[Audyssey] good SSFIV match
Here is a better quality than what Yohandy's been saying... the stream is good in this one and you can hear the commentators and the game. http://dl.dropbox.com/u/3394499/EVO%202011%20-%20SSF4%20AE%20-%20Daigo%20%28Yun%29%20vs%20Tokido%20%28Akuma%29.mp3 Daigo umahara himself.. enjoy. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] About the mag
Hi tom, I look forward to trying that out when the game comes out of beta. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: 01 August 2011 01:38 To: Gamers Discussion list Subject: Re: [Audyssey] About the mag Hi Darren, Agreed. That was basically my point in my prior post on comparing Pull to Duck Hunt. I don't think we should just accept a lower standard because it is quicker, easier, it was a first game, whatever. There are clear cut features that are easy enough to put in place and for reasons only known to the developers who create the audio games they aren't always followed or added. For instance, take the analog jump system in Mysteries of the Ancients. I've gotten a number of complaints about it simply because a lot of VI gamers aren't use to timing a jump. Yet analog jumping has been in about every mainstream game i can think of from Montezuma's Revenge, to Super Mario Brothers, to Donkey Kong, to Tomb Raider. It was actually something quite simple to add, and I find it a bit surprising that I'm currently the only audio game developer using that type of jump system in my games. That's just a small example of how there is an existing standard in mainstream games that hasn't yet made it into wide use in audio games yet. Cheers! On 7/31/11, darren harris darren_g_har...@btinternet.com wrote: Hi tom, Well in the end, fact always wins over fiction. So really to be blunt again, people need to stop burying their heads in the sand and face the music. These simple games aren't going to cut it in the real world. They're good to practice on I can see the logic in that in terms of how to get code working, but equally that doesn't to my mind justify a release each time. how many space invader clones do we have now? the only thing that hasn't really been cloned to death is packman which is good because the job that Phil did with packman talks is a masterpiece in it's own right. The facts are these: 1. Developers are indeed starting from scratch and learning as they go. This I accept and openly acknowledge. I can't programme for the life of me so I'm not going to sit here and debate how easy or difficult x game is to create. 2. whether a person is self-taught or whether you go to school and learn, we all have to start somewhere. Again I totally accept this. But with experience comes improved quality of product. It's just the same as with any business venture. The longer you are in a given business providing you survive, the more you can refine and train yourself to do better, produce a better product or service. So to put this into the gaming context, the more you progress the better games you can produce and also there's plenty of knowledge and resources here to draw upon. In the mainstream gaming community, too much cloning will simply bore people and you won't have the attention you once had. Which in the long run can and will only serve to damage you. If the Audyssey Magazine is constantly full of these clones and there isn't an effective streamlining process, then it will kill the Magazine. pure and simple. Thus why gaming Magazines have a rating system for games and not everything gets in. At the end of the day, it's the people that drive the types of games that are produced and it's the Magazines that effectively report back to the people. So my question is, in order to support the masses, are we going to just accept that there can be a ton of low budget games out there to play that aren't too different from each other? or is a little time and patients worth the increase in the quality of game? That is the trade-off isn't it. personally I'm content to sit back and see what happens. In other words, let the developers do what they're best at. Let the newbies learn how to develop to a set standard thus over time the wait will be less because the more progressing developers there are out there, the increase in titles we'll see over time. If you yourself were working in the mainstream community and it was taking as long as it's taking you now to develop your game, the simple fact is that until your game is released, people will go and play other titles because they are available and there. by adhering and accepting the lower quality games we're doing ourselves much more harm than good in the long run in my opinion. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave
Re: [Audyssey] good SSFIV match
Hi Yohandi, Clement and others, I actually listened to all these matches and it's true, we probably never will get to such technical hights. *lol* Well, besides that I get a little sad because I have to wait for my new laptop before I can play Street Fighter IV again, my current one is just way to slow for this game. But these matches are really great and I really don't want to know how many sleepless nights it took to get all this down so well. *grins* Best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Audyssey babble report for July 2011
112 people posted 1703 messages. 258 From, dark. 202 From, Jeremy Kaldobsky. 193 From, Thomas Ward. 94 From, Jim Kitchen. 74 From, shaun everiss. 60 From, darren harris. 60 From, Hayden Presley. 52 From, Christina. 48 From, Bryan Peterson. 39 From, Christopher Bartlett. 33 From, Charles Rivard. 27 From, alex wallis. 24 From, Ron Schamerhorn. 20 From, Phil Vlasak. 19 From, Shane Lowe. 19 From, Yohandy. 18 From, Willem. 17 From, Che. 16 From, Curt Taubert. 15 From, burakyuksek. 15 From, Zachary Kline. 14 From, Darren Duff. 14 From, william lomas. 12 From, Clement Chou. 12 From, Jack F. 12 From, Milos Przic. 12 From, Valiant8086. 11 From, Amanda Burt. 11 From, Damien C. Pendleton. 11 From, Karl Belanger. 10 From, Ben. 10 From, Oriol Gómez. 10 From, Richard Sherman. 9 From, brian glass. 9 From, Jacob Kruger. 9 From, john. 8 From, David Mehler. 8 From, Kelly Sapergia. 7 From, Alfredo. 7 From, Lisa Hayes. 7 From, Sky Mundell. 6 From, Dakotah Rickard. 6 From, Kelvin Tan. 6 From, Lori Duncan. 6 From, mattias. 6 From, michael barnes. 6 From, Shane Davidson. 6 From, Trouble. 5 From, Greg Steel. 5 From, Mauricio Almeida. 5 From, Michael Taboada \(AI5HF\). 5 From, Ryan Strunk. 5 From, simon dowling. 5 From, Willem Venter. 4 From, Courtney Curran. 4 From, Dallas O'Brien. 4 From, Dennis Towne. 4 From, fred olver. 4 From, GreyMatter Info. 4 From, Jess Varnell. 4 From, Kenny Peyatt. 4 From, lori duncan. 4 From, Matheus Rheine. 4 From, Richard Claridge. 4 From, Siddhant Jain. 4 From, Tim Kilgore. 3 From, aadorno1. 3 From, Alfredo Castaneda. 3 From, BlindLee55. 3 From, Cary. 3 From, djc. 3 From, Loravara. 3 From, Mich. 3 From, Sarah Haake. 2 From, austin pinto. 2 From, Bill Dengler. 2 From, Bob Montowski. 2 From, Bogdan Muresan. 2 From, bryant walker. 2 From, darren_g_harris. 2 From, James Howard. 2 From, mike maslo. 2 From, Orin. 2 From, Petr Bláha. 2 From, Rick. 2 From, Ron Kolesar. 2 From, Ryan Conroy. 2 From, Steven Strait. 2 From, Tyriannette T. Snowden. 1 From, Angela Lerma. 1 From, Angellko21. 1 From, Ann. 1 From, David Chung. 1 From, Dean Masters. 1 From, Desiree Oudinot. 1 From, Eleanor Robinson. 1 From, Gamers List Guidelines Robot. 1 From, Gary Whittington. 1 From, Hayden. 1 From, Jane. 1 From, Joe Quinn. 1 From, Johnny Tai. 1 From, Kai. 1 From, Keao Wright. 1 From, kev lyon. 1 From, Konsta Ranta. 1 From, lirin. 1 From, Matthew Alvernaz. 1 From, Michael Taboada. 1 From, Oriol Gómez (iPhone). 1 From, Tom Randall. 1 From, Tommy. Archive file size 4564659 bytes Jim Kitchen's Inc, for games that are up to 110 percent funner to play. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Audyssey thread report for July 2011
There were 283 thread titles. Here are the top 50. Startrek tng trivia error 64. I broke castaways, plus soldiers and knights 50. About the mag 46. Getting Frustrated with Level 1 of Awesome Homer 40. recovering game information 40. Awesome Homer 38. General Gaming Info 38. Getting the Chainsaw in Awesome Homer 29. Programming elitists was: Re: Jeremy's incredibleprogramming speed 29. Castaways, frustrated with the ship 28. win trucker question 28. Castaways 1.0b thoughts and impressions. 26. A Sincere Apology to the List 25. This is all crazy 22. Troopanum to the insane power^^! 22. Castaways v0.3b 21. Castaways, translated in to other languages. 21. going off list 17. Help with a Mac 17. Suggestion for Castaways 17. Awesome Homer confusion 15. castaways 15. farm management in castaways 15. A Sighted view on Bridging the Gap. 14. Castaways, 1 week milestone reached! 14. Finding castaways 14. I'm Leaving the List 14. Jeremy's incredible programming speed and miscthoughtswas Re: Castaways, 1 week milestone reached! 14. To all members 14. any good space games out there? 13. beating the game and the other difficulty levels 13. jaws support in castaways and other games 13. question about farms in castaways 13. Castaways, version 0.9b 12. Castaways: job specialization 12. golf game 12. Seeking Adventure or Strategy Games 12. castaways version 1.4b, with Jaws support! 11. has anybody tried astro wars? 11. i finaly beat the awesome homer! 11. Mota link 11. MOTA Voice Output 11. Mushclient scripts? 11. Possible Bug in Castaways 11. Castaways questions 10. Castaways Suggestion: Mothers 10. Castaways, version 0.8b 10. Castaways: Stone Masons 10. Trying to beat level 7 in SD 10. Alter Aeon Thief class update 9. Jim Kitchen's Inc, for games that are up to 110 percent funner to play. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] unification wars
Hi all, Well I'm becoming quite addicted to this game. It's rather fun I must say. Below is a link you can use to go take a look at the game. It's my personal link. When ever it's clicked on I get points and stuff and you will too. give it a go it's rather enjoyable. http://uc.GamesTotal.com/?tft=299ju --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] About the mag
Hi Jeremy, Right. In that way we are thinking quite a lot alike. We each see things that could be improved, new types of games to add to the community, and all of it is to the good. I also like your idea of someone writing an article in the Audyssey Magazine covering various development aspects like game ideas, features, control features, level layouts, etc that have been successful and that worked out well for the game players at large. I myself am experimenting with such issues right now in Mysteries of the Ancients as some of the features I've added were not really tried in an audio only format before. One of those is an analog jump system. Which isn't really hard to add, but has been largely avoided until now. Of course, analog jumping has been present in every mainstream game from Montezuma's Revenge, to Donkey Kong, to Super Mario Brothers, right up to the present. The problem with that is though that since you have to time or gauge the length of a jump that sometimes requires a bit of site to see weather or not you need to do a short hop, a short jump, or a very big jump to overcome the trap ahead. One way I have dealt with this issue is by changing the pitch of the pits so you can hear if the pit is large or small. A large chasm will have a deeper wind sound than a smaller one. If a player comes upon a deep windy sounding pit sound he or she might consider giving Angela a run-up before jumping. If the chasm wind sound sounds higher he or she can try and perform a standing jump. It is actually pretty accessible, and I've found analog jumping can be just as accessible in an audio only format as in a video format. The only catch I think I've ran into in regards to analog jumping is the players themselves. Many of them are use to a fixed jump, IE a fixed length to jump, and often let up on the jump keys too quick or too late ending up in the fire, lava, spikes, etc. I think though that this issue can be solved with time and practice as its a slightly