't have a lot of
speed, manuverability,  and was less effective in combat, but the
upshot was if you used an infurior x-wing the higher the score was
for every tie fighter you destroyed. Again I haven't quite seen any
audio game developer step up to the plate and offer this kind of
customizable content other than Entombed which is very customizable.

Cheers!

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Hayden Presley
Hi,
One thing I'm glad that David fixed was the fact that the EVA gave you no
idea as to what kind of object you are approaching. True, you can always hit
control o and hear the object, but...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 5:32 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Damien,
That is where things like the object locator comes in handy. In Shades
of Doom if you press control+o, I think it is, it will tell you if the
nearest object is ahead, behind, to your left, to your right,
whatever. If you have problems zeroing in on the sound itself it is a
good idea to fallback on the other features in the game like that to
give you some verbal clues so you shouldn't get too confused that way.


On 6/25/10, Damien Pendleton  wrote:
> Hi,
> The problem I tend to find is that you can turn around and, yes, all the
> sounds will pan. But I can never tell if a certain sound is behind you or
in
> front of you, and then of course I walk forward and the sound is fading
> away, and then I realise that I must in fact be going backwards. That's
> where the real confusion comes in.
> Regards,
> Damien.
>
>

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Hayden Presley
Hi Thomas,
I'm definitely glad you've simplified this a bit (the only areas I've
figured out for myself without help are 7, 8, and 9 in Shades of Doom)
though I do hope things will get a little more maze-like farther in.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 4:29 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Dark,
Maybe. However, I've already drawn a few rooms and there are also
things people will have to unlearn to play the fps version just
because some concepts are different.
For example, in the side-scroller the rooms are aligned on an
east-west acces. You move east until you reach the end of the level.
However, in the fps version I have aligned the rooms on a north/south
axis with you starting on the south end, and move north to the end of
the level. I think this will make it easier for some gamers to grasp
the 3d concepts as most of the time they have to move north or south
to explore the rooms and the east/west movements are only needed to
move around in the rooms themselves. Plus I've made it easy by
centering the doors in each room. All and all this is going to be a
simplified version of what I had originally planned, but since this is
the first of its kind I don't want to come up with a maze like Shades
of Doom did which scared some players off of fps games for good when
not all fps games have mazes in them or need them.

Smile.

On 6/25/10, dark  wrote:
> Hi Tom.
>
> I'll be interested to see how this one works out, particularly how 3D
> navigation and targiting will function. Actually, having the same layout
in
> two different games might also help people get used to the 3D game a lot
> more sinse it'll be possible to learn things like level layout and enemy
> sounds and attacks from playing the 2D version which might be more
familiar
> to some people.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread Charles Rivard
Unfortunately, far too many.  It would greatly reduce the game developer's 
time as far as tech support if gamers would follow the provided 
instructions.  That is why they exist.

---
In God we trust.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 11:12 AM
Subject: Re: [Audyssey] MOTA Instructions



Hi Wiliam,
Sigh. How many people forget to read the user guide? Check in the 
Mysteries

of the Ancients sub menu.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Friday, June 25, 2010 11:03 AM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Instructions


Hi,

I've downloaded MOTA now and it sounds fun, but I can't figure out how to 
do
things besides move left and right.  How do you light a torch, draw a 
sword,

jump and so forth?  Is there an in game tutorial or something?

Thanks.


Bill

"...a crack in the teacup opens a lane to the land of the dead."

--Auden


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Phil Vlasak

Hi Hayden,
Your main objective is to find a way to get out of the castle.
Once out you have another challenge of catching the golden snitch.
Phil

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 12:01 PM
Subject: Re: [Audyssey] Important MOTA News



Hi,
I must ask this. Is the object in Sarah to get out of the castle? Just
wondering since there seems to quite a lot to do and check out, and me not
playing it yet, I don't even know what all there is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 7:28 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Phil,
Yeah, those are used too sometimes. I think in Tomb Raider, if I
remember correctly, the shift+control+down arrow combo causes Lara to
do a reverse safety drop. Basicly, what that is is she turns around,
grabs hold of a ledge or something, and then drops to the ground. Of
course, not every mainstream game has this feature, but it is a
frequently used one in the Tomb Raider series.
As for the automatic walking feature in Sarah I absolutely hate that
feature with a passion that's why I have a custom keyboard.ini file
that reverses the control+arrow key combo with the standard arrow keys
That way the game operates the way I think it should rather than the
default setup.
Anyway, I guess what I was getting at is that some of us would like to
manually do things instead of having it automatically done for you.
For me it gives a little more challenge/fun to the game if you have to
manually raise the end of the broom to shoot over the care taker's
head rather than the game assuming that's what you want to do anyway
and do it for you automatically
Its  kind of like in Tank Commander where you can set the autorange
finder on so it automatically sets the range of the barrel, but
that's kind of no fun for me. I like leaving it off and sight the
barrel myself using the home and end keys. Makes it more fun and a
little more challenging some how.

Smile.
.

On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
Yeah when Sarah is on her broom, she can not fly up or down. I assume she
automatically flies over the caretaker's head as that is most logical.
It is like the automatic walking feature with up arrow. I logically 
assume

that if she is walking forward, then she probably will continue to do so
rather than forcing the player to make each step with the up arrow key.
I do include control up arrow if you wish to manually walk forward.
One key combination you did not talk about in your description of 
movement

in a modern game was holding down both control and shift keys for certain
movements.
You could also use the insert key. as when Jaws is turned off  will free

up

this key.
Phil


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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread Charles Rivard
Your in-game tutorial is actually an in-folder tutorial, known as the user's 
guide.  Put it to good use.

---
In God we trust.
- Original Message - 
From: "William L. Houts" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 11:02 AM
Subject: [Audyssey] MOTA Instructions




Hi,

I've downloaded MOTA now and it sounds fun, but I can't figure out how to 
do things besides move left and right.  How do you light a torch, draw a 
sword, jump and so forth?  Is there an in game tutorial or something?


Thanks.


Bill

"...a crack in the teacup opens a lane to the land of the dead."

--Auden


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Re: [Audyssey] Technoshock help level 2

2010-06-25 Thread Castanedagarcia_Alfredo
I will, when I have time. Who would like a walkthru I have already made?

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Re: [Audyssey] Technoshock help level 2

2010-06-25 Thread Hayden Presley
Hi Alfredo,
Besides those of  us who have already said yes?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: Friday, June 25, 2010 11:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Technoshock help level 2

I will, when I have time. Who would like a walkthru I have already made?

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Re: [Audyssey] Technoshock help level 2

2010-06-25 Thread Lori Duncan
I would like one if possible, thanks a lot.  Managed to dodge nasty 
fireball, but now can't get out of the room, the only door is the one with 
the alarms and I'm scared to go that way as there's still a lot of fireballs 
floating round.
- Original Message - 
From: "Castanedagarcia_Alfredo" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 5:41 PM
Subject: Re: [Audyssey] Technoshock help level 2



I will, when I have time. Who would like a walkthru I have already made?

