Re: [Audyssey] Important MOTA News

2010-06-26 Thread shaun everiss

well I wouldn't want all that that unless we have xp levels like gtc and sod.
Ofcause in gtc you can hit a tank from 1000 metres out if you know 
where it is and can destroy or seriously dammage it before it gets close.
it has a chance to do that to you and sometimes I am traiding shots 
from long range.

Then its more fun with more than one.
Then I try to intercept as fast as I can and when I am in range I let 
em have it.

ofcause if they get me I have to madly search for the target.
 At 07:39 a.m. 25/06/2010, you 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!
- 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

2010-06-26 Thread RONALD HOPKINS
Hello.  This is Ron.  On Mota, what do the cordinates mean?  for example it 
says the casm is below and to the right, how do I get to the point where the 
casm is 0 meters?


--
From: "Bryan Peterson" 
Sent: Saturday, June 26, 2010 11:29 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Important MOTA News

I couldn't agree more. When I get into developing more complex games with 
BGT I may use a few end user suggestions, but only those I feel would 
enhance the theme I want for a given game.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 5:17 PM
Subject: Re: [Audyssey] Important MOTA News


Not only that, but a lot of the suggestions are too close to Harry Potter 
stuff, which Thomas Ward has already made perfectly clear that he will! 
not! put into the game, because he wants a particular theme to be 
consistently followed.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 6:10 PM
Subject: Re: [Audyssey] Important MOTA News


Especially not at this stage of the development process. That would add 
months onto the timeline, and I'm sure Thomas doesn't want to do that. I 
think the game's going to be challenging enough as it is.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 5:08 PM
Subject: Re: [Audyssey] Important MOTA News



No on all counts.
- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 3:35 PM
Subject: Re: [Audyssey] Important MOTA News


We think so. Personily, I think their should be water pits or pits 
which have plants which could strangel you. Also, for another trap, a 
rope that you walk on but no floor and a plant from under. Also, for 
the inchanted swords, their shall be a boss strong than a minotaur. 
Maybe a half giant or a pure giant? Also, for you to reach the 
kerberro, I think their shall be an ettan and a troll guarding the 
room entirants. Another thing, why don't you include clubs in the 
game? That's what the troll and the ettin could have. Anyone agree? 
Also for juels, their shall be dogs or horses guarding the juels Also, 
they could be at the end of a level. Anyone like this? Also, Traps 
shall be put in places like that.

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: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 9:02 PM
Subject: Re: [Audyssey] Important MOTA News



are there more traps to come then other than spikes?

On Jun 26, 2010, at 7:28 PM, Thomas Ward wrote:


Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


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Re: [Audyssey] some groove it gameplay.

2010-06-26 Thread Yohandy

heh yeah those lights can be annoying at times. It's real fun though.

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Friday, June 25, 2010 10:32 PM
Subject: Re: [Audyssey] some groove it gameplay.



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] Boppitt with Shout moad Question

2010-06-26 Thread Sylvester Thomas
Hi Mich! If you are holding the  boppit game with the handle up you will 
have a knob to twist in the front, the two boppit pads on the sides for left 
or right handed players and finally the pull it button in the rear.  You 
will know you are holding it correctly if you feel a button on the handle 
towards the front  of the game.  This button is the level select button. 
You have to reach so score of a hundred on novice to move up the the expert 
level and then once you score a hundred on expert you move up to the master 
level which is where I am so am not sure if it goes any higher than that. 
Also if you twist the twist it knob before you start a game you can change 
the volume level from normal to  loud to blasting.  No head phone jack 
unfortunately.  Well Have Fun and Thanks to Phil for bringing this game to 
the  list  attention.  Later!  Sly!  -- Original Message - 
From: "Mich" 

To: "gamers @audyssey.org" 
Sent: Saturday, June 26, 2010 5:44 PM
Subject: [Audyssey] Boppitt with Shout moad Question


Hi all. I just got for my birthday the new Boppitt with shout moad. I am 
just wondering a few things 1 is there a way to change the settings from 
novice or is that the only setting? 2 is there a headphone jack? and 
that's about it. from what I could gather from playing with it a bit it 
has a sort of handle that you hold and in the senter is the thing you bop 
on the left is the thing you pull and on the right is where you twist. 
there is also another wheele thing with a sort of handle that you tern and 
I am not shure what that does. if any one has this game and has played it 
then could you please let me know what some of these buttens do? many 
thanks. from Mich.