more advanced type of jump than they are use to and they need time and practice to get use to it. Cheers! On 7/31/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote: Thank you Thomas. It seems like we are on the same page here. Of course we are concentrating on different things, the common thread is that we are seeing the importance of pushing forward. You are hoping to push higher standards of development, I am trying to push for some different ideas that I haven't seen here, while I'm sure others are pushing for new interface ideas for existing game types. In the future we need all of these things, and more! We can't expect anyone to work on everything, but as long as we can get people pushing forward in their own unique way, it opens the door for the advancements to be combined. It is inevitable that future developers will use game ideas someone had to pioneer, develop them to a quality standard someone had to push to happen, and use far greater controls which someone took the time to envision. A person pushing advancements down any path, will eventually work its way into everything else. I wouldn't be qualified to handle this, but if anyone else feels up to it, I know what kind of articles I would be very interested in reading. Pick some style of game that is popular now, I'll use side scroller as an example. Write about the earlier games that used the style, pointing out how each improved the style and raised the bar for the next game. I would love to read about game ideas, control features, level layouts, and so forth that clearly worked well and then showed up in later games. Detailing how changes solved past problems, and bringing attention to what problems still seem to exist today, will help encourage people to theorize their own solutions to the problems. Just off of the top of my head, how pits or raised platforms are handled seems to be something of a current issue. People have tried different approaches in games, and I'm sure there Has! to have been a steady stream of advancement in this area. I'm sure the sidescroller developers have ideas for how to further improve them down the road also. This kind of stuff is very interesting to me, because it would shed light on a puzzle which has been passed from developer to developer. I might learn that my idea has been tried by someone, and I could read about how well or poorly it was received by the players. Hopefully it would breed discussion, and speed up the rate of new advancements. I'm just tossing ideas out there. It is always annoying when someone suggests that a job be done, but doesn't volunteer to do it himself, lol! For that, I apologize everyone! :) --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can
Re: [Audyssey] About the mag
I think the problem is better the devil you know than the devil you don't. In some ways the audio games community certainly our side of it has been going round in circles for quite a few years with a few acceptions. So really what needs to happen is for people to realise that there is something good to be had from breaking the cycle. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: 01 August 2011 10:06 To: Gamers Discussion list Subject: Re: [Audyssey] About the mag Hi Jeremy, Right. In that way we are thinking quite a lot alike. We each see things that could be improved, new types of games to add to the community, and all of it is to the good. I also like your idea of someone writing an article in the Audyssey Magazine covering various development aspects like game ideas, features, control features, level layouts, etc that have been successful and that worked out well for the game players at large. I myself am experimenting with such issues right now in Mysteries of the Ancients as some of the features I've added were not really tried in an audio only format before. One of those is an analog jump system. Which isn't really hard to add, but has been largely avoided until now. Of course, analog jumping has been present in every mainstream game from Montezuma's Revenge, to Donkey Kong, to Super Mario Brothers, right up to the present. The problem with that is though that since you have to time or gauge the length of a jump that sometimes requires a bit of site to see weather or not you need to do a short hop, a short jump, or a very big jump to overcome the trap ahead. One way I have dealt with this issue is by changing the pitch of the pits so you can hear if the pit is large or small. A large chasm will have a deeper wind sound than a smaller one. If a player comes upon a deep windy sounding pit sound he or she might consider giving Angela a run-up before jumping. If the chasm wind sound sounds higher he or she can try and perform a standing jump. It is actually pretty accessible, and I've found analog jumping can be just as accessible in an audio only format as in a video format. The only catch I think I've ran into in regards to analog jumping is the players themselves. Many of them are use to a fixed jump, IE a fixed length to jump, and often let up on the jump keys too quick or too late ending up in the fire, lava, spikes, etc. I think though that this issue can be solved with time and practice as its a slightly more advanced type of jump than they are use to and they need time and practice to get use to it. Cheers! On 7/31/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote: Thank you Thomas. It seems like we are on the same page here. Of course we are concentrating on different things, the common thread is that we are seeing the importance of pushing forward. You are hoping to push higher standards of development, I am trying to push for some different ideas that I haven't seen here, while I'm sure others are pushing for new interface ideas for existing game types. In the future we need all of these things, and more! We can't expect anyone to work on everything, but as long as we can get people pushing forward in their own unique way, it opens the door for the advancements to be combined. It is inevitable that future developers will use game ideas someone had to pioneer, develop them to a quality standard someone had to push to happen, and use far greater controls which someone took the time to envision. A person pushing advancements down any path, will eventually work its way into everything else. I wouldn't be qualified to handle this, but if anyone else feels up to it, I know what kind of articles I would be very interested in reading. Pick some style of game that is popular now, I'll use side scroller as an example. Write about the earlier games that used the style, pointing out how each improved the style and raised the bar for the next game. I would love to read about game ideas, control features, level layouts, and so forth that clearly worked well and then showed up in later games. Detailing how changes solved past problems, and bringing attention to what problems still seem to exist today, will help encourage people to theorize their own solutions to the problems. Just off of the top of my head, how pits or raised platforms are handled seems to be something of a current issue. People have tried different approaches in games, and I'm sure there Has! to have been a steady stream of advancement in this area. I'm sure the sidescroller developers have ideas for how to further improve them down the road also. This kind of stuff is very interesting to me, because it would shed light on a puzzle which has been passed from developer to developer. I might learn that my idea has been tried by someone, and I could read about how well or poorly it was received by the
Re: [Audyssey] About the mag
Hi Shaun, I'm afraid you completely missed the point. Weather someone has updated equipment, programs in language x, whatever really has nothing to do with it. It has more to do with the fact there are certain common features I would call standards in mainstream games that don't often get included in audio games because the developer doesn't know about them or he or she doesn't know how to program it. Either way it is something of a problem as we are in a sense accepting a lower standard or quality of games because of it. I'll return to my comparison of Pull to Dunk Hunt I posted to the list yesterday. Pull is a simple game in concept, which is perfectly fine as far as that goes, but it lacks many common features a game like Duck Hunt has which would improve the game play if they were added. Things like increasing the speed of the clay pigeons after each round, randomly changing the direction where the clay pigeons are launched from, add more clay pigeons to target, a dedicated scoring system, high score board, perhaps two-player mode, etc isn't really all that much to ask. These are fairly simple additions or features that could be made to improve the game to make it more like mainstream games of that genre or type. You see what I mean? This has absolutely nothing to do with system specs, 64bit, and all this stuff you seem to think is required to catch up to the mainstream. I'd agree if we were talking Doom 3D or Star Wars Battle Front with 3d graphics etc, but we aren't. We are talking about how various games, even simple games like Pull, could be improved just by adding more challenges, features, etc more commonly found in mainstream games. In fact, I can safely say a game like Pull could be written in something like visual Basic 6, DirectX 7, and built for Windows 95, a Pentium 133 processor, and 32 MB of ram, and still support all of the mainstream features I mentioned above. These kinds of things don't necessarily require huge changes in the game or state of the art hardware and software. The same kinds of changes could be suggested about a game like Sarah. Now, I'm a big fan of SCW, play it all the time, but there are things here and there I think would make the game just a bit better. One of those is rather than faking 3d movement by having Sarah flying on the broom by setting a flag it would be a bit more realistic to rewrite the game with full realistic 3d movement so Sarah can fly up/down, left/right, forward/backward on the broom in 3d space. The same holds for the pond/lake where Sarah should be able to swim up/down, left/right, forward/backward, but she can't. It would be nice to rewrite the map of Hogwarts so the rooms line up on top of each other rather than the basement being basically just another room or area of the same floor. The problem is that everything in Sarah is pancake flat and that's not at all realistic. It isn't something a mainstream developer would necessarily do given the same type of game. However, I'm well aware the GMA Engine doesn't really have the ability to do what I suggest, which is too bad, but all the same that's not really my point. Its just that we often get use to overlooking features and development standards often found in the mainstream game industry when creating a similar type of game, and I honestly feel that we are cutting ourselves short because of it. Cheers! On 7/31/11, shaun everiss sm.ever...@gmail.com wrote: well tom its safe to say that most of us here are just starting. Most don't have your background. I sertainly don't. When I started the most complex game I knew was intergalactic battle a graphics/menu game. Yes compaired to mainstream we are probably not that attractive. The point is that we have been stagnating in emulated arcade. Its not a bad thing but if we need to move foreward we will have to bite the bullet and try to go mainstream etc. Which brings up an interesting thing. Unless you are sighted and know what stuff was then you won't know what to really do. I have never been sighted in my life. You can go left right up down run left and right and jump. I know that mainstream stuff goes so much more than that. But there are limits in sounds, the number of sounds, etc. Then there is the fact most of us don't have updated equipment. And even if we have its not the most up to date. Ie I have what would be quite an ancient second generation dulecore with no real hard drive or memmory requirements running on an extremely insecure os, and old ish hardware that won't go anywhere and being unable to run major things. We are limited at least for a while to the fact most people will still have 32 bit systems. I know for a fact a few still have single core systems. Some may still use dos 6 and win98 still. With acceptions with those with linux or apple mac systems Hmmm not sure. Basically we are stuck with simple for a while I think until we get 64 bit fully then we will be behind again. So before we move