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Hayden Presley
Hi Phil,
After listening to the audio tutorial (of sorts) you did for Sarah that's on
the draconis site, I recall hearing the snitch inside the castle. Is it
possible to catch it inside?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, June 25, 2010 11:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Hayden,
Your main objective is to find a way to get out of the castle.
Once out you have another challenge of catching the golden snitch.
Phil

- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 12:01 PM
Subject: Re: [Audyssey] Important MOTA News


> Hi,
> I must ask this. Is the object in Sarah to get out of the castle? Just
> wondering since there seems to quite a lot to do and check out, and me not
> playing it yet, I don't even know what all there is.
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Friday, June 25, 2010 7:28 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Important MOTA News
>
> Hi Phil,
> Yeah, those are used too sometimes. I think in Tomb Raider, if I
> remember correctly, the shift+control+down arrow combo causes Lara to
> do a reverse safety drop. Basicly, what that is is she turns around,
> grabs hold of a ledge or something, and then drops to the ground. Of
> course, not every mainstream game has this feature, but it is a
> frequently used one in the Tomb Raider series.
> As for the automatic walking feature in Sarah I absolutely hate that
> feature with a passion that's why I have a custom keyboard.ini file
> that reverses the control+arrow key combo with the standard arrow keys
> That way the game operates the way I think it should rather than the
> default setup.
> Anyway, I guess what I was getting at is that some of us would like to
> manually do things instead of having it automatically done for you.
> For me it gives a little more challenge/fun to the game if you have to
> manually raise the end of the broom to shoot over the care taker's
> head rather than the game assuming that's what you want to do anyway
> and do it for you automatically
> Its  kind of like in Tank Commander where you can set the autorange
> finder on so it automatically sets the range of the barrel, but
> that's kind of no fun for me. I like leaving it off and sight the
> barrel myself using the home and end keys. Makes it more fun and a
> little more challenging some how.
>
> Smile.
> .
>
> On 6/25/10, Phil Vlasak  wrote:
>> Hi Thomas,
>> Yeah when Sarah is on her broom, she can not fly up or down. I assume she
>> automatically flies over the caretaker's head as that is most logical.
>> It is like the automatic walking feature with up arrow. I logically 
>> assume
>> that if she is walking forward, then she probably will continue to do so
>> rather than forcing the player to make each step with the up arrow key.
>> I do include control up arrow if you wish to manually walk forward.
>> One key combination you did not talk about in your description of 
>> movement
>> in a modern game was holding down both control and shift keys for certain
>> movements.
>> You could also use the insert key. as when Jaws is turned off  will free
> up
>> this key.
>> Phil
>
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.830 / Virus Database: 271.1.1/2962 - Release Date: 06/25/10 
02:35:00


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Re: [Audyssey] Technoshock help level 2

2010-06-25 Thread Hayden Presley
Hi Lori,
Oh--there's more than "a lot". From my experience, there's an endless supply
(curse that skynet computer and Cyberdine).

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Friday, June 25, 2010 11:45 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Technoshock help level 2

I would like one if possible, thanks a lot.  Managed to dodge nasty 
fireball, but now can't get out of the room, the only door is the one with 
the alarms and I'm scared to go that way as there's still a lot of fireballs

floating round.
- Original Message - 
From: "Castanedagarcia_Alfredo" 
To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 5:41 PM
Subject: Re: [Audyssey] Technoshock help level 2


>I will, when I have time. Who would like a walkthru I have already made?
>
> ---
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> 


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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread William L. Houts




I have looked at the menu on the game,k but I only find commands for 
describing the sounds, making game settings and the like.  How do I get to 
the menu which has the instructions?  Is it enfolded within one of these?



--Bill

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 9:12 AM
Subject: Re: [Audyssey] MOTA Instructions



Hi Wiliam,
Sigh. How many people forget to read the user guide? Check in the 
Mysteries

of the Ancients sub menu.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Friday, June 25, 2010 11:03 AM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Instructions


Hi,

I've downloaded MOTA now and it sounds fun, but I can't figure out how to 
do
things besides move left and right.  How do you light a torch, draw a 
sword,

jump and so forth?  Is there an in game tutorial or something?

Thanks.


Bill

"...a crack in the teacup opens a lane to the land of the dead."

--Auden


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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread Hayden Presley
Hi William,
I did not say the in game menu, did I? I said the Mysteries of the Ancients
submenu.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Friday, June 25, 2010 11:48 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Instructions




I have looked at the menu on the game,k but I only find commands for 
describing the sounds, making game settings and the like.  How do I get to 
the menu which has the instructions?  Is it enfolded within one of these?


--Bill

- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 9:12 AM
Subject: Re: [Audyssey] MOTA Instructions


> Hi Wiliam,
> Sigh. How many people forget to read the user guide? Check in the 
> Mysteries
> of the Ancients sub menu.
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of William L. Houts
> Sent: Friday, June 25, 2010 11:03 AM
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Instructions
>
>
> Hi,
>
> I've downloaded MOTA now and it sounds fun, but I can't figure out how to 
> do
> things besides move left and right.  How do you light a torch, draw a 
> sword,
> jump and so forth?  Is there an in game tutorial or something?
>
> Thanks.
>
>
> Bill
>
> "...a crack in the teacup opens a lane to the land of the dead."
>
> --Auden
>
>
> ---
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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread Bryan Peterson

Not inside the game itself. In the program folder on the start menu.
We are the Knights who say...Ni!
- Original Message - 
From: "William L. Houts" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 10:48 AM
Subject: Re: [Audyssey] MOTA Instructions






I have looked at the menu on the game,k but I only find commands for 
describing the sounds, making game settings and the like.  How do I get to 
the menu which has the instructions?  Is it enfolded within one of these?



--Bill

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 9:12 AM
Subject: Re: [Audyssey] MOTA Instructions



Hi Wiliam,
Sigh. How many people forget to read the user guide? Check in the 
Mysteries

of the Ancients sub menu.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Friday, June 25, 2010 11:03 AM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Instructions


Hi,

I've downloaded MOTA now and it sounds fun, but I can't figure out how to 
do
things besides move left and right.  How do you light a torch, draw a 
sword,

jump and so forth?  Is there an in game tutorial or something?

Thanks.


Bill

"...a crack in the teacup opens a lane to the land of the dead."

--Auden


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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread Thomas Ward
Hi Bill,
Yes. There is a manual written in html that ships with the game. Open
your start menu, go to USA Games, Tomb Hunter I, and then there should
be an icon called User's Guide. Press enter on that icon and the
manual will open up in your default web browser.

HTH

On 6/25/10, William L. Houts  wrote:
>
> Hi,
>
> I've downloaded MOTA now and it sounds fun, but I can't figure out how to do
> things besides move left and right.  How do you light a torch, draw a sword,
> jump and so forth?  Is there an in game tutorial or something?
>
> Thanks.
>
>
> Bill
>
> "...a crack in the teacup opens a lane to the land of the dead."
>
>  --Auden
>
>
> ---
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>

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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread Thomas Ward
Hi Bill,
No. The instructions are not inside the game itself although there is
a help menu when you press f1 that gives you a quick reference of hot
keys. Instead look under the start menu program group for the game to
find the actual instruction manual.

HTH

On 6/25/10, William L. Houts  wrote:
>
>
>
> I have looked at the menu on the game,k but I only find commands for
> describing the sounds, making game settings and the like.  How do I get to
> the menu which has the instructions?  Is it enfolded within one of these?
>
>
> --Bill

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Charles Rivard

No.
---
In God we trust.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 11:42 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
After listening to the audio tutorial (of sorts) you did for Sarah that's 
on

the draconis site, I recall hearing the snitch inside the castle. Is it
possible to catch it inside?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, June 25, 2010 11:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Hayden,
Your main objective is to find a way to get out of the castle.
Once out you have another challenge of catching the golden snitch.
Phil

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 12:01 PM
Subject: Re: [Audyssey] Important MOTA News



Hi,
I must ask this. Is the object in Sarah to get out of the castle? Just
wondering since there seems to quite a lot to do and check out, and me 
not

playing it yet, I don't even know what all there is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 7:28 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Phil,
Yeah, those are used too sometimes. I think in Tomb Raider, if I
remember correctly, the shift+control+down arrow combo causes Lara to
do a reverse safety drop. Basicly, what that is is she turns around,
grabs hold of a ledge or something, and then drops to the ground. Of
course, not every mainstream game has this feature, but it is a
frequently used one in the Tomb Raider series.
As for the automatic walking feature in Sarah I absolutely hate that
feature with a passion that's why I have a custom keyboard.ini file
that reverses the control+arrow key combo with the standard arrow keys
That way the game operates the way I think it should rather than the
default setup.
Anyway, I guess what I was getting at is that some of us would like to
manually do things instead of having it automatically done for you.
For me it gives a little more challenge/fun to the game if you have to
manually raise the end of the broom to shoot over the care taker's
head rather than the game assuming that's what you want to do anyway
and do it for you automatically
Its  kind of like in Tank Commander where you can set the autorange
finder on so it automatically sets the range of the barrel, but
that's kind of no fun for me. I like leaving it off and sight the
barrel myself using the home and end keys. Makes it more fun and a
little more challenging some how.