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[Audyssey] Sunday's Out of Sight events

2010-06-26 Thread Charles Rivard
Here are the events scheduled for Sunday, June 27th:
 
 
>From the Pulpit
11:00 AM eastern
Hosted by Lee
Location:  House of Our Lord
Come listen to a live service, which will include, worship, music, preaching, 
and special singing. 
 
 
>From the Pulpit Evening Service
6:30 PM eastern
Hosted by Lee
Location:  House of Our Lord
Come listen to a live service, which will include, worship, music, preaching, 
and special singing. 
 
 
Family Feud
8:00 PM eastern
Hosted by Shelley Z.
Location:  Games Anyone
Tonight, Shelley Z. will host Family Feud. Shelley will ask questions from a 
survey of 100 people and you try to come up with the 5 most popular answers.
It is loads of fun and will only take about an hour to play.

The Out of Sight main site is at:
 
http://www.out-of-sight.net
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[Audyssey] Boppitt with Shout moad Question

2010-06-26 Thread Mich
Hi all. I just got for my birthday the new Boppitt with shout moad. I am just 
wondering a few things 1 is there a way to change the settings from novice or 
is that the only setting? 2 is there a headphone jack? and that's about it. 
from what I could gather from playing with it a bit it has a sort of handle 
that you hold and in the senter is the thing you bop on the left is the thing 
you pull and on the right is where you twist. there is also another wheele 
thing with a sort of handle that you tern and I am not shure what that does. if 
any one has this game and has played it then could you please let me know what 
some of these buttens do? many thanks. from Mich.
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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Bryan Peterson
I couldn't agree more. When I get into developing more complex games with 
BGT I may use a few end user suggestions, but only those I feel would 
enhance the theme I want for a given game.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 5:17 PM
Subject: Re: [Audyssey] Important MOTA News


Not only that, but a lot of the suggestions are too close to Harry Potter 
stuff, which Thomas Ward has already made perfectly clear that he will! 
not! put into the game, because he wants a particular theme to be 
consistently followed.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 6:10 PM
Subject: Re: [Audyssey] Important MOTA News


Especially not at this stage of the development process. That would add 
months onto the timeline, and I'm sure Thomas doesn't want to do that. I 
think the game's going to be challenging enough as it is.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 5:08 PM
Subject: Re: [Audyssey] Important MOTA News



No on all counts.
- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 3:35 PM
Subject: Re: [Audyssey] Important MOTA News


We think so. Personily, I think their should be water pits or pits 
which have plants which could strangel you. Also, for another trap, a 
rope that you walk on but no floor and a plant from under. Also, for 
the inchanted swords, their shall be a boss strong than a minotaur. 
Maybe a half giant or a pure giant? Also, for you to reach the 
kerberro, I think their shall be an ettan and a troll guarding the room 
entirants. Another thing, why don't you include clubs in the game? 
That's what the troll and the ettin could have. Anyone agree? Also for 
juels, their shall be dogs or horses guarding the juels Also, they 
could be at the end of a level. Anyone like this? Also, Traps shall be 
put in places like that.

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: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 9:02 PM
Subject: Re: [Audyssey] Important MOTA News



are there more traps to come then other than spikes?

On Jun 26, 2010, at 7:28 PM, Thomas Ward wrote:


Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Charles Rivard
Not only that, but a lot of the suggestions are too close to Harry Potter 
stuff, which Thomas Ward has already made perfectly clear that he will! not! 
put into the game, because he wants a particular theme to be consistently 
followed.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 6:10 PM
Subject: Re: [Audyssey] Important MOTA News


Especially not at this stage of the development process. That would add 
months onto the timeline, and I'm sure Thomas doesn't want to do that. I 
think the game's going to be challenging enough as it is.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 5:08 PM
Subject: Re: [Audyssey] Important MOTA News