Re: [Audyssey] Audyssey babble report for July 2011
Hi, Wow! Dark definitely wins the chat award for this month. He has me beat by 65 messages. I'm losing my touch. I'll get you next time, Gadget. Next time. Hehehehe. Cheers! On 8/1/11, Jim Kitchen j...@kitchensinc.net wrote: 112 people posted 1703 messages. 258 From, dark. 202 From, Jeremy Kaldobsky. 193 From, Thomas Ward. 94 From, Jim Kitchen. 74 From, shaun everiss. 60 From, darren harris. 60 From, Hayden Presley. 52 From, Christina. 48 From, Bryan Peterson. 39 From, Christopher Bartlett. 33 From, Charles Rivard. 27 From, alex wallis. 24 From, Ron Schamerhorn. 20 From, Phil Vlasak. 19 From, Shane Lowe. 19 From, Yohandy. 18 From, Willem. 17 From, Che. 16 From, Curt Taubert. 15 From, burakyuksek. 15 From, Zachary Kline. 14 From, Darren Duff. 14 From, william lomas. 12 From, Clement Chou. 12 From, Jack F. 12 From, Milos Przic. 12 From, Valiant8086. 11 From, Amanda Burt. 11 From, Damien C. Pendleton. 11 From, Karl Belanger. 10 From, Ben. 10 From, Oriol Gómez. 10 From, Richard Sherman. 9 From, brian glass. 9 From, Jacob Kruger. 9 From, john. 8 From, David Mehler. 8 From, Kelly Sapergia. 7 From, Alfredo. 7 From, Lisa Hayes. 7 From, Sky Mundell. 6 From, Dakotah Rickard. 6 From, Kelvin Tan. 6 From, Lori Duncan. 6 From, mattias. 6 From, michael barnes. 6 From, Shane Davidson. 6 From, Trouble. 5 From, Greg Steel. 5 From, Mauricio Almeida. 5 From, Michael Taboada \(AI5HF\). 5 From, Ryan Strunk. 5 From, simon dowling. 5 From, Willem Venter. 4 From, Courtney Curran. 4 From, Dallas O'Brien. 4 From, Dennis Towne. 4 From, fred olver. 4 From, GreyMatter Info. 4 From, Jess Varnell. 4 From, Kenny Peyatt. 4 From, lori duncan. 4 From, Matheus Rheine. 4 From, Richard Claridge. 4 From, Siddhant Jain. 4 From, Tim Kilgore. 3 From, aadorno1. 3 From, Alfredo Castaneda. 3 From, BlindLee55. 3 From, Cary. 3 From, djc. 3 From, Loravara. 3 From, Mich. 3 From, Sarah Haake. 2 From, austin pinto. 2 From, Bill Dengler. 2 From, Bob Montowski. 2 From, Bogdan Muresan. 2 From, bryant walker. 2 From, darren_g_harris. 2 From, James Howard. 2 From, mike maslo. 2 From, Orin. 2 From, Petr Bláha. 2 From, Rick. 2 From, Ron Kolesar. 2 From, Ryan Conroy. 2 From, Steven Strait. 2 From, Tyriannette T. Snowden. 1 From, Angela Lerma. 1 From, Angellko21. 1 From, Ann. 1 From, David Chung. 1 From, Dean Masters. 1 From, Desiree Oudinot. 1 From, Eleanor Robinson. 1 From, Gamers List Guidelines Robot. 1 From, Gary Whittington. 1 From, Hayden. 1 From, Jane. 1 From, Joe Quinn. 1 From, Johnny Tai. 1 From, Kai. 1 From, Keao Wright. 1 From, kev lyon. 1 From, Konsta Ranta. 1 From, lirin. 1 From, Matthew Alvernaz. 1 From, Michael Taboada. 1 From, Oriol Gómez (iPhone). 1 From, Tom Randall. 1 From, Tommy. Archive file size 4564659 bytes Jim Kitchen's Inc, for games that are up to 110 percent funner to play. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Audyssey babble report for July 2011
Lol I loved those cartoons! Couldn't stand the movie though but the cartoons rocked! Hmmm now I'm going to have to see what's on YouTube now -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: 01 August 2011 11:08 To: Gamers Discussion list Subject: Re: [Audyssey] Audyssey babble report for July 2011 Hi, Wow! Dark definitely wins the chat award for this month. He has me beat by 65 messages. I'm losing my touch. I'll get you next time, Gadget. Next time. Hehehehe. Cheers! On 8/1/11, Jim Kitchen j...@kitchensinc.net wrote: 112 people posted 1703 messages. 258 From, dark. 202 From, Jeremy Kaldobsky. 193 From, Thomas Ward. 94 From, Jim Kitchen. 74 From, shaun everiss. 60 From, darren harris. 60 From, Hayden Presley. 52 From, Christina. 48 From, Bryan Peterson. 39 From, Christopher Bartlett. 33 From, Charles Rivard. 27 From, alex wallis. 24 From, Ron Schamerhorn. 20 From, Phil Vlasak. 19 From, Shane Lowe. 19 From, Yohandy. 18 From, Willem. 17 From, Che. 16 From, Curt Taubert. 15 From, burakyuksek. 15 From, Zachary Kline. 14 From, Darren Duff. 14 From, william lomas. 12 From, Clement Chou. 12 From, Jack F. 12 From, Milos Przic. 12 From, Valiant8086. 11 From, Amanda Burt. 11 From, Damien C. Pendleton. 11 From, Karl Belanger. 10 From, Ben. 10 From, Oriol Gómez. 10 From, Richard Sherman. 9 From, brian glass. 9 From, Jacob Kruger. 9 From, john. 8 From, David Mehler. 8 From, Kelly Sapergia. 7 From, Alfredo. 7 From, Lisa Hayes. 7 From, Sky Mundell. 6 From, Dakotah Rickard. 6 From, Kelvin Tan. 6 From, Lori Duncan. 6 From, mattias. 6 From, michael barnes. 6 From, Shane Davidson. 6 From, Trouble. 5 From, Greg Steel. 5 From, Mauricio Almeida. 5 From, Michael Taboada \(AI5HF\). 5 From, Ryan Strunk. 5 From, simon dowling. 5 From, Willem Venter. 4 From, Courtney Curran. 4 From, Dallas O'Brien. 4 From, Dennis Towne. 4 From, fred olver. 4 From, GreyMatter Info. 4 From, Jess Varnell. 4 From, Kenny Peyatt. 4 From, lori duncan. 4 From, Matheus Rheine. 4 From, Richard Claridge. 4 From, Siddhant Jain. 4 From, Tim Kilgore. 3 From, aadorno1. 3 From, Alfredo Castaneda. 3 From, BlindLee55. 3 From, Cary. 3 From, djc. 3 From, Loravara. 3 From, Mich. 3 From, Sarah Haake. 2 From, austin pinto. 2 From, Bill Dengler. 2 From, Bob Montowski. 2 From, Bogdan Muresan. 2 From, bryant walker. 2 From, darren_g_harris. 2 From, James Howard. 2 From, mike maslo. 2 From, Orin. 2 From, Petr Bláha. 2 From, Rick. 2 From, Ron Kolesar. 2 From, Ryan Conroy. 2 From, Steven Strait. 2 From, Tyriannette T. Snowden. 1 From, Angela Lerma. 1 From, Angellko21. 1 From, Ann. 1 From, David Chung. 1 From, Dean Masters. 1 From, Desiree Oudinot. 1 From, Eleanor Robinson. 1 From, Gamers List Guidelines Robot. 1 From, Gary Whittington. 1 From, Hayden. 1 From, Jane. 1 From, Joe Quinn. 1 From, Johnny Tai. 1 From, Kai. 1 From, Keao Wright. 1 From, kev lyon. 1 From, Konsta Ranta. 1 From, lirin. 1 From, Matthew Alvernaz. 1 From, Michael Taboada. 1 From, Oriol Gómez (iPhone). 1 From, Tom Randall. 1 From, Tommy. Archive file size 4564659 bytes Jim Kitchen's Inc, for games that are up to 110 percent funner to play. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers
1 more that i forgot to mention. when i press control s to assign someone as a stone mason, it will assign that person to the next job thats on the right of the stone mason job. depending on what buildings u have up at the time, the assignment will not be correct. i think there is a key clash for the s key when control s is pressed, it somehow added another s after that. - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: audyssey gamers@audyssey.org Sent: Sunday, July 31, 2011 11:34 PM Subject: [Audyssey] Castaways version 1.5b Random maps, muting,and leatherworkers Version 1.5b has just been posted. I am still working on the multi language feature, the multiplayer features, and the ability to change the priorities of your workers, but I did get enough stuff done that I felt a new update was in order. When you go to play a mission, you will notice a new field in the menu list. Default map means that you will play the mission using the map designed to go along with this mission. Pressing enter on this selection will change it to Random map. Random maps will provide an extra challenge, because they were not specifically designed to control how quickly things happened. For example, if there is randomly more open space leading off of the map, then Goblins will have more places to invade in from. To keep things as stable as possible, picking the random map option actually randomizes in a somewhat unusual way. The size of the map will remain the same, and water landmarks will not be changed. All of the trees and rocks are randomly moved around but you still end up with the same number of each. Also, the number of trees and rocks that normally fell along the outer edges of the map will still be the same, as an effort to give the Goblins approximately the same number of ways into your land. When you use delete to destroy a building you have already built, you will receive half of the construction materials back as salvaged supplies. If the number of supplies can't be evenly divided in half, it is rounded up to the next whole number. So destroying a house, which originally cost you 3 lumber and 3 bricks, would give you 2 lumber and 2 bricks back. To balance things differently, Butchers are only able to create a fur 33 percent of the time they work on an animal carcass. Many users reported a huge stockpile of furs building up as they played, and I felt the need to change things around a little. Upgraded butchers are 66 percent successful at salvaging furs. Monks no longer use cloth to create tomes! Peasants will carry furs to your new Tannery, where a leatherworker will transform 1 fur into 1 piece of leather. 3 pieces of leather are now required to create a tome. The leather working chain will be expanded upon in mission 3, when that is eventually added. Monks now take 25 percent less time to create a tome, and unlike any other job, they will tell you how close they are to competition when you check on their progress. Monks now double as leatherworkers. Leatherworkers will double as butchers, when they have free time. Hopefully combining the suggestions of so many people, the message mute list has finally been finished. Press shift and ` (grauve key) to bring it up, arrow through it, and press enter to toggle the settings. These settings are remembered from game to game, so don't forget that you've muted something. Rather than being job specific, many of the messages are now more generalized ideas such as the delivery of raw materials. As always, I'm open to suggestions for adjusting this system, so please give it a try and see if you like it. The Readme.txt, Buildingguide.txt, and jobs guide.rft files have all been updated. the Jobs guide now includes information about how upgrading different jobs changes them. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.449 / Virus Database: 271.1.1/3800 - Release Date: 07/31/11 06:41:00 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns
Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers
hi. i just successfuly completed mission 2! i think i found a few bugs. from what i understand from this new version, monks can also double as leather workers, but what happens each time is that they took my fur, but it just disappeared off the face of the earth. when i use the d and f keys to go to the monk, the game tells me that the monk is replacing as a leather worker, but a leather wasn't produce at all. the same thing is happening when tailors replaces a weether. the yarn just got absorbed. i'm quite sure about the monk bug because i intentionally did not allocate any leather workers and see where all my furs in my tamary went. maybe the monks decided to eat them! hahaha. - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: audyssey gamers@audyssey.org Sent: Sunday, July 31, 2011 11:34 PM Subject: [Audyssey] Castaways version 1.5b Random maps, muting,and leatherworkers Version 1.5b has just been posted. I am still working on the multi language feature, the multiplayer features, and the ability to change the priorities of your workers, but I did get enough stuff done that I felt a new update was in order. When you go to play a mission, you will notice a new field in the menu list. Default map means that you will play the mission using the map designed to go along with this mission. Pressing enter on this selection will change it to Random map. Random maps will provide an extra challenge, because they were not specifically designed to control how quickly things happened. For example, if there is randomly more open space leading off of the map, then Goblins will have more places to invade in from. To keep things as stable as possible, picking the random map option actually randomizes in a somewhat unusual way. The size of the map will remain the same, and water landmarks will not be changed. All of the trees and rocks are randomly moved around but you still end up with the same number of each. Also, the number of trees and rocks that normally fell along the outer edges of the map will still be the same, as an effort to give the Goblins approximately the same number of ways into your land. When you use delete to destroy a building you have already built, you will receive half of the construction materials back as salvaged supplies. If the number of supplies can't be evenly divided in half, it is rounded up to the next whole number. So destroying a house, which originally cost you 3 lumber and 3 bricks, would give you 2 lumber and 2 bricks back. To balance things differently, Butchers are only able to create a fur 33 percent of the time they work on an animal carcass. Many users reported a huge stockpile of furs building up as they played, and I felt the need to change things around a little. Upgraded butchers are 66 percent successful at salvaging furs. Monks no longer use cloth to create tomes! Peasants will carry furs to your new Tannery, where a leatherworker will transform 1 fur into 1 piece of leather. 3 pieces of leather are now required to create a tome. The leather working chain will be expanded upon in mission 3, when that is eventually added. Monks now take 25 percent less time to create a tome, and unlike any other job, they will tell you how close they are to competition when you check on their progress. Monks now double as leatherworkers. Leatherworkers will double as butchers, when they have free time. Hopefully combining the suggestions of so many people, the message mute list has finally been finished. Press shift and ` (grauve key) to bring it up, arrow through it, and press enter to toggle the settings. These settings are remembered from game to game, so don't forget that you've muted something. Rather than being job specific, many of the messages are now more generalized ideas such as the delivery of raw materials. As always, I'm open to suggestions for adjusting this system, so please give it a try and see if you like it. The Readme.txt, Buildingguide.txt, and jobs guide.rft files have all been updated. the Jobs guide now includes information about how upgrading different jobs changes them. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.449 / Virus Database: 271.1.1/3800 - Release Date: 07/31/11 06:41:00 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send
Re: [Audyssey] About the mag
volunteer to do it himself, lol! For that, I apologize everyone! :) --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6339 (20110731) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6340 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6340 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Audyssey babble report for July 2011
very nice Tom. smiles - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 6:08 AM Subject: Re: [Audyssey] Audyssey babble report for July 2011 Hi, Wow! Dark definitely wins the chat award for this month. He has me beat by 65 messages. I'm losing my touch. I'll get you next time, Gadget. Next time. Hehehehe. Cheers! On 8/1/11, Jim Kitchen j...@kitchensinc.net wrote: 112 people posted 1703 messages. 258 From, dark. 202 From, Jeremy Kaldobsky. 193 From, Thomas Ward. 94 From, Jim Kitchen. 74 From, shaun everiss. 60 From, darren harris. 60 From, Hayden Presley. 52 From, Christina. 48 From, Bryan Peterson. 39 From, Christopher Bartlett. 33 From, Charles Rivard. 27 From, alex wallis. 24 From, Ron Schamerhorn. 20 From, Phil Vlasak. 19 From, Shane Lowe. 19 From, Yohandy. 18 From, Willem. 17 From, Che. 16 From, Curt Taubert. 15 From, burakyuksek. 15 From, Zachary Kline. 14 From, Darren Duff. 14 From, william lomas. 12 From, Clement Chou. 12 From, Jack F. 12 From, Milos Przic. 12 From, Valiant8086. 11 From, Amanda Burt. 11 From, Damien C. Pendleton. 11 From, Karl Belanger. 10 From, Ben. 10 From, Oriol Gómez. 10 From, Richard Sherman. 9 From, brian glass. 9 From, Jacob Kruger. 9 From, john. 8 From, David Mehler. 8 From, Kelly Sapergia. 7 From, Alfredo. 7 From, Lisa Hayes. 7 From, Sky Mundell. 6 From, Dakotah Rickard. 6 From, Kelvin Tan. 6 From, Lori Duncan. 6 From, mattias. 6 From, michael barnes. 6 From, Shane Davidson. 6 From, Trouble. 5 From, Greg Steel. 5 From, Mauricio Almeida. 5 From, Michael Taboada \(AI5HF\). 5 From, Ryan Strunk. 5 From, simon dowling. 5 From, Willem Venter. 4 From, Courtney Curran. 4 From, Dallas O'Brien. 4 From, Dennis Towne. 4 From, fred olver. 4 From, GreyMatter Info. 4 From, Jess Varnell. 4 From, Kenny Peyatt. 4 From, lori duncan. 4 From, Matheus Rheine. 4 From, Richard Claridge. 4 From, Siddhant Jain. 4 From, Tim Kilgore. 3 From, aadorno1. 3 From, Alfredo Castaneda. 3 From, BlindLee55. 3 From, Cary. 3 From, djc. 3 From, Loravara. 3 From, Mich. 3 From, Sarah Haake. 2 From, austin pinto. 2 From, Bill Dengler. 2 From, Bob Montowski. 2 From, Bogdan Muresan. 2 From, bryant walker. 2 From, darren_g_harris. 2 From, James Howard. 2 From, mike maslo. 2 From, Orin. 2 From, Petr Bláha. 2 From, Rick. 2 From, Ron Kolesar. 2 From, Ryan Conroy. 2 From, Steven Strait. 2 From, Tyriannette T. Snowden. 1 From, Angela Lerma. 1 From, Angellko21. 1 From, Ann. 1 From, David Chung. 1 From, Dean Masters. 1 From, Desiree Oudinot. 1 From, Eleanor Robinson. 1 From, Gamers List Guidelines Robot. 1 From, Gary Whittington. 1 From, Hayden. 1 From, Jane. 1 From, Joe Quinn. 1 From, Johnny Tai. 1 From, Kai. 1 From, Keao Wright. 1 From, kev lyon. 1 From, Konsta Ranta. 1 From, lirin. 1 From, Matthew Alvernaz. 1 From, Michael Taboada. 1 From, Oriol Gómez (iPhone). 1 From, Tom Randall. 1 From, Tommy. Archive file size 4564659 bytes Jim Kitchen's Inc, for games that are up to 110 percent funner to play. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Castaways Observations
Kai, I'm glad you're enjoying the game, and you've made some very good suggestions. There were a lot, so I will just say that I've copied them all down, rather than commenting on each one individually, lol. A few of them, like the issues with the tomes, have been noticed by other people as well, I just haven't gotten around to fixing them yet. Hopefully in the next version you'll see many of these fixes, and thanks again! Greetings Jeremy et al. Really loving Castaways. Strategy games like this can entertain me for hours on end, and you've done a great job on this one. Below are a few observations and suggestions I have on the game as of 1.4B (I'll be updating to 1.5B soon): * Destroying a building leaves you in the menu entry for that item, perhaps it should drop you back to the map, the way constructing one does? * Could the key assignments be changed a bit? Shift + letter to move to a column as normal, alt+letter to perform a special function, CTRL + letter to jump between career choices. * If this command scheme is implemented, perhaps the input algorithm could be updated? It currently passes a modified command through all available functions for that letter. Pressing Shift + E, for instance, moves me to that column, but also navigates through my list of occupations. Similarly, Shift + U performs an upgrade on a target, but also takes me to that Column. *Tomes should only work on the base career, not any substitutions. I've gone to upgrade a builder who was currently working as a peasant, only to have it become a surf, not an architect. * Assuming the above suggestion is implemented: If an upgrade target is currently occupied with another job, the upgrade should queue itself, rather than instantly changing the target. * In the line which states that a mother cannot be assigned a job, it says: is be without its mother. The is should be a to. * Could pressing f1 within the buildings list give the description for that kind of building? The only way to see that description currently is to queue the building for construction, then enter its menu and arrow down to the description (or, of course, to look in the included RTF). * I think there's a small typo with the second occurrence of upgraded in the help message displayed when hitting u. * In that same message, it says: But the ones that can, permanently locked in place. Should be something like: but the ones that can are permanently locked in place. * When changing to an output mode (JAWS, Window-Eyes, Etc), alt-tabbing away than back to the game window sometimes displays erroneous data at the top (It says Window-Eyes support for me, though I'm clearly using JAWS mode). It strangely doesn't do it if I first hit an arrow key to move to another map sector, then do the window switching. * Small suggestion: Can we hit f2 or n when highlighting a person to rename him/her? Probably shouldn't work on settlers gotten through multiplayer mode, though. Awesome work, as always. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers
Kelvin, that's very odd indeed. I haven't encountered that weird behavior when I played through myself, so if you happen to have a saved game file I would appreciate having it sent to me. hi. i just successfuly completed mission 2! i think i found a few bugs. from what i understand from this new version, monks can also double as leather workers, but what happens each time is that they took my fur, but it just disappeared off the face of the earth. when i use the d and f keys to go to the monk, the game tells me that the monk is replacing as a leather worker, but a leather wasn't produce at all. the same thing is happening when tailors replaces a weether. the yarn just got absorbed. i'm quite sure about the monk bug because i intentionally did not allocate any leather workers and see where all my furs in my tamary went. maybe the monks decided to eat them! hahaha. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers
I'll look into this one as well. I think you're probably right, there is probably an older line of code also trying to process the S key for another function. 1 more that i forgot to mention. when i press control s to assign someone as a stone mason, it will assign that person to the next job thats on the right of the stone mason job. depending on what buildings u have up at the time, the assignment will not be correct. i think there is a key clash for the s key when control s is pressed, it somehow added another s after that. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Castaways version 1.5b Random maps, muting, and leatherworkers
sorry man. i did not have a save game on that time, i will save a game after i encounter the monk/tailor thingy again next time ok. - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 9:35 PM Subject: Re: [Audyssey] Castaways version 1.5b Random maps, muting,and leatherworkers Kelvin, that's very odd indeed. I haven't encountered that weird behavior when I played through myself, so if you happen to have a saved game file I would appreciate having it sent to me. hi. i just successfuly completed mission 2! i think i found a few bugs. from what i understand from this new version, monks can also double as leather workers, but what happens each time is that they took my fur, but it just disappeared off the face of the earth. when i use the d and f keys to go to the monk, the game tells me that the monk is replacing as a leather worker, but a leather wasn't produce at all. the same thing is happening when tailors replaces a weether. the yarn just got absorbed. i'm quite sure about the monk bug because i intentionally did not allocate any leather workers and see where all my furs in my tamary went. maybe the monks decided to eat them! hahaha. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.449 / Virus Database: 271.1.1/3802 - Release Date: 08/01/11 06:34:00 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] High score list for developers