Smile.
.

On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
Yeah when Sarah is on her broom, she can not fly up or down. I assume 
she

automatically flies over the caretaker's head as that is most logical.
It is like the automatic walking feature with up arrow. I logically
assume
that if she is walking forward, then she probably will continue to do so
rather than forcing the player to make each step with the up arrow key.
I do include control up arrow if you wish to manually walk forward.
One key combination you did not talk about in your description of
movement
in a modern game was holding down both control and shift keys for 
certain

movements.
You could also use the insert key. as when Jaws is turned off  will free

up

this key.
Phil


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Phil,
Yeah, I know. Its a tough decision. Especially, since we are in the
market of creating accessible games and sometimes that means just
doing something automatically for the sake of accessibility verses a
bit of realism.
Speaking of altitude I've been thinking about that today. Since there
is now going to be a 3d version of MOTA  that means a 3d coordinates
system. Instead of a 2d coordinate like 5 15 we are going to have a 3d
coordinate like 5, 1, 15. It is possible to to break this down into
two different commands one that gives the altitude and another that
gives your position on the grid or we can just spit it out like 5, 1,
15. Any thoughts on this?

On 6/25/10, Phil Vlasak  wrote:
> Hi Thomas,
> There is always a trade off when you put some things in as automatic rather
> then manual.
> With automatic you don't have to have so many things to think about, but you
> loose the ability to do things  that the automatic feature doesn't
> anticipate.
> I thought being on a broom would allow Sarah to zoom over the head of the
> caretaker so I set his action to attack her to off when she is on a broom.
> But as the ghosts could appear out of a wall or ceiling, I didn't think she
> would be quite as able to avoid them.
> Plus with a patronus on she might just want to run into them.
> But having a way to indicate altitude would help if the flying creatures
> were also described.
> So if Sarah was at ten feet and the ceiling was at twelve, then the ghost at
> ten feet would be difficult to avoid unless she zoomed under it but that
> would put her in the range of the caretaker.
> At some point the faster you move the less time you have to listen for the
> description of what is around you,unless it was done with avoidance beeps.
> Phil

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Re: [Audyssey] Technoshock help level 2

2010-06-25 Thread Dean Masters
Could you put it on SendSpace then send the link so any who would want it 
could download it?

Dean

- Original Message - 
From: "Castanedagarcia_Alfredo" 
To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 12:41 PM
Subject: Re: [Audyssey] Technoshock help level 2


|I will, when I have time. Who would like a walkthru I have already made?
|
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread dark
I think given the choice I'd rather have two separate commands, sinse I 
would find 3D navigation and reqalizing how the coordinates change relative 
to my direction of travel quite difficult to wrap my head around,  one 
reason why I've never been a good lw player.


Then again I freely admit my spacial abilities aren't great as I've said 
before.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 6:09 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
Yeah, I know. Its a tough decision. Especially, since we are in the
market of creating accessible games and sometimes that means just
doing something automatically for the sake of accessibility verses a
bit of realism.
Speaking of altitude I've been thinking about that today. Since there
is now going to be a 3d version of MOTA  that means a 3d coordinates
system. Instead of a 2d coordinate like 5 15 we are going to have a 3d
coordinate like 5, 1, 15. It is possible to to break this down into
two different commands one that gives the altitude and another that
gives your position on the grid or we can just spit it out like 5, 1,
15. Any thoughts on this?

On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
There is always a trade off when you put some things in as automatic 
rather

then manual.
With automatic you don't have to have so many things to think about, but 
you

loose the ability to do things  that the automatic feature doesn't
anticipate.
I thought being on a broom would allow Sarah to zoom over the head of the
caretaker so I set his action to attack her to off when she is on a 
broom.
But as the ghosts could appear out of a wall or ceiling, I didn't think 
she

would be quite as able to avoid them.
Plus with a patronus on she might just want to run into them.
But having a way to indicate altitude would help if the flying creatures
were also described.
So if Sarah was at ten feet and the ceiling was at twelve, then the ghost 
at

ten feet would be difficult to avoid unless she zoomed under it but that
would put her in the range of the caretaker.
At some point the faster you move the less time you have to listen for 
the
description of what is around you,unless it was done with avoidance 
beeps.

Phil


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Hayden,
Well, given that this will be the first accessible 3d type game of its
kind and that some people would like some continuity between the two
versions I've elected to keep the levels more or less the same, but in
the 3d version the rooms will be in 3d instead of 2d. Fortunately or
unfortunately, depending on how you see it, that means the levels
won't be very mazelike since the rooms will have a slightly
side-scroller feel to them with one long level with rooms aligned on a
north/south axis. That means all of the rooms will be in a row with
some above and below you like in the side-scroller. However, future
games in the series won't have this restriction as I'll be more free
to experiment with more complex layouts and try my hand at something a
bit different.
Anyway, when I release it to the public you guys can try it and let me
know what you think. If you think it is too simple, to complicated,
whatever. This is basicly an experimental project to test the full 3d
features of the Genesis Engine and introduce some of the ideas to the
VI community without hitting them with a massively huge maze with all
kinds of complicated twists and turns. That's the quickest way to turn
someone off on a new concept, and frustrate someone who maybe is
trying a 3d fps game for the first time.

Smile.

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Dark,
I see. Well, the reason I asked is one thing I've noticed is several
gamers seam to lack some very basic math skills like understanding
coordinates such as an x, y, and z axis. For me it seams very basic,
but for some they just don't get it at all. I can try and explain it
as best as I can in the updated User's Guide, but still for some it
will be a new concept they'll have to grasp to really be a pro gamer.
As you pointed out this is close to Lone Wolf which does have some 3d
aspects to it. You have your x/z coordinates, but then your y axis
controls your depth in the game. Some people still have problems with
navigation in that game not to mention problems understanding angles
and directions using the bearing system. I've not really had any
problem with it, but some really do, and I have to think of ways to
help gamers over come those hangups in my own games.

Smile.

On 6/25/10, dark  wrote:
> I think given the choice I'd rather have two separate commands, sinse I
> would find 3D navigation and reqalizing how the coordinates change relative
> to my direction of travel quite difficult to wrap my head around,  one
> reason why I've never been a good lw player.
>
> Then again I freely admit my spacial abilities aren't great as I've said
> before.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread William L. Houts




I found it, thanks.  No need to be snotty.


--Bill


- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 9:50 AM
Subject: Re: [Audyssey] MOTA Instructions



Hi William,
I did not say the in game menu, did I? I said the Mysteries of the 
Ancients

submenu.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Friday, June 25, 2010 11:48 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Instructions




I have looked at the menu on the game,k but I only find commands for
describing the sounds, making game settings and the like.  How do I get to
the menu which has the instructions?  Is it enfolded within one of these?


--Bill

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 9:12 AM
Subject: Re: [Audyssey] MOTA Instructions



Hi Wiliam,
Sigh. How many people forget to read the user guide? Check in the
Mysteries
of the Ancients sub menu.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Friday, June 25, 2010 11:03 AM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Instructions


Hi,

I've downloaded MOTA now and it sounds fun, but I can't figure out how to
do
things besides move left and right.  How do you light a torch, draw a
sword,
jump and so forth?  Is there an in game tutorial or something?

Thanks.


Bill

"...a crack in the teacup opens a lane to the land of the dead."