No on all counts.
- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 3:35 PM
Subject: Re: [Audyssey] Important MOTA News


We think so. Personily, I think their should be water pits or pits which 
have plants which could strangel you. Also, for another trap, a rope 
that you walk on but no floor and a plant from under. Also, for the 
inchanted swords, their shall be a boss strong than a minotaur. Maybe a 
half giant or a pure giant? Also, for you to reach the kerberro, I think 
their shall be an ettan and a troll guarding the room entirants. Another 
thing, why don't you include clubs in the game? That's what the troll 
and the ettin could have. Anyone agree? Also for juels, their shall be 
dogs or horses guarding the juels Also, they could be at the end of a 
level. Anyone like this? Also, Traps shall be put in places like that.

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: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 9:02 PM
Subject: Re: [Audyssey] Important MOTA News



are there more traps to come then other than spikes?

On Jun 26, 2010, at 7:28 PM, Thomas Ward wrote:


Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


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[Audyssey] gamer's strategy

2010-06-26 Thread Charles Rivard
As a gamer, I like to play a game on the lowest difficulty until I beat it, 
then move up, level by level.  So, I do use the normal difficulty once I get 
there.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 3:34 PM
Subject: Re: [Audyssey] Important MOTA News



Most developers don't even bother with normal. Nor would I.
We are the Knights who say...Ni!
- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 2:26 PM
Subject: Re: [Audyssey] Important MOTA News


My stratjey would be on the esey and normal levels warnings, then for the 
others, no warning.

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: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 8:37 PM
Subject: Re: [Audyssey] Important MOTA News


That would have been my strategy as well. As long as you're playing on 
the easiest setting the warnings would be there, not so on the higher 
settings.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 12:28 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Bryan Peterson
Especially not at this stage of the development process. That would add 
months onto the timeline, and I'm sure Thomas doesn't want to do that. I 
think the game's going to be challenging enough as it is.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 5:08 PM
Subject: Re: [Audyssey] Important MOTA News



No on all counts.
- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 3:35 PM
Subject: Re: [Audyssey] Important MOTA News


We think so. Personily, I think their should be water pits or pits which 
have plants which could strangel you. Also, for another trap, a rope that 
you walk on but no floor and a plant from under. Also, for the inchanted 
swords, their shall be a boss strong than a minotaur. Maybe a half giant 
or a pure giant? Also, for you to reach the kerberro, I think their shall 
be an ettan and a troll guarding the room entirants. Another thing, why 
don't you include clubs in the game? That's what the troll and the ettin 
could have. Anyone agree? Also for juels, their shall be dogs or horses 
guarding the juels Also, they could be at the end of a level. Anyone like 
this? Also, Traps shall be put in places like that.

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: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 9:02 PM
Subject: Re: [Audyssey] Important MOTA News



are there more traps to come then other than spikes?

On Jun 26, 2010, at 7:28 PM, Thomas Ward wrote:


Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


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If you have any questions or co

Re: [Audyssey] Important MOTA News

2010-06-26 Thread Charles Rivard

No on all counts.
- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 3:35 PM
Subject: Re: [Audyssey] Important MOTA News


We think so. Personily, I think their should be water pits or pits which 
have plants which could strangel you. Also, for another trap, a rope that 
you walk on but no floor and a plant from under. Also, for the inchanted 
swords, their shall be a boss strong than a minotaur. Maybe a half giant 
or a pure giant? Also, for you to reach the kerberro, I think their shall 
be an ettan and a troll guarding the room entirants. Another thing, why 
don't you include clubs in the game? That's what the troll and the ettin 
could have. Anyone agree? Also for juels, their shall be dogs or horses 
guarding the juels Also, they could be at the end of a level. Anyone like 
this? Also, Traps shall be put in places like that.

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: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 9:02 PM
Subject: Re: [Audyssey] Important MOTA News



are there more traps to come then other than spikes?