Ryan, your post yesterday gave me an idea that I wanted to run past you, and really everyone for that matter. It occurred to me that quite a few arcade style games get posted, that don't support online high score lists. In most cases I'm sure this is due to lack of equipment or not knowing how to handle the server side of things. Since I've got the community supporting a server for my games, I thought I could help solve those 2 barriers that have been getting in the way. I'm still figuring out how best to set this up, but here is the idea. I adjusted the software on my server to handle high score lists. Developers who have games will contact me and I'll send them an 11 digit password along with a small 8kb file called hsa.exe. In your game, written in python I believe, you can simply run that file and pass it a command line argument that contains the password, the person's score, and their player name. Obviously your game would have to have its own way of getting the player's name, but that's nothing difficult. The little program contacts my server and passes the information along, all in the background, with no one even knowing what happened. The server accepts the data if the password is correct, and it does the work of putting them on your high score list based on score. When people view the webpage, they can easily see the rankings. Here is the example I currently have running, for testing purposes. http://www.kaldobsky.com/audiogames/highscores.htm The webpage side of things probably needs to be made more accessible, but please take a look. Each different setting of your game, like grid size, number of blocks, and so forth, would have its own password so that it would have its own high score list. The 2 lines at the top, the 1 line at the bottom, and the number of people in the high score list can all be set using a separate admin program that I would also give out to the developers. The tiny hsa.exe file would be sent along with your games, but the admin program would be kept with you of course. I'm just wondering if this type of idea would provide easy high score tracking for our large group of developers that aren't already using high score lists. With this test high score list I've got running, I'm encouraging people to play around with it and see how it works. The hsa.exe file can be downloaded here. www.kaldobsky.com/audiogames/hsa.zip Just put it into your game's directory, and execute it with the command argument from within your game. The password for this practice score list is 398-093-129, so here are some specific examples of how you can submit high scores. If you had a player named Goblin, and he just ended a game with 45 points, here is how you could submit that score from within a python game. import os os.system(hsa.exe 398-093-129,45,Goblin) From within a Visual basic 6 game. x = shell(hsa.exe 398-093-129,45,Goblin,0) Or even from a dos batch file. hsa.exe 398-093-129,45,Goblin Give it a try and please let me know if you guys think this is a good idea, and if you think other developers would actually want to use it. Hey Jeremy, Thanks for the kind words. High score posting is something I'd like to move to eventually. I'll need to learn to work with the web development side of things first, though. Since I intend for the rest of my titles to have a great deal of focus on multiplayer, I'll have an excellent opportunity to do that learning. I'll also need to work in some sort of limitation system so that players who are careful and strategic don't end up losing out to people who just crush things pell-mell and get lucky. And then there's the fact that a game set to gigantic, megashift, 3 types can't, in my experience, be lost. It sure is fun to break things, though. Ryan --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] High score list for developers
Hi Jeremy, While I already have my own score server that I built especially for use in BGT, I just wanted to say that I think this is an absolutely fabulous idea. You have a very simple approach that will work regardless of programming language, as long as the environment at hand can call external processes. Two things you may want to consider: 1. Returning a value from the main function that can be picked up by the caller, in order to determine the result of the operation. 0 could mean that the user's score was accepted but not high enough to make the top x (whatever you decide upon), another positive value could indicate the user's ranking and a negative value could be an error code. Not everyone may be able to or interested in picking up this value, but I personally think it'd be a great feature to provide. 2. If you are writing this in Vb 6, you should make it clear that developers need to package the vb 6 runtime libraries in their installer in order for the score posting to work. I can imagine that some might overlook this otherwise, and then wonder why the score posting isn't functioning )=. Again, an excellent initiative and I hope it's picked up by other developers. Kind regards, Philip Bennefall - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 4:01 PM Subject: [Audyssey] High score list for developers Ryan, your post yesterday gave me an idea that I wanted to run past you, and really everyone for that matter. It occurred to me that quite a few arcade style games get posted, that don't support online high score lists. In most cases I'm sure this is due to lack of equipment or not knowing how to handle the server side of things. Since I've got the community supporting a server for my games, I thought I could help solve those 2 barriers that have been getting in the way. I'm still figuring out how best to set this up, but here is the idea. I adjusted the software on my server to handle high score lists. Developers who have games will contact me and I'll send them an 11 digit password along with a small 8kb file called hsa.exe. In your game, written in python I believe, you can simply run that file and pass it a command line argument that contains the password, the person's score, and their player name. Obviously your game would have to have its own way of getting the player's name, but that's nothing difficult. The little program contacts my server and passes the information along, all in the background, with no one even knowing what happened. The server accepts the data if the password is correct, and it does the work of putting them on your high score list based on score. When people view the webpage, they can easily see the rankings. Here is the example I currently have running, for testing purposes. http://www.kaldobsky.com/audiogames/highscores.htm The webpage side of things probably needs to be made more accessible, but please take a look. Each different setting of your game, like grid size, number of blocks, and so forth, would have its own password so that it would have its own high score list. The 2 lines at the top, the 1 line at the bottom, and the number of people in the high score list can all be set using a separate admin program that I would also give out to the developers. The tiny hsa.exe file would be sent along with your games, but the admin program would be kept with you of course. I'm just wondering if this type of idea would provide easy high score tracking for our large group of developers that aren't already using high score lists. With this test high score list I've got running, I'm encouraging people to play around with it and see how it works. The hsa.exe file can be downloaded here. www.kaldobsky.com/audiogames/hsa.zip Just put it into your game's directory, and execute it with the command argument from within your game. The password for this practice score list is 398-093-129, so here are some specific examples of how you can submit high scores. If you had a player named Goblin, and he just ended a game with 45 points, here is how you could submit that score from within a python game. import os os.system(hsa.exe 398-093-129,45,Goblin) From within a Visual basic 6 game. x = shell(hsa.exe 398-093-129,45,Goblin,0) Or even from a dos batch file. hsa.exe 398-093-129,45,Goblin Give it a try and please let me know if you guys think this is a good idea, and if you think other developers would actually want to use it. Hey Jeremy, Thanks for the kind words. High score posting is something I'd like to move to eventually. I'll need to learn to work with the web development side of things first, though. Since I intend for the rest of my titles to have a great deal of focus on multiplayer, I'll have an excellent opportunity to do that learning. I'll also need to work in some sort of
Re: [Audyssey] High score list for developers
Thanks Philip, I really do like your idea of returning a value to indicate those situations! Very nice idea indeed. I haven't really used BGT, do you happen to know how the language would execute the external program? I'd like to put an example for BGT, since I'm sure many of my target developers will be using it. Hi Jeremy, While I already have my own score server that I built especially for use in BGT, I just wanted to say that I think this is an absolutely fabulous idea. You have a very simple approach that will work regardless of programming language, as long as the environment at hand can call external processes. Two things you may want to consider: 1. Returning a value from the main function that can be picked up by the caller, in order to determine the result of the operation. 0 could mean that the user's score was accepted but not high enough to make the top x (whatever you decide upon), another positive value could indicate the user's ranking and a negative value could be an error code. Not everyone may be able to or interested in picking up this value, but I personally think it'd be a great feature to provide. 2. If you are writing this in Vb 6, you should make it clear that developers need to package the vb 6 runtime libraries in their installer in order for the score posting to work. I can imagine that some might overlook this otherwise, and then wonder why the score posting isn't functioning )=. Again, an excellent initiative and I hope it's picked up by other developers. Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] High score list for developers
Hi Jeremy, A blocking process call would look as follows in BGT: run(hsa.exe, 398-093-129,45,Goblin, true, true); The run function has the following signature: bool run(string filename, string command_line, bool wait_for_completion, bool background) In other words we are running the process in the background (e.g. with no visible window even if the application does have one), and we are waiting for it to complete before our script thread continues executing. Currently it is not possible to pick up the process return code from within BGT but if you end up adding bindings for BGT and they are used, I will certainly implement this feature. Kind regards, Philip Bennefall - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 4:18 PM Subject: Re: [Audyssey] High score list for developers Thanks Philip, I really do like your idea of returning a value to indicate those situations! Very nice idea indeed. I haven't really used BGT, do you happen to know how the language would execute the external program? I'd like to put an example for BGT, since I'm sure many of my target developers will be using it. Hi Jeremy, While I already have my own score server that I built especially for use in BGT, I just wanted to say that I think this is an absolutely fabulous idea. You have a very simple approach that will work regardless of programming language, as long as the environment at hand can call external processes. Two things you may want to consider: 1. Returning a value from the main function that can be picked up by the caller, in order to determine the result of the operation. 0 could mean that the user's score was accepted but not high enough to make the top x (whatever you decide upon), another positive value could indicate the user's ranking and a negative value could be an error code. Not everyone may be able to or interested in picking up this value, but I personally think it'd be a great feature to provide. 2. If you are writing this in Vb 6, you should make it clear that developers need to package the vb 6 runtime libraries in their installer in order for the score posting to work. I can imagine that some might overlook this otherwise, and then wonder why the score posting isn't functioning )=. Again, an excellent initiative and I hope it's picked up by other developers. Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] High score list for developers