--Auden


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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread William L. Houts





Thanks Thomas.


--Bill


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 9:57 AM
Subject: Re: [Audyssey] MOTA Instructions



Hi Bill,
Yes. There is a manual written in html that ships with the game. Open
your start menu, go to USA Games, Tomb Hunter I, and then there should
be an icon called User's Guide. Press enter on that icon and the
manual will open up in your default web browser.

HTH

On 6/25/10, William L. Houts  wrote:


Hi,

I've downloaded MOTA now and it sounds fun, but I can't figure out how to 
do
things besides move left and right.  How do you light a torch, draw a 
sword,

jump and so forth?  Is there an in game tutorial or something?

Thanks.


Bill

"...a crack in the teacup opens a lane to the land of the dead."

 --Auden


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Thomas Ward
Hi Charles,
Essentially yes. I think we should introduce this style of game to
gamers slowly and not introduce everything at once. Even sighted games
often start off simple in the beginning and grow more complex as you
advance through the game.
For example, I have a Xena Warrior Princess game for Play Station that
begins with Xena standing in the countryside with a long dirt road
leading to a village. There is basically nothing to it accept walk the
road and kill a few thieves that jump out and attack Xena while she is
on her way to town. While the level is pretty simple it does give you
a chanse to get use to the game controls,  allows you to figure out
how to sword fight against a few wimpy enemies, and just get a good
feel for the game in general. However, by level 7 Xena is trapped in a
huge 3d maze where the only way out is to find the chamber with the
minataur  in it, kill him, and then leave the maze via the exit. You
see how the game progressed from simple to very complex over a series
of levels?
 Well, I want to do the same with the Tomb Hunter series and with MOTA
in particular. I think introducing this kind of game gradually is our
best option.

HTH


On 6/25/10, Charles Rivard  wrote:
> So, your original plans of making the rooms more elaborately laid out are in
> our future, once we get used to the 3D concepts?
> ---
> In God we trust.

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Re: [Audyssey] MOTA Download

2010-06-25 Thread Thomas Ward
Hi Hayden,
Yes, if I can. I haven't seen what all needs doing to create the fps
version yet. I've spent a few hours on it already and found several
bugs and issues that popped up in the 3d version that were totally
unexpected. They are there mainly because they were never tested
before in an actual game and are glaring errors/problems I have to fix
before any kind of release. So that's going to take some time to work
all the bugs out of the fps version.

Smile.

On 6/25/10, Hayden Presley  wrote:
> Hi Thomas,
> So, you're going to release the sidescroller and FPS for BETA 13 at the same
> time, correct?
>
> Best Regards,
> Hayden

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Re: [Audyssey] lone wolf missions

2010-06-25 Thread Thomas Ward
Hi Charles,
Lol! are you serious?


On 6/25/10, Charles Rivard  wrote:
> There is a mission that someone wrote that was called "bs" or something like
> that.  When I tried it, I was immediately sunk.
> ---
> In God we trust.

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Damien Pendleton

Hi Thomas,
I am ashamed to say I am one of those. I hardly learned much at primary
school, which meant I was very much behind at secondary school. My primary
school always used the excuse that because I am blind what's the use in
teaching me anything, with the result that when I moved on to secondary
school I could only do very basic five-year-old style addition, subtraction,
multiplication and division. It took them years and years just to get me to
understand fractions, decimals and percentages, let alone shapes,
trigonometry and angles, which they could never really get started on with
me.
Regards,
Damien.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 10:32 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Dark,
I see. Well, the reason I asked is one thing I've noticed is several
gamers seam to lack some very basic math skills like understanding
coordinates such as an x, y, and z axis. For me it seams very basic,
but for some they just don't get it at all. I can try and explain it
as best as I can in the updated User's Guide, but still for some it
will be a new concept they'll have to grasp to really be a pro gamer.
As you pointed out this is close to Lone Wolf which does have some 3d
aspects to it. You have your x/z coordinates, but then your y axis
controls your depth in the game. Some people still have problems with
navigation in that game not to mention problems understanding angles
and directions using the bearing system. I've not really had any
problem with it, but some really do, and I have to think of ways to
help gamers over come those hangups in my own games.

Smile.

On 6/25/10, dark  wrote:

I think given the choice I'd rather have two separate commands, sinse I
would find 3D navigation and reqalizing how the coordinates change
relative
to my direction of travel quite difficult to wrap my head around, 
one
reason why I've never been a good lw player.

Then again I freely admit my spacial abilities aren't great as I've said
before.

Beware the grue!

Dark.


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Charles Rivard
In my mind, I always have a problem remembering which coordinate is which. 
Is 5 meaning 5 units along the north/south grid or is it 5 units along the 
east/west?  In chess, there are only 8 squares along each axis, so it is 
easy to kep track of which square you are on because from left to right are 
A through H and, from White's perspective, 1 through 8 are from south to 
north with north being at the top of the map.  MOTA will be too large for 
this to work, but how about something like 2N or S, 5E or W, and 3H, 
starting at the center of the layout?


---
In God we trust.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 12:09 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
Yeah, I know. Its a tough decision. Especially, since we are in the
market of creating accessible games and sometimes that means just
doing something automatically for the sake of accessibility verses a
bit of realism.
Speaking of altitude I've been thinking about that today. Since there
is now going to be a 3d version of MOTA  that means a 3d coordinates
system. Instead of a 2d coordinate like 5 15 we are going to have a 3d
coordinate like 5, 1, 15. It is possible to to break this down into
two different commands one that gives the altitude and another that
gives your position on the grid or we can just spit it out like 5, 1,
15. Any thoughts on this?

On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
There is always a trade off when you put some things in as automatic 
rather

then manual.
With automatic you don't have to have so many things to think about, but 
you

loose the ability to do things  that the automatic feature doesn't
anticipate.
I thought being on a broom would allow Sarah to zoom over the head of the
caretaker so I set his action to attack her to off when she is on a 
broom.
But as the ghosts could appear out of a wall or ceiling, I didn't think 
she

would be quite as able to avoid them.
Plus with a patronus on she might just want to run into them.
But having a way to indicate altitude would help if the flying creatures
were also described.
So if Sarah was at ten feet and the ceiling was at twelve, then the ghost 
at

ten feet would be difficult to avoid unless she zoomed under it but that
would put her in the range of the caretaker.
At some point the faster you move the less time you have to listen for 
the
description of what is around you,unless it was done with avoidance 
beeps.

Phil


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Re: [Audyssey] MOTA Download

2010-06-25 Thread Charles Rivard

Aw!  Rats!!
---
In God we trust.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 1:03 PM
Subject: Re: [Audyssey] MOTA Download



Hi Hayden,
Yes, if I can. I haven't seen what all needs doing to create the fps
version yet. I've spent a few hours on it already and found several
bugs and issues that popped up in the 3d version that were totally
unexpected. They are there mainly because they were never tested
before in an actual game and are glaring errors/problems I have to fix
before any kind of release. So that's going to take some time to work
all the bugs out of the fps version.

Smile.

On 6/25/10, Hayden Presley  wrote:

Hi Thomas,
So, you're going to release the sidescroller and FPS for BETA 13 at the 
same

time, correct?

Best Regards,
Hayden


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread dark

Hi Tom.

Personally, I have no problem conceptualizing the x y z access business, 
however I have difficulties in understanding how that access changes 
relative to my characters' movement.


While I can get that going up and northeast will cause all coordinates to 
increase, i find it extremely difficult to plan what sort of thing will 
happen were I to go down and northeast, or streight down etc.


As I have said though, my own spacial abilities are rather lacking, and I 
tend to play games like shades much the same way as I navigate in real life, 
ie, by remembering sets of markers and directions to get where I am going, 
but with no clear mental map of how any given place relates to another.


as you said though, if the system is examined in beta versions and functions 
like view commands, have I visited here commands, useful targiting and 
object recognition are in the game I think even I will find it playable.