On Jun 26, 2010, at 7:28 PM, Thomas Ward wrote:


Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


---
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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Bryan Peterson

No.
We are the Knights who say...Ni!
- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 2:35 PM
Subject: Re: [Audyssey] Important MOTA News


We think so. Personily, I think their should be water pits or pits which 
have plants which could strangel you. Also, for another trap, a rope that 
you walk on but no floor and a plant from under. Also, for the inchanted 
swords, their shall be a boss strong than a minotaur. Maybe a half giant 
or a pure giant? Also, for you to reach the kerberro, I think their shall 
be an ettan and a troll guarding the room entirants. Another thing, why 
don't you include clubs in the game? That's what the troll and the ettin 
could have. Anyone agree? Also for juels, their shall be dogs or horses 
guarding the juels Also, they could be at the end of a level. Anyone like 
this? Also, Traps shall be put in places like that.

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: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 9:02 PM
Subject: Re: [Audyssey] Important MOTA News



are there more traps to come then other than spikes?

On Jun 26, 2010, at 7:28 PM, Thomas Ward wrote:


Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


---
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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Muhammed Deniz
We think so. Personily, I think their should be water pits or pits which 
have plants which could strangel you. Also, for another trap, a rope that 
you walk on but no floor and a plant from under. Also, for the inchanted 
swords, their shall be a boss strong than a minotaur. Maybe a half giant or 
a pure giant? Also, for you to reach the kerberro, I think their shall be an 
ettan and a troll guarding the room entirants. Another thing, why don't you 
include clubs in the game? That's what the troll and the ettin could have. 
Anyone agree? Also for juels, their shall be dogs or horses guarding the 
juels Also, they could be at the end of a level. Anyone like this? Also, 
Traps shall be put in places like that.

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: "william lomas" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 9:02 PM
Subject: Re: [Audyssey] Important MOTA News



are there more traps to come then other than spikes?

On Jun 26, 2010, at 7:28 PM, Thomas Ward wrote:


Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


---
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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Bryan Peterson

Most developers don't even bother with normal. Nor would I.
We are the Knights who say...Ni!
- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 2:26 PM
Subject: Re: [Audyssey] Important MOTA News


My stratjey would be on the esey and normal levels warnings, then for the 
others, no warning.

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: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 8:37 PM
Subject: Re: [Audyssey] Important MOTA News


That would have been my strategy as well. As long as you're playing on 
the easiest setting the warnings would be there, not so on the higher 
settings.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 12:28 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


---
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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Muhammed Deniz
My stratjey would be on the esey and normal levels warnings, then for the 
others, no warning.

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: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 8:37 PM
Subject: Re: [Audyssey] Important MOTA News


That would have been my strategy as well. As long as you're playing on the 
easiest setting the warnings would be there, not so on the higher 
settings.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 12:28 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread william lomas
are there more traps to come then other than spikes?

On Jun 26, 2010, at 7:28 PM, Thomas Ward wrote:

> Hi Charles,
> In deed. That's not the only thing. I've also included the trap
> warning messages people wanted so that will help as long as you are
> playing on something like beginner. I've decided to disable them on
> higher difficulty levels since after all if you are an advanced or
> expert player you certainly don't need them. That will separate the
> men from the boys and the women from the girls. Lol!
> 
> 
> On 6/26/10, Charles Rivard  wrote:
>> It's good to know that such cues will be included.  Otherwise, Holy Smoke!
>> It might get befuddling!
> 
> ---
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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Bryan Peterson
That would have been my strategy as well. As long as you're playing on the 
easiest setting the warnings would be there, not so on the higher settings.

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

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 12:28 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Charles Rivard
Great idea.  Thanks in advance for incorporating it.  It makes to have the 
warnings there while learning the game, which is what I figure the easy 
difficulty is for, and then, seeing as you are now experienced enough, as 
indicated by your choice of a skill level, you no longer need them.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 1:28 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
It's good to know that such cues will be included.  Otherwise, Holy 
Smoke!

It might get befuddling!


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Thomas Ward
Hi Charles,
In deed. That's not the only thing. I've also included the trap
warning messages people wanted so that will help as long as you are
playing on something like beginner. I've decided to disable them on
higher difficulty levels since after all if you are an advanced or
expert player you certainly don't need them. That will separate the
men from the boys and the women from the girls. Lol!