Excellent! Thanks Philip, and I've actually just uploaded a new version of hsa.exe (high score automator) that includes the necessary runtime files in the zip and it also passes return codes. For now, it only returns 0 for success and -1 for failure. Knowing where you placed on the list will require me to change around much of the server code so I'll save that for later. Hi Jeremy, A blocking process call would look as follows in BGT: run(hsa.exe, 398-093-129,45,Goblin, true, true); The run function has the following signature: bool run(string filename, string command_line, bool wait_for_completion, bool background) In other words we are running the process in the background (e.g. with no visible window even if the application does have one), and we are waiting for it to complete before our script thread continues executing. Currently it is not possible to pick up the process return code from within BGT but if you end up adding bindings for BGT and they are used, I will certainly implement this feature. Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] MOTA Development setbacks
Hi everyone, I know a number of you have asked about beta 21. Many of you have noticed that the Mysteries of the Ancients home page says beta 21 on the website, but there is no download available. Well, here is the reason why. Anyone who has been programming for any length of time knows that 25% of the time is actually spent on writing/designing the software and the other 75% is spent on debugging or trying to fix it. I must confess that I am no exception to the rule. In particular Mysteries of the Ancients is no exception either, and I’ve got a hard lesson in if it isn’t broke don’t try to fix it. Reason being after a month of trying to fix Mysteries of the Ancients beta 20 I’ve come to realize what I have on my hands is a big problem. Oh, it can be fixed but how I plan to resolve the problem is likely to set us back somewhat in the process. Basically, what happened is when I started work on beta 19 I modified Mysteries of the Ancients so it would compile and run on the cross-platform engine. Along the way I fixed a number of bugs present in beta 18, but of course people weren’t too happy about FMOD Ex for audio. So I thought, no big deal. I’ll just change everything back, recompile, and it will work just fine. Wrong! Sometime after I edited the MOTA beta 19 source code, recompiled it with the Windows G3D engine the game has never worked quite right ever since. The game crashes when you alt+tab away from the window, torches burn out after 25 seconds or so, levers reset before they are suppose to, Angela sometimes instantly dies after getting attacked by a Harpy, and all sorts of unusual bugs like that. I’ve fixed or addressed some of the bugs, but not all of them. After a month of trying to correct them one by one I’ve given up trying on the current version. I’ve concluded while the bugs might be fixable there might be a simpler but slightly less desirable alternative to the problem which I will explain below. As many of you know I use a Linux computer for much of my day to day work. One of the programming tools I have installed is called subversion. What subversion does for a developer like myself is I can checkin or backup changes to an ongoing project and it will catalog and store every single version of the source code being worked on. So if I want to return to an older release it is easy as logging into subversion and telling it I want to checkout the 0.18 source code and it will download the 0.18 source code to my project directory. This makes it a simple matter for a developer to roll back to a prior release if necessary. In this case I think it is more than necessary. So what I plan to do is delete the beta 20/21 source code and checkout 0.18, beta 18, from subversion since I know that version wasn’t nearly as buggy as beta 20. Once I checkout the beta 18 source code from subversion I can attempt to patch it with some of the changes, but as I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21. Plus some features such as speech interrupt were added later and won’t be available to you until I go back in and add that support to Mysteries of the Ancients. Basically, as I said earlier this will set us back on our development schedule, but I think this is a necessary measure as it is the only way I can think of to correct some of these bugs that simply were not present in beta 18 and earlier. So here is the plan. I’m going to checkout beta 18 this afternoon, work on a patch to bring beta 18 more or less up to current, and release that as beta 21. Once we test that, find any bugs that need fixed, features that need to be put back in, etc I’ll release an update, beta 22, to resolve any left over issues in trying to upgrade beta 18 to current. It could take a couple of weeks to really get everything back up to speed so to speak, but I think the problem is fixable. It will just take a little time and patients on everyone’s part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
I'd rather have a delayed and as bug-free as possible MOTA than a rushed one with loads of unsquashed bugs. We are the Knights who say...Ni! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 11:31 AM Subject: [Audyssey] MOTA Development setbacks Hi everyone, I know a number of you have asked about beta 21. Many of you have noticed that the Mysteries of the Ancients home page says beta 21 on the website, but there is no download available. Well, here is the reason why. Anyone who has been programming for any length of time knows that 25% of the time is actually spent on writing/designing the software and the other 75% is spent on debugging or trying to fix it. I must confess that I am no exception to the rule. In particular Mysteries of the Ancients is no exception either, and I’ve got a hard lesson in if it isn’t broke don’t try to fix it. Reason being after a month of trying to fix Mysteries of the Ancients beta 20 I’ve come to realize what I have on my hands is a big problem. Oh, it can be fixed but how I plan to resolve the problem is likely to set us back somewhat in the process. Basically, what happened is when I started work on beta 19 I modified Mysteries of the Ancients so it would compile and run on the cross-platform engine. Along the way I fixed a number of bugs present in beta 18, but of course people weren’t too happy about FMOD Ex for audio. So I thought, no big deal. I’ll just change everything back, recompile, and it will work just fine. Wrong! Sometime after I edited the MOTA beta 19 source code, recompiled it with the Windows G3D engine the game has never worked quite right ever since. The game crashes when you alt+tab away from the window, torches burn out after 25 seconds or so, levers reset before they are suppose to, Angela sometimes instantly dies after getting attacked by a Harpy, and all sorts of unusual bugs like that. I’ve fixed or addressed some of the bugs, but not all of them. After a month of trying to correct them one by one I’ve given up trying on the current version. I’ve concluded while the bugs might be fixable there might be a simpler but slightly less desirable alternative to the problem which I will explain below. As many of you know I use a Linux computer for much of my day to day work. One of the programming tools I have installed is called subversion. What subversion does for a developer like myself is I can checkin or backup changes to an ongoing project and it will catalog and store every single version of the source code being worked on. So if I want to return to an older release it is easy as logging into subversion and telling it I want to checkout the 0.18 source code and it will download the 0.18 source code to my project directory. This makes it a simple matter for a developer to roll back to a prior release if necessary. In this case I think it is more than necessary. So what I plan to do is delete the beta 20/21 source code and checkout 0.18, beta 18, from subversion since I know that version wasn’t nearly as buggy as beta 20. Once I checkout the beta 18 source code from subversion I can attempt to patch it with some of the changes, but as I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21. Plus some features such as speech interrupt were added later and won’t be available to you until I go back in and add that support to Mysteries of the Ancients. Basically, as I said earlier this will set us back on our development schedule, but I think this is a necessary measure as it is the only way I can think of to correct some of these bugs that simply were not present in beta 18 and earlier. So here is the plan. I’m going to checkout beta 18 this afternoon, work on a patch to bring beta 18 more or less up to current, and release that as beta 21. Once we test that, find any bugs that need fixed, features that need to be put back in, etc I’ll release an update, beta 22, to resolve any left over issues in trying to upgrade beta 18 to current. It could take a couple of weeks to really get everything back up to speed so to speak, but I think the problem is fixable. It will just take a little time and patients on everyone’s part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at
Re: [Audyssey] MOTA Development setbacks
I say do what ya gotta do man. We can wait for it -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, August 01, 2011 1:32 PM To: Gamers Discussion list Subject: [Audyssey] MOTA Development setbacks Hi everyone, I know a number of you have asked about beta 21. Many of you have noticed that the Mysteries of the Ancients home page says beta 21 on the website, but there is no download available. Well, here is the reason why. Anyone who has been programming for any length of time knows that 25% of the time is actually spent on writing/designing the software and the other 75% is spent on debugging or trying to fix it. I must confess that I am no exception to the rule. In particular Mysteries of the Ancients is no exception either, and I've got a hard lesson in if it isn't broke don't try to fix it. Reason being after a month of trying to fix Mysteries of the Ancients beta 20 I've come to realize what I have on my hands is a big problem. Oh, it can be fixed but how I plan to resolve the problem is likely to set us back somewhat in the process. Basically, what happened is when I started work on beta 19 I modified Mysteries of the Ancients so it would compile and run on the cross-platform engine. Along the way I fixed a number of bugs present in beta 18, but of course people weren't too happy about FMOD Ex for audio. So I thought, no big deal. I'll just change everything back, recompile, and it will work just fine. Wrong! Sometime after I edited the MOTA beta 19 source code, recompiled it with the Windows G3D engine the game has never worked quite right ever since. The game crashes when you alt+tab away from the window, torches burn out after 25 seconds or so, levers reset before they are suppose to, Angela sometimes instantly dies after getting attacked by a Harpy, and all sorts of unusual bugs like that. I've fixed or addressed some of the bugs, but not all of them. After a month of trying to correct them one by one I've given up trying on the current version. I've concluded while the bugs might be fixable there might be a simpler but slightly less desirable alternative to the problem which I will explain below. As many of you know I use a Linux computer for much of my day to day work. One of the programming tools I have installed is called subversion. What subversion does for a developer like myself is I can checkin or backup changes to an ongoing project and it will catalog and store every single version of the source code being worked on. So if I want to return to an older release it is easy as logging into subversion and telling it I want to checkout the 0.18 source code and it will download the 0.18 source code to my project directory. This makes it a simple matter for a developer to roll back to a prior release if necessary. In this case I think it is more than necessary. So what I plan to do is delete the beta 20/21 source code and checkout 0.18, beta 18, from subversion since I know that version wasn't nearly as buggy as beta 20. Once I checkout the beta 18 source code from subversion I can attempt to patch it with some of the changes, but as I've forgotten what exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21. Plus some features such as speech interrupt were added later and won't be available to you until I go back in and add that support to Mysteries of the Ancients. Basically, as I said earlier this will set us back on our development schedule, but I think this is a necessary measure as it is the only way I can think of to correct some of these bugs that simply were not present in beta 18 and earlier. So here is the plan. I'm going to checkout beta 18 this afternoon, work on a patch to bring beta 18 more or less up to current, and release that as beta 21. Once we test that, find any bugs that need fixed, features that need to be put back in, etc I'll release an update, beta 22, to resolve any left over issues in trying to upgrade beta 18 to current. It could take a couple of weeks to really get everything back up to speed so to speak, but I think the problem is fixable. It will just take a little time and patients on everyone's part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system