Beware the grue!

Dark. 



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Re: [Audyssey] Technoshock help level 2

2010-06-25 Thread Lori Duncan
Or won't it attach to just a standard email, or won't the email send 
properly that way?
- Original Message - 
From: "Dean Masters" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 6:10 PM
Subject: Re: [Audyssey] Technoshock help level 2



Could you put it on SendSpace then send the link so any who would want it
could download it?

Dean

- Original Message - 
From: "Castanedagarcia_Alfredo" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 12:41 PM
Subject: Re: [Audyssey] Technoshock help level 2


|I will, when I have time. Who would like a walkthru I have already made?
|
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread dark
That sort ofprinciple of progressive difficulty and introducing things in a 
reasonable way has been in right sinse games like marrio brothers and ice 
climber, and is one of the ideas of good game design, and I'm glad it'll be 
in mota 3D as well.


Beware the grue!

dark.
- Original Message - 
From: "Thomas Ward" 
To: "Charles Rivard" ; "Gamers Discussion list" 


Sent: Friday, June 25, 2010 6:52 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Charles,
Essentially yes. I think we should introduce this style of game to
gamers slowly and not introduce everything at once. Even sighted games
often start off simple in the beginning and grow more complex as you
advance through the game.
For example, I have a Xena Warrior Princess game for Play Station that
begins with Xena standing in the countryside with a long dirt road
leading to a village. There is basically nothing to it accept walk the
road and kill a few thieves that jump out and attack Xena while she is
on her way to town. While the level is pretty simple it does give you
a chanse to get use to the game controls,  allows you to figure out
how to sword fight against a few wimpy enemies, and just get a good
feel for the game in general. However, by level 7 Xena is trapped in a
huge 3d maze where the only way out is to find the chamber with the
minataur  in it, kill him, and then leave the maze via the exit. You
see how the game progressed from simple to very complex over a series
of levels?
Well, I want to do the same with the Tomb Hunter series and with MOTA
in particular. I think introducing this kind of game gradually is our
best option.

HTH


On 6/25/10, Charles Rivard  wrote:
So, your original plans of making the rooms more elaborately laid out are 
in

our future, once we get used to the 3D concepts?
---
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread dark
My maths teacher once told me, remember it's along the passage, upp the 
stairs and in the door.


Ie, x, along, y, up, and z, 3D in out.

Even so, I do find it extremely difficult as I said to relate one coordinate 
to another in terms of direction.


Beware the grue!

Dark.
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 7:11 PM
Subject: Re: [Audyssey] Important MOTA News


In my mind, I always have a problem remembering which coordinate is which. 
Is 5 meaning 5 units along the north/south grid or is it 5 units along the 
east/west?  In chess, there are only 8 squares along each axis, so it is 
easy to kep track of which square you are on because from left to right 
are A through H and, from White's perspective, 1 through 8 are from south 
to north with north being at the top of the map.  MOTA will be too large 
for this to work, but how about something like 2N or S, 5E or W, and 3H, 
starting at the center of the layout?


---
In God we trust.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 12:09 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
Yeah, I know. Its a tough decision. Especially, since we are in the
market of creating accessible games and sometimes that means just
doing something automatically for the sake of accessibility verses a
bit of realism.
Speaking of altitude I've been thinking about that today. Since there
is now going to be a 3d version of MOTA  that means a 3d coordinates
system. Instead of a 2d coordinate like 5 15 we are going to have a 3d
coordinate like 5, 1, 15. It is possible to to break this down into
two different commands one that gives the altitude and another that
gives your position on the grid or we can just spit it out like 5, 1,
15. Any thoughts on this?

On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
There is always a trade off when you put some things in as automatic 
rather

then manual.
With automatic you don't have to have so many things to think about, but 
you

loose the ability to do things  that the automatic feature doesn't
anticipate.
I thought being on a broom would allow Sarah to zoom over the head of 
the
caretaker so I set his action to attack her to off when she is on a 
broom.
But as the ghosts could appear out of a wall or ceiling, I didn't think 
she

would be quite as able to avoid them.
Plus with a patronus on she might just want to run into them.
But having a way to indicate altitude would help if the flying creatures
were also described.
So if Sarah was at ten feet and the ceiling was at twelve, then the 
ghost at

ten feet would be difficult to avoid unless she zoomed under it but that
would put her in the range of the caretaker.
At some point the faster you move the less time you have to listen for 
the
description of what is around you,unless it was done with avoidance 
beeps.

Phil


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Charles Rivard
I tend to navigate in games the same way I navigate in life.  From home, it 
might be 2 blocks north and a block west to the store, then a block north to 
the restaurant.  To get back home, I could retrace those steps or, seeing as 
I like to go in straight lines, I could go  a block east and then 3 blocks 
south.  The points of interest are always the same, although I might 
encounter ever-changing obstacles such as trash cans, moving cars in the 
streets, and so on.  I never think about them as going 2 blocks along the 
x-y coordinate.  I think of them in terms of real life directions such as 
north, south, east, west, up, or down.

---
In God we trust.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 1:38 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Tom.

Personally, I have no problem conceptualizing the x y z access business, 
however I have difficulties in understanding how that access changes 
relative to my characters' movement.


While I can get that going up and northeast will cause all coordinates to 
increase, i find it extremely difficult to plan what sort of thing will 
happen were I to go down and northeast, or streight down etc.


As I have said though, my own spacial abilities are rather lacking, and I 
tend to play games like shades much the same way as I navigate in real 
life, ie, by remembering sets of markers and directions to get where I am 
going, but with no clear mental map of how any given place relates to 
another.


as you said though, if the system is examined in beta versions and 
functions like view commands, have I visited here commands, useful 
targiting and object recognition are in the game I think even I will find 
it playable.


Beware the grue!

Dark.

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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Phil Vlasak

Hi Hayden,
No, the snitch inside the castle is there to annoy you.
You can't catch it or nor do any spells affect it.
But then I'm working on an update to the Sarah game, so I may throw in a 
surprise or two concerning the castle snitch.

Phil

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 12:42 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
After listening to the audio tutorial (of sorts) you did for Sarah that's 
on

the draconis site, I recall hearing the snitch inside the castle. Is it
possible to catch it inside?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, June 25, 2010 11:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Hayden,
Your main objective is to find a way to get out of the castle.
Once out you have another challenge of catching the golden snitch.
Phil

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 12:01 PM
Subject: Re: [Audyssey] Important MOTA News



Hi,
I must ask this. Is the object in Sarah to get out of the castle? Just
wondering since there seems to quite a lot to do and check out, and me 
not

playing it yet, I don't even know what all there is.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 7:28 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Phil,
Yeah, those are used too sometimes. I think in Tomb Raider, if I
remember correctly, the shift+control+down arrow combo causes Lara to
do a reverse safety drop. Basicly, what that is is she turns around,
grabs hold of a ledge or something, and then drops to the ground. Of
course, not every mainstream game has this feature, but it is a
frequently used one in the Tomb Raider series.
As for the automatic walking feature in Sarah I absolutely hate that
feature with a passion that's why I have a custom keyboard.ini file
that reverses the control+arrow key combo with the standard arrow keys
That way the game operates the way I think it should rather than the
default setup.
Anyway, I guess what I was getting at is that some of us would like to
manually do things instead of having it automatically done for you.
For me it gives a little more challenge/fun to the game if you have to
manually raise the end of the broom to shoot over the care taker's
head rather than the game assuming that's what you want to do anyway
and do it for you automatically
Its  kind of like in Tank Commander where you can set the autorange
finder on so it automatically sets the range of the barrel, but
that's kind of no fun for me. I like leaving it off and sight the
barrel myself using the home and end keys. Makes it more fun and a
little more challenging some how.

Smile.
.