On 6/26/10, Charles Rivard  wrote:
> It's good to know that such cues will be included.  Otherwise, Holy Smoke!
> It might get befuddling!

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Re: [Audyssey] entombed question

2010-06-26 Thread Muhammed Deniz

Press the c key and it'll all be their.
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: Saturday, June 26, 2010 5:56 PM
Subject: [Audyssey] entombed question



hello,
in entombed how can i ajust my companion's jobs and skillpoints

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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Charles Rivard
It's good to know that such cues will be included.  Otherwise, Holy Smoke! 
It might get befuddling!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 12:13 PM
Subject: Re: [Audyssey] Important MOTA News



Hi Damien,
Well, there are lots of clues and navigation aids in games like Shades
of Doom if you use them. For example, there is the f key to tell you
what direction you are facing. If you are standing in a north/south
passage heading north if you get into a fight all you have to do to
keep yourself oriented is remember what was the last direction you
were facing before the fight and turn your character back in that
direction. That's one way I use to keep myself oriented in a game and
keep from losing track of where to go.
Another handy feature in a game like Shades of Doom is the "have I
visited here before" command. When you use that it will tell you yes
or no if you have visited that spot before. Well, if you start walking
and here a "yes" that you have visited that spot before then it is
likely you are headed in the wrong direction. Turn around and try the
other way.
Shades of Doom allows you to set markers so you can use them as memory
aids. If you get turned around and run straight into one of your
markers and then you must have gotten lost/confused and whent back the
way you came. Once again turn around and try another direction.
Another feature you can use is audio effects like the windy tunnels
and passages. These are a good indicater if there is a left or right
turn ahead. They even sound slightly different if it is coming from
the north, south, east, or west direction. Get use to listening to
these suddle changes in sounds. it can be a big help to
you.Especially, if you have the proper sound equipment to take full
effect of the virtual 3d environment.
As far as finding doors not only can you here them using your EVA you
can use the x key to find them when you are in a room. So you
shouldn't have any problems locating doors. The x key tells you
exactly where they are.
Obviously, since I find all of these navigation aids useful i plan to
incorperate them into my game engine so that all of my games can
equally be as accessible. There should be no need to get confused.
Just remember what hot keys will give you the desired information and
get use to listening to any background sounds that will give you
access to a door, statue, rope, or some other means of finding a room
or hidden corridor. If all else fails use the view command to scan the
room. That's what it is there for.

HTH

On 6/26/10, Damien Pendleton  wrote:

Hi Thomas,
Sounds simple enough. But then how do you know where a room or level's 
exit

is if all you know is the position you are at?
For example, in Shades of Doom, especially, how do you know exactly where
you are? What you described to me wouldn't be too bad for something like
Treasure Hunt, where the room is more a grid. The only problem I would 
have

there is going from room to room, actually knowing where I was going or
supposed to be going. But with something like Shades of Doom where you
literally turn around, you could be going in any direction, you could be
moving forwards and sideways at the same time without realising it, etc.
That's where I get hazy.
Regards,
Damien.


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Thomas Ward
Hi Damien,
Well, there are lots of clues and navigation aids in games like Shades
of Doom if you use them. For example, there is the f key to tell you
what direction you are facing. If you are standing in a north/south
passage heading north if you get into a fight all you have to do to
keep yourself oriented is remember what was the last direction you
were facing before the fight and turn your character back in that
direction. That's one way I use to keep myself oriented in a game and
keep from losing track of where to go.
Another handy feature in a game like Shades of Doom is the "have I
visited here before" command. When you use that it will tell you yes
or no if you have visited that spot before. Well, if you start walking
and here a "yes" that you have visited that spot before then it is
likely you are headed in the wrong direction. Turn around and try the
other way.
Shades of Doom allows you to set markers so you can use them as memory
aids. If you get turned around and run straight into one of your
markers and then you must have gotten lost/confused and whent back the
way you came. Once again turn around and try another direction.
Another feature you can use is audio effects like the windy tunnels
and passages. These are a good indicater if there is a left or right
turn ahead. They even sound slightly different if it is coming from
the north, south, east, or west direction. Get use to listening to
these suddle changes in sounds. it can be a big help to
you.Especially, if you have the proper sound equipment to take full
effect of the virtual 3d environment.
As far as finding doors not only can you here them using your EVA you
can use the x key to find them when you are in a room. So you
shouldn't have any problems locating doors. The x key tells you
exactly where they are.
Obviously, since I find all of these navigation aids useful i plan to
incorperate them into my game engine so that all of my games can
equally be as accessible. There should be no need to get confused.
Just remember what hot keys will give you the desired information and
get use to listening to any background sounds that will give you
access to a door, statue, rope, or some other means of finding a room
or hidden corridor. If all else fails use the view command to scan the
room. That's what it is there for.