Re: [Audyssey] MOTA Development setbacks
@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Audyssey babble report for July 2011
This is very interesting. Thanks. I'd like to say that I'm more talkative and opinionated than I thought... But I can't honestly say I'm surprised. ;) Christina - Original Message - From: Jim Kitchen j...@kitchensinc.net To: Audyssey Gamers@audyssey.org Sent: Monday, August 01, 2011 4:10 AM Subject: [Audyssey] Audyssey babble report for July 2011 112 people posted 1703 messages. 258 From, dark. 202 From, Jeremy Kaldobsky. 193 From, Thomas Ward. 94 From, Jim Kitchen. 74 From, shaun everiss. 60 From, darren harris. 60 From, Hayden Presley. 52 From, Christina. 48 From, Bryan Peterson. 39 From, Christopher Bartlett. 33 From, Charles Rivard. 27 From, alex wallis. 24 From, Ron Schamerhorn. 20 From, Phil Vlasak. 19 From, Shane Lowe. 19 From, Yohandy. 18 From, Willem. 17 From, Che. 16 From, Curt Taubert. 15 From, burakyuksek. 15 From, Zachary Kline. 14 From, Darren Duff. 14 From, william lomas. 12 From, Clement Chou. 12 From, Jack F. 12 From, Milos Przic. 12 From, Valiant8086. 11 From, Amanda Burt. 11 From, Damien C. Pendleton. 11 From, Karl Belanger. 10 From, Ben. 10 From, Oriol Gómez. 10 From, Richard Sherman. 9 From, brian glass. 9 From, Jacob Kruger. 9 From, john. 8 From, David Mehler. 8 From, Kelly Sapergia. 7 From, Alfredo. 7 From, Lisa Hayes. 7 From, Sky Mundell. 6 From, Dakotah Rickard. 6 From, Kelvin Tan. 6 From, Lori Duncan. 6 From, mattias. 6 From, michael barnes. 6 From, Shane Davidson. 6 From, Trouble. 5 From, Greg Steel. 5 From, Mauricio Almeida. 5 From, Michael Taboada \(AI5HF\). 5 From, Ryan Strunk. 5 From, simon dowling. 5 From, Willem Venter. 4 From, Courtney Curran. 4 From, Dallas O'Brien. 4 From, Dennis Towne. 4 From, fred olver. 4 From, GreyMatter Info. 4 From, Jess Varnell. 4 From, Kenny Peyatt. 4 From, lori duncan. 4 From, Matheus Rheine. 4 From, Richard Claridge. 4 From, Siddhant Jain. 4 From, Tim Kilgore. 3 From, aadorno1. 3 From, Alfredo Castaneda. 3 From, BlindLee55. 3 From, Cary. 3 From, djc. 3 From, Loravara. 3 From, Mich. 3 From, Sarah Haake. 2 From, austin pinto. 2 From, Bill Dengler. 2 From, Bob Montowski. 2 From, Bogdan Muresan. 2 From, bryant walker. 2 From, darren_g_harris. 2 From, James Howard. 2 From, mike maslo. 2 From, Orin. 2 From, Petr Bláha. 2 From, Rick. 2 From, Ron Kolesar. 2 From, Ryan Conroy. 2 From, Steven Strait. 2 From, Tyriannette T. Snowden. 1 From, Angela Lerma. 1 From, Angellko21. 1 From, Ann. 1 From, David Chung. 1 From, Dean Masters. 1 From, Desiree Oudinot. 1 From, Eleanor Robinson. 1 From, Gamers List Guidelines Robot. 1 From, Gary Whittington. 1 From, Hayden. 1 From, Jane. 1 From, Joe Quinn. 1 From, Johnny Tai. 1 From, Kai. 1 From, Keao Wright. 1 From, kev lyon. 1 From, Konsta Ranta. 1 From, lirin. 1 From, Matthew Alvernaz. 1 From, Michael Taboada. 1 From, Oriol Gómez (iPhone). 1 From, Tom Randall. 1 From, Tommy. Archive file size 4564659 bytes Jim Kitchen's Inc, for games that are up to 110 percent funner to play. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Hi Bryan, Smile. Any sensable person would want that. I just posted that message to let everyone know the score here that I basically screwed the source for Mysteris of the Ancients beyond repair when I converted it to run on Linux and then back again, and somewhere along the line I introduced some buggy and extremely unstable code into the mix I'm having troubles tracking down and fixing. The best thing to do, at least from my opinion, is go back to a truly stable release, beta 18, and try and perform the upgrades I was doing with a more stable version to begin with. Cheers! On 8/1/11, Bryan Peterson bpeterson2...@cableone.net wrote: I'd rather have a delayed and as bug-free as possible MOTA than a rushed one with loads of unsquashed bugs. We are the Knights who say...Ni! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] good SSFIV match
And this is just it. I think, if we really tried, we could get to this level. There's enough audio detail in SSFIV that no movement is missed. The disabled SF player I was talking about said on an interview, There's no limits what you can do if you want to play competetively. I just tried my hardest because I love SF and I love competing. And I personally think it's true. I've gone up against pretty good people with a lot of experience if their SF profile cards online say much, and won. How? I used unconventional strategy to catch people off guard... but that's all I'll say. Can't expose all my secrets! lol. At 01:01 AM 01/08/2011, you wrote: Hi Yohandi, Clement and others, I actually listened to all these matches and it's true, we probably never will get to such technical hights. *lol* Well, besides that I get a little sad because I have to wait for my new laptop before I can play Street Fighter IV again, my current one is just way to slow for this game. But these matches are really great and I really don't want to know how many sleepless nights it took to get all this down so well. *grins* Best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Hi Will, I don't know where you get six years from. I started Mysteries of the Ancients in 2008. As far as I can see 2008 to 2011 doesn't add up to six years of development time do you? Anyway, to answer your question the reason I'm putting out the public betas instead of holding off for 1.0 is that people can test it and point out bugs and issues I otherwise might overlook. If I released 1.0 without these public betas there may be some bugs or issues I overlooked and I'd in a sense be doing then what I'm already doing now in testing the game after the fact. HTH On 8/1/11, william lomas will.d.lo...@gmail.com wrote: we have been waiting for six years a few weeks no different now lol the game will be out eventually but why not just wait for version 1 as i think eventually people will lose interest most of us buying it have played levels 1 and 2 for the last ten or so betas --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Hi Darren, Smile. I wasn't planning on doing anything else. Just wanted to give everyone a heads up what to expect. The easiest way to forestall questions is to answer them ahead of time. Cheers! On 8/1/11, Darren Duff duff...@gmail.com wrote: I say do what ya gotta do man. We can wait for it --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Indeed. Fair enough then -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, August 01, 2011 2:56 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Development setbacks Hi Darren, Smile. I wasn't planning on doing anything else. Just wanted to give everyone a heads up what to expect. The easiest way to forestall questions is to answer them ahead of time. Cheers! On 8/1/11, Darren Duff duff...@gmail.com wrote: I say do what ya gotta do man. We can wait for it --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
on everyone's part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Honestly, I can't say how happy I am that you're going back to beta 18. I've probably spent well over 24 hours playing that over and over, and already consider it a finished product. The only thing I'd like to request, as the harpee poison bug seems to be fixed in later versions, is that chance of running into harpees be decreased; poison makes them much more lethal, and it's hard enough to beat the game on anything over beginner even without the poison! Congratulations and thanks for the update, John. -- From: Thomas Ward thomasward1...@gmail.com Sent: Monday, August 01, 2011 1:31 PM To: Gamers Discussion list gamers@audyssey.org Subject: [Audyssey] MOTA Development setbacks Hi everyone, I know a number of you have asked about beta 21. Many of you have noticed that the Mysteries of the Ancients home page says beta 21 on the website, but there is no download available. Well, here is the reason why. Anyone who has been programming for any length of time knows that 25% of the time is actually spent on writing/designing the software and the other 75% is spent on debugging or trying to fix it. I must confess that I am no exception to the rule. In particular Mysteries of the Ancients is no exception either, and I’ve got a hard lesson in if it isn’t broke don’t try to fix it. Reason being after a month of trying to fix Mysteries of the Ancients beta 20 I’ve come to realize what I have on my hands is a big problem. Oh, it can be fixed but how I plan to resolve the problem is likely to set us back somewhat in the process. Basically, what happened is when I started work on beta 19 I modified Mysteries of the Ancients so it would compile and run on the cross-platform engine. Along the way I fixed a number of bugs present in beta 18, but of course people weren’t too happy about FMOD Ex for audio. So I thought, no big deal. I’ll just change everything back, recompile, and it will work just fine. Wrong! Sometime after I edited the MOTA beta 19 source code, recompiled it with the Windows G3D engine the game has never worked quite right ever since. The game crashes when you alt+tab away from the window, torches burn out after 25 seconds or so, levers reset before they are suppose to, Angela sometimes instantly dies after getting attacked by a Harpy, and all sorts of unusual bugs like that. I’ve fixed or addressed some of the bugs, but not all of them. After a month of trying to correct them one by one I’ve given up trying on the current version. I’ve concluded while the bugs might be fixable there might be a simpler but slightly less desirable alternative to the problem which I will explain below. As many of you know I use a Linux computer for much of my day to day work. One of the programming tools I have installed is called subversion. What subversion does for a developer like myself is I can checkin or backup changes to an ongoing project and it will catalog and store every single version of the source code being worked on. So if I want to return to an older release it is easy as logging into subversion and telling it I want to checkout the 0.18 source code and it will download the 0.18 source code to my project directory. This makes it a simple matter for a developer to roll back to a prior release if necessary. In this case I think it is more than necessary. So what I plan to do is delete the beta 20/21 source code and checkout 0.18, beta 18, from subversion since I know that version wasn’t nearly as buggy as beta 20. Once I checkout the beta 18 source code from subversion I can attempt to patch it with some of the changes, but as I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21. Plus some features such as speech interrupt were added later and won’t be available to you until I go back in and add that support to Mysteries of the Ancients. Basically, as I said earlier this will set us back on our development schedule, but I think this is a necessary measure as it is the only way I can think of to correct some of these bugs that simply were not present in beta 18 and earlier. So here is the plan. I’m going to checkout beta 18 this afternoon, work on a patch to bring beta 18 more or less up to current, and release that as beta 21. Once we test that, find any bugs that need fixed, features that need to be put back in, etc I’ll release an update, beta 22, to resolve any left over issues in trying to upgrade beta 18 to current. It could take a couple of weeks to really get everything back up to speed so to speak, but I think the problem is fixable. It will just take a little time and patients on everyone’s part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be