On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
Yeah when Sarah is on her broom, she can not fly up or down. I assume 
she

automatically flies over the caretaker's head as that is most logical.
It is like the automatic walking feature with up arrow. I logically
assume
that if she is walking forward, then she probably will continue to do so
rather than forcing the player to make each step with the up arrow key.
I do include control up arrow if you wish to manually walk forward.
One key combination you did not talk about in your description of
movement
in a modern game was holding down both control and shift keys for 
certain

movements.
You could also use the insert key. as when Jaws is turned off  will free

up

this key.
Phil


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Phil Vlasak

Hi Thomas,
The altitude number is quite a puzzle.
In the existing side scroller game you include the altitude as the second 
number while the first is how many meters west.
To keep it consistent, maybe you should leave those numbers alone while 
changing the first number as how many meters north.
This third number could represent the east west distance but to make it 
easier to find doors maybe it could represent the distance from the center 
line of the room.

so the game could say 5 meters east of center.

Am I crazy, or what?
smiles,
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 1:09 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
Yeah, I know. Its a tough decision. Especially, since we are in the
market of creating accessible games and sometimes that means just
doing something automatically for the sake of accessibility verses a
bit of realism.
Speaking of altitude I've been thinking about that today. Since there
is now going to be a 3d version of MOTA  that means a 3d coordinates
system. Instead of a 2d coordinate like 5 15 we are going to have a 3d
coordinate like 5, 1, 15. It is possible to to break this down into
two different commands one that gives the altitude and another that
gives your position on the grid or we can just spit it out like 5, 1,
15. Any thoughts on this?

On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
There is always a trade off when you put some things in as automatic 
rather

then manual.
With automatic you don't have to have so many things to think about, but 
you

loose the ability to do things  that the automatic feature doesn't
anticipate.
I thought being on a broom would allow Sarah to zoom over the head of the
caretaker so I set his action to attack her to off when she is on a 
broom.
But as the ghosts could appear out of a wall or ceiling, I didn't think 
she

would be quite as able to avoid them.
Plus with a patronus on she might just want to run into them.
But having a way to indicate altitude would help if the flying creatures
were also described.
So if Sarah was at ten feet and the ceiling was at twelve, then the ghost 
at

ten feet would be difficult to avoid unless she zoomed under it but that
would put her in the range of the caretaker.
At some point the faster you move the less time you have to listen for 
the
description of what is around you,unless it was done with avoidance 
beeps.

Phil


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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Charles Rivard

Yes, but that's another matter.  (grin)
---
In God we trust.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 1:48 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Thomas,
The altitude number is quite a puzzle.
In the existing side scroller game you include the altitude as the second 
number while the first is how many meters west.
To keep it consistent, maybe you should leave those numbers alone while 
changing the first number as how many meters north.
This third number could represent the east west distance but to make it 
easier to find doors maybe it could represent the distance from the center 
line of the room.

so the game could say 5 meters east of center.

Am I crazy, or what?
smiles,
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 1:09 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
Yeah, I know. Its a tough decision. Especially, since we are in the
market of creating accessible games and sometimes that means just
doing something automatically for the sake of accessibility verses a
bit of realism.
Speaking of altitude I've been thinking about that today. Since there
is now going to be a 3d version of MOTA  that means a 3d coordinates
system. Instead of a 2d coordinate like 5 15 we are going to have a 3d
coordinate like 5, 1, 15. It is possible to to break this down into
two different commands one that gives the altitude and another that
gives your position on the grid or we can just spit it out like 5, 1,
15. Any thoughts on this?

On 6/25/10, Phil Vlasak  wrote:

Hi Thomas,
There is always a trade off when you put some things in as automatic 
rather

then manual.
With automatic you don't have to have so many things to think about, but 
you

loose the ability to do things  that the automatic feature doesn't
anticipate.
I thought being on a broom would allow Sarah to zoom over the head of 
the
caretaker so I set his action to attack her to off when she is on a 
broom.
But as the ghosts could appear out of a wall or ceiling, I didn't think 
she

would be quite as able to avoid them.
Plus with a patronus on she might just want to run into them.
But having a way to indicate altitude would help if the flying creatures
were also described.
So if Sarah was at ten feet and the ceiling was at twelve, then the 
ghost at

ten feet would be difficult to avoid unless she zoomed under it but that
would put her in the range of the caretaker.
At some point the faster you move the less time you have to listen for 
the
description of what is around you,unless it was done with avoidance 
beeps.

Phil


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Re: [Audyssey] Thursday's Out of Sight events

2010-06-25 Thread Charles Rivard
It's very clearly written.  The events are listed that you might be 
interested in, and the site to sign up at is also given.  It should?? be 
perfectly understandable.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Thursday, June 24, 2010 1:40 AM
Subject: Re: [Audyssey] Thursday's Out of Sight events



charles.
what is all this stuff.
I know some others may know but to me it just looks like spam, could you 
please post a bit more about what all this is, where it is and what this 
is all about so I can relate to it.

At 03:21 p.m. 24/06/2010, you wrote:

Announcement:
the server will be worked on at 3:00 AM this evening, so you will not be 
able to get in the rooms at this time.



Memory Lane:
Please join Suzy this Friday evening, at 8:00 PM eastern, in the Out of 
Sight Presents room for a very interesting hour with Immigrant.  Immigrant 
will be discussing growing up in Russia and her time in America as well. 
You won't want to miss this one!



Media Madness
Beginning on the 1st Monday of next month, Media Madness will be at 8:00 
PM eastern instead of at 9:00 PM.



Here are the events scheduled for Thursday, June 24th:


Sounds of Music

8:00 PM eastern
Hosted by James
Location:  Games Anyone
Do you like music? Do you think you are pretty good at identifying songs? 
If you are, come in to Games Anyone tonight at 8:00 P M Eastern for Sounds
of Music where your host James will play the tunes and you'll guess the 
title and artist.  It's men against women so come on in and we'll have a 
great

time.


Out of Sight Movie
10:00 PM eastern
Hosted by Jim Wilson
Location:  Entertainment Center
Join Jim this evening as he streams a great descriptive movie.  Don't 
forget to bring your popcorn!



The Out of Sight main site is at:

http://www.out-of-sight.net

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Re: [Audyssey] Thursday's Out of Sight events

2010-06-25 Thread Hayden Presley
Hi Charles,
I think he may gb asking about the background of Out of Sight (correct me if
I'm wrong Shaun), though is not I'd have to agree, it's all written out very
clearly.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, June 25, 2010 6:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Thursday's Out of Sight events

It's very clearly written.  The events are listed that you might be 
interested in, and the site to sign up at is also given.  It should?? be 
perfectly understandable.
- Original Message - 
From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Thursday, June 24, 2010 1:40 AM
Subject: Re: [Audyssey] Thursday's Out of Sight events


> charles.
> what is all this stuff.
> I know some others may know but to me it just looks like spam, could you 
> please post a bit more about what all this is, where it is and what this 
> is all about so I can relate to it.
> At 03:21 p.m. 24/06/2010, you wrote:
>>Announcement:
>>the server will be worked on at 3:00 AM this evening, so you will not be 
>>able to get in the rooms at this time.
>>
>>
>>Memory Lane:
>>Please join Suzy this Friday evening, at 8:00 PM eastern, in the Out of 
>>Sight Presents room for a very interesting hour with Immigrant.  Immigrant