HTH

On 6/26/10, Damien Pendleton  wrote:
> Hi Thomas,
> Sounds simple enough. But then how do you know where a room or level's exit
> is if all you know is the position you are at?
> For example, in Shades of Doom, especially, how do you know exactly where
> you are? What you described to me wouldn't be too bad for something like
> Treasure Hunt, where the room is more a grid. The only problem I would have
> there is going from room to room, actually knowing where I was going or
> supposed to be going. But with something like Shades of Doom where you
> literally turn around, you could be going in any direction, you could be
> moving forwards and sideways at the same time without realising it, etc.
> That's where I get hazy.
> Regards,
> Damien.

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[Audyssey] entombed question

2010-06-26 Thread ENES SARIBAŞ
hello,
in entombed how can i ajust my companion's jobs and skillpoints

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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Thomas Ward
Hi Damien,
Shrug. Like I said that isn't the correct way to do it. Especially, if
you want to give a 3d vector to DirectSound. If using DirectSound 8 x
handles left/right movement of the sound, z handles the front/back
movement of the sound, and y positions it up/down. So since that is
how DirectSound handles it doing it any other way would definitely
screw up where sounds are positioned in a virtual 3d audio
environment. I can't really contribute anything more to the topic as
that is just how things are regardless of what people may have told
you otherwise.

Smile.

On 6/26/10, Damien Pendleton  wrote:
> Hi,
> That's strange, since I was told that Y handled the forwards and backwards
> movement and Z handled the up and down movement.
> Regards,
> Damien.

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[Audyssey] Saturday's Out of Sight events

2010-06-26 Thread Charles Rivard
reminder:
Let's all try to be in the Out of Sight games about 10 to 15 minutes prior to 
the start, so that we may pick captains and get the games started on time.  
This is especially helpful tonight as we only have one hour to play.  Thanks 
for your cooperation in this area!


Room Changes:
For the next few days or so, you will notice that the rooms look a little 
different.  Please be patient with us as we make these changes.  You will 
notice that the "Games Anyone" room, is now "Game Zone", and "Wonder Twins", is 
now "Tarzan and Jane". Our list of rooms used to total 62, and is now down to 
44.  The list of rooms located in the unoccupied rooms, is also now 
alphabetized for more ease in finding the room that you wish.  For a few more 
days, the F6 feature will not work.  Also, due to all of the work deleting the 
rooms, the online schedule has totally disappeared.  That will take a little 
bit of time to get back.  So, again, please be patient as we make these long 
overdue changes.  


Cancellation:
God's Praise and Worship Hour is cancelled on Mondays and Fridays beginning 
immediately.  Diane will still continue to do her Bible reading on Wednesdays 
from 5:00 to 7:00 PM eastern, in the "How Great Thou Art" room.


Here are the events scheduled for Saturday June 26th:


Trivial Pursuit

7:00 PM eastern

Hosted by Brenda

Location:  Games Anyone

Trivial Pursuit is back! Are you ready to earn your piece of the pie?  This is 
a brain power only game so be prepared to work those brains!





On Stage

8:00 PM eastern

Hosted by Lisa filroy

Location:  On Stage

Join us this evening and showcase your talent by either playing an instrument, 
singing, reciting poetry, etc. If you would just like to be a member of the 
audience and listen to these talented performers, that is fine, too!  You won't 
want to miss your fellow friends as they showcase their talent!





Have a wonderful day!