>>will be discussing growing up in Russia and her time in America as well. 
>>You won't want to miss this one!
>>
>>
>>Media Madness
>>Beginning on the 1st Monday of next month, Media Madness will be at 8:00 
>>PM eastern instead of at 9:00 PM.
>>
>>
>>Here are the events scheduled for Thursday, June 24th:
>>
>>
>>Sounds of Music
>>
>>8:00 PM eastern
>>Hosted by James
>>Location:  Games Anyone
>>Do you like music? Do you think you are pretty good at identifying songs? 
>>If you are, come in to Games Anyone tonight at 8:00 P M Eastern for Sounds
>>of Music where your host James will play the tunes and you'll guess the 
>>title and artist.  It's men against women so come on in and we'll have a 
>>great
>>time.
>>
>>
>>Out of Sight Movie
>>10:00 PM eastern
>>Hosted by Jim Wilson
>>Location:  Entertainment Center
>>Join Jim this evening as he streams a great descriptive movie.  Don't 
>>forget to bring your popcorn!
>>
>>
>>The Out of Sight main site is at:
>>
>>http://www.out-of-sight.net
>>
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>>list,
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>
>
>
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Hayden Presley
Hi Phil,
Just what I need. Lol.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, June 25, 2010 1:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Hayden,
No, the snitch inside the castle is there to annoy you.
You can't catch it or nor do any spells affect it.
But then I'm working on an update to the Sarah game, so I may throw in a 
surprise or two concerning the castle snitch.
Phil

- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 12:42 PM
Subject: Re: [Audyssey] Important MOTA News


> Hi Phil,
> After listening to the audio tutorial (of sorts) you did for Sarah that's 
> on
> the draconis site, I recall hearing the snitch inside the castle. Is it
> possible to catch it inside?
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Phil Vlasak
> Sent: Friday, June 25, 2010 11:06 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Important MOTA News
>
> Hi Hayden,
> Your main objective is to find a way to get out of the castle.
> Once out you have another challenge of catching the golden snitch.
> Phil
>
> - Original Message - 
> From: "Hayden Presley" 
> To: "'Gamers Discussion list'" 
> Sent: Friday, June 25, 2010 12:01 PM
> Subject: Re: [Audyssey] Important MOTA News
>
>
>> Hi,
>> I must ask this. Is the object in Sarah to get out of the castle? Just
>> wondering since there seems to quite a lot to do and check out, and me 
>> not
>> playing it yet, I don't even know what all there is.
>>
>> Best Regards,
>> Hayden
>>
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of Thomas Ward
>> Sent: Friday, June 25, 2010 7:28 AM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Important MOTA News
>>
>> Hi Phil,
>> Yeah, those are used too sometimes. I think in Tomb Raider, if I
>> remember correctly, the shift+control+down arrow combo causes Lara to
>> do a reverse safety drop. Basicly, what that is is she turns around,
>> grabs hold of a ledge or something, and then drops to the ground. Of
>> course, not every mainstream game has this feature, but it is a
>> frequently used one in the Tomb Raider series.
>> As for the automatic walking feature in Sarah I absolutely hate that
>> feature with a passion that's why I have a custom keyboard.ini file
>> that reverses the control+arrow key combo with the standard arrow keys
>> That way the game operates the way I think it should rather than the
>> default setup.
>> Anyway, I guess what I was getting at is that some of us would like to
>> manually do things instead of having it automatically done for you.
>> For me it gives a little more challenge/fun to the game if you have to
>> manually raise the end of the broom to shoot over the care taker's
>> head rather than the game assuming that's what you want to do anyway
>> and do it for you automatically
>> Its  kind of like in Tank Commander where you can set the autorange
>> finder on so it automatically sets the range of the barrel, but
>> that's kind of no fun for me. I like leaving it off and sight the
>> barrel myself using the home and end keys. Makes it more fun and a
>> little more challenging some how.
>>
>> Smile.
>> .
>>
>> On 6/25/10, Phil Vlasak  wrote:
>>> Hi Thomas,
>>> Yeah when Sarah is on her broom, she can not fly up or down. I assume 
>>> she
>>> automatically flies over the caretaker's head as that is most logical.
>>> It is like the automatic walking feature with up arrow. I logically
>>> assume
>>> that if she is walking forward, then she probably will continue to do so
>>> rather than forcing the player to make each step with the up arrow key.
>>> I do include control up arrow if you wish to manually walk forward.
>>> One key combination you did not talk about in your description of
>>> movement
>>> in a modern game was holding down both control and shift keys for 
>>> certain
>>> movements.
>>> You could also use the insert key. as when Jaws is turned off  will free
>> up
>>> this key.
>>> Phil
>>
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Hayden Presley
Hi,
I've found coordinates moderately useful in certain FPS titles, though not
really all of them. Really, the only two I have use of them for or Tank
Commander and Loan Wolf. In Shades of doom, they really do have no use for
me.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, June 25, 2010 1:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

In my mind, I always have a problem remembering which coordinate is which. 
Is 5 meaning 5 units along the north/south grid or is it 5 units along the 
east/west?  In chess, there are only 8 squares along each axis, so it is 
easy to kep track of which square you are on because from left to right are 
A through H and, from White's perspective, 1 through 8 are from south to 
north with north being at the top of the map.  MOTA will be too large for 
this to work, but how about something like 2N or S, 5E or W, and 3H, 
starting at the center of the layout?

---
In God we trust.
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 12:09 PM
Subject: Re: [Audyssey] Important MOTA News


> Hi Phil,
> Yeah, I know. Its a tough decision. Especially, since we are in the
> market of creating accessible games and sometimes that means just
> doing something automatically for the sake of accessibility verses a
> bit of realism.
> Speaking of altitude I've been thinking about that today. Since there
> is now going to be a 3d version of MOTA  that means a 3d coordinates
> system. Instead of a 2d coordinate like 5 15 we are going to have a 3d
> coordinate like 5, 1, 15. It is possible to to break this down into
> two different commands one that gives the altitude and another that
> gives your position on the grid or we can just spit it out like 5, 1,
> 15. Any thoughts on this?
>
> On 6/25/10, Phil Vlasak  wrote:
>> Hi Thomas,
>> There is always a trade off when you put some things in as automatic 
>> rather
>> then manual.
>> With automatic you don't have to have so many things to think about, but 
>> you
>> loose the ability to do things  that the automatic feature doesn't
>> anticipate.
>> I thought being on a broom would allow Sarah to zoom over the head of the
>> caretaker so I set his action to attack her to off when she is on a 
>> broom.
>> But as the ghosts could appear out of a wall or ceiling, I didn't think 
>> she
>> would be quite as able to avoid them.
>> Plus with a patronus on she might just want to run into them.
>> But having a way to indicate altitude would help if the flying creatures
>> were also described.
>> So if Sarah was at ten feet and the ceiling was at twelve, then the ghost

>> at
>> ten feet would be difficult to avoid unless she zoomed under it but that
>> would put her in the range of the caretaker.
>> At some point the faster you move the less time you have to listen for 
>> the
>> description of what is around you,unless it was done with avoidance 
>> beeps.
>> Phil
>
> ---
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Hayden Presley
Hi Thomas,
Correct me if I am wrong but last time I checked the depth in Loan Wofl was
the z axis.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Friday, June 25, 2010 9:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Thomas,
I am ashamed to say I am one of those. I hardly learned much at primary
school, which meant I was very much behind at secondary school. My primary
school always used the excuse that because I am blind what's the use in
teaching me anything, with the result that when I moved on to secondary
school I could only do very basic five-year-old style addition, subtraction,
multiplication and division. It took them years and years just to get me to
understand fractions, decimals and percentages, let alone shapes,
trigonometry and angles, which they could never really get started on with
me.
Regards,
Damien.


- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Friday, June 25, 2010 10:32 AM
Subject: Re: [Audyssey] Important MOTA News


> Hi Dark,
> I see. Well, the reason I asked is one thing I've noticed is several
> gamers seam to lack some very basic math skills like understanding
> coordinates such as an x, y, and z axis. For me it seams very basic,
> but for some they just don't get it at all. I can try and explain it
> as best as I can in the updated User's Guide, but still for some it
> will be a new concept they'll have to grasp to really be a pro gamer.
> As you pointed out this is close to Lone Wolf which does have some 3d
> aspects to it. You have your x/z coordinates, but then your y axis
> controls your depth in the game. Some people still have problems with
> navigation in that game not to mention problems understanding angles
> and directions using the bearing system. I've not really had any
> problem with it, but some really do, and I have to think of ways to
> help gamers over come those hangups in my own games.
>
> Smile.
>
> On 6/25/10, dark  wrote:
>> I think given the choice I'd rather have two separate commands, sinse I
>> would find 3D navigation and reqalizing how the coordinates change
>> relative
>> to my direction of travel quite difficult to wrap my head around, 
>> one
>> reason why I've never been a good lw player.
>>
>> Then again I freely admit my spacial abilities aren't great as I've said
>> before.
>>
>> Beware the grue!
>>
>> Dark.
>
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Re: [Audyssey] lone wolf missions

2010-06-25 Thread Hayden Presley
Hi Charles,
All I can say is. Why? 

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 1:06 PM
To: Charles Rivard; Gamers Discussion list
Subject: Re: [Audyssey] lone wolf missions

Hi Charles,
Lol! are you serious?


On 6/25/10, Charles Rivard  wrote:
> There is a mission that someone wrote that was called "bs" or something
like
> that.  When I tried it, I was immediately sunk.
> ---
> In God we trust.

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Re: [Audyssey] MOTA Instructions

2010-06-25 Thread Hayden Presley
Hi William,
Sorry about that. It's just that to me that was the obvious thing to do, as
that's most of the time the first thing I do when I download a game. I guess
that's not always the order it's done in for everyone, so please except my
apologies.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of William L. Houts
Sent: Friday, June 25, 2010 12:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Instructions




I found it, thanks.  No need to be snotty.


--Bill


- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 9:50 AM
Subject: Re: [Audyssey] MOTA Instructions


> Hi William,
> I did not say the in game menu, did I? I said the Mysteries of the 
> Ancients
> submenu.
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of William L. Houts
> Sent: Friday, June 25, 2010 11:48 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA Instructions
>
>
>
>
> I have looked at the menu on the game,k but I only find commands for
> describing the sounds, making game settings and the like.  How do I get to
> the menu which has the instructions?  Is it enfolded within one of these?
>
>
> --Bill
>
> - Original Message - 
> From: "Hayden Presley" 
> To: "'Gamers Discussion list'" 
> Sent: Friday, June 25, 2010 9:12 AM
> Subject: Re: [Audyssey] MOTA Instructions
>
>
>> Hi Wiliam,
>> Sigh. How many people forget to read the user guide? Check in the
>> Mysteries
>> of the Ancients sub menu.
>>
>> Best Regards,
>> Hayden
>>
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of William L. Houts
>> Sent: Friday, June 25, 2010 11:03 AM
>> To: Gamers Discussion list
>> Subject: [Audyssey] MOTA Instructions
>>
>>
>> Hi,
>>
>> I've downloaded MOTA now and it sounds fun, but I can't figure out how to
>> do
>> things besides move left and right.  How do you light a torch, draw a
>> sword,
>> jump and so forth?  Is there an in game tutorial or something?
>>
>> Thanks.
>>
>>
>> Bill
>>
>> "...a crack in the teacup opens a lane to the land of the dead."
>>
>> --Auden
>>
>>
>> ---
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Re: [Audyssey] Important MOTA News

2010-06-25 Thread Hayden Presley
Hi Thomas,
Possibly, three separate commands. For those of us who are ok with x, y, and
z axes can use one to get all three coordinates, those of us who aren't
really used to the z axis can have one for the basic x and y coordinates,
and the other for altitude.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 12:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Phil,
Yeah, I know. Its a tough decision. Especially, since we are in the
market of creating accessible games and sometimes that means just
doing something automatically for the sake of accessibility verses a
bit of realism.
Speaking of altitude I've been thinking about that today. Since there
is now going to be a 3d version of MOTA  that means a 3d coordinates
system. Instead of a 2d coordinate like 5 15 we are going to have a 3d
coordinate like 5, 1, 15. It is possible to to break this down into
two different commands one that gives the altitude and another that
gives your position on the grid or we can just spit it out like 5, 1,
15. Any thoughts on this?

On 6/25/10, Phil Vlasak  wrote:
> Hi Thomas,
> There is always a trade off when you put some things in as automatic
rather
> then manual.
> With automatic you don't have to have so many things to think about, but
you
> loose the ability to do things  that the automatic feature doesn't
> anticipate.
> I thought being on a broom would allow Sarah to zoom over the head of the
> caretaker so I set his action to attack her to off when she is on a broom.
> But as the ghosts could appear out of a wall or ceiling, I didn't think
she
> would be quite as able to avoid them.
> Plus with a patronus on she might just want to run into them.
> But having a way to indicate altitude would help if the flying creatures
> were also described.
> So if Sarah was at ten feet and the ceiling was at twelve, then the ghost
at
> ten feet would be difficult to avoid unless she zoomed under it but that
> would put her in the range of the caretaker.
> At some point the faster you move the less time you have to listen for the
> description of what is around you,unless it was done with avoidance beeps.
> Phil

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Re: [Audyssey] lone wolf mission creating

2010-06-25 Thread Hayden Presley
Hi Enes,
No, the LW Parce application is the only one you can create missions with,
only other way is to right your own engine for it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of ENES SARIBAS
Sent: Wednesday, June 23, 2010 3:13 AM
To: gamers@audyssey.org
Subject: [Audyssey] lone wolf mission creating

hi,
the lone wolf mission creater seams vary hard is there a easyer way
thanks!

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Re: [Audyssey] railracer issue

2010-06-25 Thread Hayden Presley
Hi Shaun,
Yes, the server is offline at the moment. Che has moved servers, and the
Rail Racer server isn't up and going yet. Don't give up all hope however, he
is planning to resurrect it soon, he's just had too much to do with the card
room, which for those of you who haven't tried it, you should definitely
take a peek at it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, June 22, 2010 11:41 PM
To: gamers@audyssey.org
Subject: [Audyssey] railracer issue

Hi all.
not sure if this is also for the registration system of rr but I 
decided to play today.
I put on web posting.
I get an error about trying to get my nickname then the program exits 
to the desktop everything looked ok.
I was about to reload the program then maybe windows but I decided to 
check the serfvers for track and cash records.
the servers seem to have config errors.
and appear offline.
so anyone wanting to play railracer online, can't which sucks i guess 
for those that want to.
I was bored today and decided to try to have a game like try to get 
back up in the ranks.
guess I won't bother now.


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Re: [Audyssey] some groove it gameplay.

2010-06-25 Thread Hayden Presley
Hi Yohandy,
Yes, that's an excellent one, it's definitely more difficult than the bop
it. The only problem is when it comes near sunlight, then it doesn't want to
cooperate.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Tuesday, June 22, 2010 1:49 PM
To: Gamers Discussion list
Subject: [Audyssey] some groove it gameplay.

   2 file. one on basic, the other on expert difficulty. I just 
found the toy lying around and recorded this on the spot. I recommend 
everyone gets one of these if you can find it as it's real fun and way more 
challenging than bop it in my opinion. here are the files
basic difficulty:
http://www.sendspace.com/file/r2988p
expert:
http://www.sendspace.com/file/50239u


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Re: [Audyssey] lone wolf missions

2010-06-25 Thread Charles Rivard

Why what?  Why was I sunk?  Because I suffered too much damage.  (grinning)
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 9:11 PM
Subject: Re: [Audyssey] lone wolf missions



Hi Charles,
All I can say is. Why? 

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 25, 2010 1:06 PM
To: Charles Rivard; Gamers Discussion list
Subject: Re: [Audyssey] lone wolf missions

Hi Charles,
Lol! are you serious?


On 6/25/10, Charles Rivard  wrote:

There is a mission that someone wrote that was called "bs" or something

like

that.  When I tried it, I was immediately sunk.
---
In God we trust.


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