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Bryan Peterson

It's just a snitch.
We are the Knights who say...Ni!
- Original Message - 
From: "Muhammed Deniz" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 10:13 AM
Subject: Re: [Audyssey] Important MOTA News



Is that snich the one which has the reserection stone?
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: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, June 26, 2010 3:05 AM
Subject: Re: [Audyssey] Important MOTA News



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

Re: [Audyssey] Important MOTA News

2010-06-26 Thread Muhammed Deniz

Is that snich the one which has the reserection stone?
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: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, June 26, 2010 3:05 AM
Subject: Re: [Audyssey] Important MOTA News



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

2010-06-26 Thread Damien Pendleton

Hi Thomas,
Yeah, I lose my sense of direction in a virtual world. Heck I even lose my 
sense of direction in the real world sometimes. Lol.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 2:00 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Phil,
No. You are not crazy, but one thing that may or may not help is to
say 5 east, 11 up, and 15 north. That way you can keep it straight how
far you are east, north, and above the starting point of the axis and
which axis is which. No wonder so many people are having problems with
fps ttype games. If they don't understand basic coordinates it would
be easy to get lost in a game like this. Plus some people apparently
have no sense of direction when moving around in a virtual world and
get turned around/lost pretty quickly. I'm wondering how i can over
come some of those problems.


On 6/25/10, Phil Vlasak  wrote:

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


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Damien Pendleton

Hi,
That's strange, since I was told that Y handled the forwards and backwards 
movement and Z handled the up and down movement.

Regards,
Damien.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 1:51 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Hayden,
No. If it does David has it backwards because in a 3d coordinates
system y always handles your altitude/depth and z handles north/south
movement.

HTH

On 6/25/10, Hayden Presley  wrote:

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


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Damien Pendleton

Hi Thomas,
Sounds simple enough. But then how do you know where a room or level's exit 
is if all you know is the position you are at?
For example, in Shades of Doom, especially, how do you know exactly where 
you are? What you described to me wouldn't be too bad for something like 
Treasure Hunt, where the room is more a grid. The only problem I would have 
there is going from room to room, actually knowing where I was going or 
supposed to be going. But with something like Shades of Doom where you 
literally turn around, you could be going in any direction, you could be 
moving forwards and sideways at the same time without realising it, etc. 
That's where I get hazy.

Regards,
Damien.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, June 26, 2010 1:38 AM
Subject: Re: [Audyssey] Important MOTA News



Hi Damien,
I see. Well, that's certainly understandable. Although, it is nothing
less than a crime that your primary school didn't properly educate you
when you were young. That's there purpose regardless if you are blind,
sighted, stupid, a genious, whatever. It is not up to them to decide
who does and does not get a quality education. What idiots.
That's just predgudist what they did to you in my book.
Anyway, fortunately, understanding coordinates isn't really that hard
to learn. It is a pretty straight forward subject and I could describe
it in a couple of para graphs. Think of it this way.
You have a line running from left to right or east to west. This line
is your x axis of movement. Now we are going to draw a line from front
to back or north to south. This line of movement is going to be our z
axis. Finally, we are going to draw a third line running from up to
down or top to bottom. This line will be our y axis. So now what you
have is three different coordinates x/y/z which provides you six
directions of movement in any direction you need to go.
So if you press the c key in a game and it says something like 15, 11,
22 that means you are 15 units east of the west wall, 11 units above
the ground, and 22 units north of the south wall. Does that make
sense?

Cheers!


On 6/25/10, Damien Pendleton  wrote:

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.


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Re: [Audyssey] Technoshock help level 2

2010-06-26 Thread peter Mahach

it won't, the list filters out atachments.
And if you ask me sendspace is bad, too much adds and such, dropbox would be 
better if you ask me.
- Original Message - 
From: "Lori Duncan" 
To: "Dean Masters" ; "Gamers Discussion list" 


Sent: Friday, June 25, 2010 8:39 PM
Subject: Re: [Audyssey] Technoshock help level 2


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

2010-06-26 Thread RONALD HOPKINS
Hello Thomas.  When I come to the casm, I checck the cordinate and it says 
below and to the right, what should I do in that cast, it sou


--
From: "Thomas Ward" 
Sent: Saturday, June 26, 2010 9:18 AM
To: "Charles Rivard" ; "Gamers Discussion list" 


Subject: Re: [Audyssey] Important MOTA News
nds likes it in front of me.

Hi Charles,
HThe problem I have with that approach is 0 the point where
all the coordinates meet is the bottom lefthand corner so I'd have to
try and calculate a center for each level which might be something
like 10, 10, 150. So if you were at 5, 1, 15 using your system it
would be something like 5 west, 135 south, and altitude 1. I don't
know if I would like that or not. Would feel a bit strange to me.
However, if it made it easier for some folks I could always try it.

HTH

On 6/25/10, Charles Rivard  wrote:
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.


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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Thomas Ward
Hi Charles,
HThe problem I have with that approach is 0 the point where
all the coordinates meet is the bottom lefthand corner so I'd have to
try and calculate a center for each level which might be something
like 10, 10, 150. So if you were at 5, 1, 15 using your system it
would be something like 5 west, 135 south, and altitude 1. I don't
know if I would like that or not. Would feel a bit strange to me.
However, if it made it easier for some folks I could always try it.

HTH

On 6/25/10, Charles Rivard  wrote:
> 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.

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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Thomas Ward
Hi Dark,
Right. Well, that's what betas are for after all. To help work out
bugs, problems with the user interface, or flush out anything else
that might aid a gamer in playing the game.

Smile.

On 6/25/10, dark  wrote:
> 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

2010-06-26 Thread Thomas Ward
Hi Phil,
No. You are not crazy, but one thing that may or may not help is to
say 5 east, 11 up, and 15 north. That way you can keep it straight how
far you are east, north, and above the starting point of the axis and
which axis is which. No wonder so many people are having problems with
fps ttype games. If they don't understand basic coordinates it would
be easy to get lost in a game like this. Plus some people apparently
have no sense of direction when moving around in a virtual world and
get turned around/lost pretty quickly. I'm wondering how i can over
come some of those problems.


On 6/25/10, Phil Vlasak  wrote:
> 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

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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Thomas Ward
Hi Hayden,
No. If it does David has it backwards because in a 3d coordinates
system y always handles your altitude/depth and z handles north/south
movement.

HTH

On 6/25/10, Hayden Presley  wrote:
> 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

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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Thomas Ward
Hi Hayden,
Actually, in a 3d coordinates system y is the altitude so if you want
a 2d coordinate like Shades of Doom uses that would be the x axis and
z axis as those handle your east/west and north/south axis of
movement.

HTH

On 6/25/10, Hayden Presley  wrote:
> 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

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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Thomas Ward
Hi Hayden,
What about Monkey Business? That's a game i find using coordinates in
quite useful at times. Although the game seams to have the axis
reversed as 0 is at the top of the grid instead of the bottom lefthand
corner as it should be.



On 6/25/10, Hayden Presley  wrote:
> 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
>

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Re: [Audyssey] Important MOTA News

2010-06-26 Thread Thomas Ward
Hi Damien,
I see. Well, that's certainly understandable. Although, it is nothing
less than a crime that your primary school didn't properly educate you
when you were young. That's there purpose regardless if you are blind,
sighted, stupid, a genious, whatever. It is not up to them to decide
who does and does not get a quality education. What idiots.
That's just predgudist what they did to you in my book.
Anyway, fortunately, understanding coordinates isn't really that hard
to learn. It is a pretty straight forward subject and I could describe
it in a couple of para graphs. Think of it this way.
You have a line running from left to right or east to west. This line
is your x axis of movement. Now we are going to draw a line from front
to back or north to south. This line of movement is going to be our z
axis. Finally, we are going to draw a third line running from up to
down or top to bottom. This line will be our y axis. So now what you
have is three different coordinates x/y/z which provides you six
directions of movement in any direction you need to go.
So if you press the c key in a game and it says something like 15, 11,
22 that means you are 15 units east of the west wall, 11 units above
the ground, and 22 units north of the south wall. Does that make
sense?

Cheers!


On 6/25/10, Damien Pendleton  wrote:
> 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.

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