Re: [Audyssey] MOTA Development setbacks
think the problem is fixable. It will just take a little time and patients on everyone's part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] good SSFIV match
Clement, Here's the million dollar question: how many people blind or otherwise, are dedicated enough to sit there literally for hours, trying to get as good as we possibly can? to win these tournaments, you gotta practice around 14 hours a day. loving street fighter isn't enough. you gotta dream about it, eat with a controller in your hands, you need to have a ps3 or xbox installed in your car, so that when you get a brilliant idea for a Guile combo you can test it out immediately before you forget. funny thing is I'm probably not exaggerating hahaha. these are people who's online record is something like 3895 wins and 38 losses lol. From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 2:49 PM Subject: Re: [Audyssey] good SSFIV match And this is just it. I think, if we really tried, we could get to this level. There's enough audio detail in SSFIV that no movement is missed. The disabled SF player I was talking about said on an interview, There's no limits what you can do if you want to play competetively. I just tried my hardest because I love SF and I love competing. And I personally think it's true. I've gone up against pretty good people with a lot of experience if their SF profile cards online say much, and won. How? I used unconventional strategy to catch people off guard... but that's all I'll say. Can't expose all my secrets! lol. At 01:01 AM 01/08/2011, you wrote: Hi Yohandi, Clement and others, I actually listened to all these matches and it's true, we probably never will get to such technical hights. *lol* Well, besides that I get a little sad because I have to wait for my new laptop before I can play Street Fighter IV again, my current one is just way to slow for this game. But these matches are really great and I really don't want to know how many sleepless nights it took to get all this down so well. *grins* Best regards Sarah --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Hi, No kidding. I've tried really hard to produce a decent product, and yes there have been unforeseen setbacks like this one that knocks us off schedule. Its definitely not something to joke about. To modify an old expression, stuff happens. Ironically, after I sent this post I tried to compile beta 18 and experienced some of the same bugs so it would appear the problem is in the engine, IE the core, and not the game source itself. So I looked and bingo there was a line of code I copied from the cross-platform version of the engine in there which was calling the UpdateGameState() function when it shouldn't be and it totally threw the timing out of wack. I removed it, recompiled the library, and linked it into beta 20 and several bugs vanished at once. However, there are still a few bugs I've got to track down, but it would appear this situation isn't as bad or hopeless as I first thought. The upside is that instead of two or three weeks maybe I can release beta 21 in a couple of days. Cheers! On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote: I'm guessing this was intended to be somewhat humourous. Well to put it bluntly itwent over like a lead balloon. Tom has been working his backside off for the game and some of the setbacks were circumstances beyond anyones control. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Mistress of the Ancients.
Games we'd like to play. Mistress of the Ancients. by Phil Vlasak Hanging out in the Hall of Wisdom, you play the goddess Athena, or as the other creatures call her,Mistress of the Ancients. When you detect a puny human, Angela Carter, invading her tomb, you command your horde of followers to go after the girl, and pound her into the floor like they did with all the previous invaders. As the goddess, you have many guardians to command, including armored centaurs, skeleton warriors, flying harpies, and undead zombies. And once the threat is exterminated, you command your followers to clean up the tomb, as it is overflowing with all those discarded weapons, ammo and assorted treasure then bring it back to her so she can fill her Hall of goodies with them. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 2:49 PM Subject: Re: [Audyssey] MOTA Development setbacks Hi Bryan, Smile. Any sensable person would want that. I just posted that message to let everyone know the score here that I basically screwed the source for Mysteris of the Ancients beyond repair. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Hey man. Do what you gotta do. I'm behind you. tim Kilgore - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 12:31 PM Subject: [Audyssey] MOTA Development setbacks Hi everyone, I know a number of you have asked about beta 21. Many of you have noticed that the Mysteries of the Ancients home page says beta 21 on the website, but there is no download available. Well, here is the reason why. Anyone who has been programming for any length of time knows that 25% of the time is actually spent on writing/designing the software and the other 75% is spent on debugging or trying to fix it. I must confess that I am no exception to the rule. In particular Mysteries of the Ancients is no exception either, and I’ve got a hard lesson in if it isn’t broke don’t try to fix it. Reason being after a month of trying to fix Mysteries of the Ancients beta 20 I’ve come to realize what I have on my hands is a big problem. Oh, it can be fixed but how I plan to resolve the problem is likely to set us back somewhat in the process. Basically, what happened is when I started work on beta 19 I modified Mysteries of the Ancients so it would compile and run on the cross-platform engine. Along the way I fixed a number of bugs present in beta 18, but of course people weren’t too happy about FMOD Ex for audio. So I thought, no big deal. I’ll just change everything back, recompile, and it will work just fine. Wrong! Sometime after I edited the MOTA beta 19 source code, recompiled it with the Windows G3D engine the game has never worked quite right ever since. The game crashes when you alt+tab away from the window, torches burn out after 25 seconds or so, levers reset before they are suppose to, Angela sometimes instantly dies after getting attacked by a Harpy, and all sorts of unusual bugs like that. I’ve fixed or addressed some of the bugs, but not all of them. After a month of trying to correct them one by one I’ve given up trying on the current version. I’ve concluded while the bugs might be fixable there might be a simpler but slightly less desirable alternative to the problem which I will explain below. As many of you know I use a Linux computer for much of my day to day work. One of the programming tools I have installed is called subversion. What subversion does for a developer like myself is I can checkin or backup changes to an ongoing project and it will catalog and store every single version of the source code being worked on. So if I want to return to an older release it is easy as logging into subversion and telling it I want to checkout the 0.18 source code and it will download the 0.18 source code to my project directory. This makes it a simple matter for a developer to roll back to a prior release if necessary. In this case I think it is more than necessary. So what I plan to do is delete the beta 20/21 source code and checkout 0.18, beta 18, from subversion since I know that version wasn’t nearly as buggy as beta 20. Once I checkout the beta 18 source code from subversion I can attempt to patch it with some of the changes, but as I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21. Plus some features such as speech interrupt were added later and won’t be available to you until I go back in and add that support to Mysteries of the Ancients. Basically, as I said earlier this will set us back on our development schedule, but I think this is a necessary measure as it is the only way I can think of to correct some of these bugs that simply were not present in beta 18 and earlier. So here is the plan. I’m going to checkout beta 18 this afternoon, work on a patch to bring beta 18 more or less up to current, and release that as beta 21. Once we test that, find any bugs that need fixed, features that need to be put back in, etc I’ll release an update, beta 22, to resolve any left over issues in trying to upgrade beta 18 to current. It could take a couple of weeks to really get everything back up to speed so to speak, but I think the problem is fixable. It will just take a little time and patients on everyone’s part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and
[Audyssey] possibly 2 more bugs in castaways
Hi, Noticed a couple of possible bugs worth mentioning: 1. Finished a game of mission 1 with version 1.5 last night. I noticed that when I have 1 yarn in the textile factory, the weaver will not seem to weave it into cloth. He just stood there. it seems that this has also happened at other locations, but cannot be sure. Will make a better mental note next time. 2. I had a ship going, and only needed 1 more cloth. The weaver was in the process of making that 1 cloth. I told him to become a builder when done. When he was done, the weaver was a builder, but the cloth was no where to be found. It wasn't in the supplies, and never got to the ship. Had to repeat the process all over. Waiting till the game said the cloth was made before giving him another job did the trick. This also happened in mission 2 of version 1.4 with the tailor weaving a cloak. I told him to go to another job when done, and he did. but the cloak never got into my supplies. Thanks for a great game. rich --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
might I suggest you release to the private beta team before going public? Just a suggestion. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, August 01, 2011 4:35 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Development setbacks Hi, No kidding. I've tried really hard to produce a decent product, and yes there have been unforeseen setbacks like this one that knocks us off schedule. Its definitely not something to joke about. To modify an old expression, stuff happens. Ironically, after I sent this post I tried to compile beta 18 and experienced some of the same bugs so it would appear the problem is in the engine, IE the core, and not the game source itself. So I looked and bingo there was a line of code I copied from the cross-platform version of the engine in there which was calling the UpdateGameState() function when it shouldn't be and it totally threw the timing out of wack. I removed it, recompiled the library, and linked it into beta 20 and several bugs vanished at once. However, there are still a few bugs I've got to track down, but it would appear this situation isn't as bad or hopeless as I first thought. The upside is that instead of two or three weeks maybe I can release beta 21 in a couple of days. Cheers! On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote: I'm guessing this was intended to be somewhat humourous. Well to put it bluntly itwent over like a lead balloon. Tom has been working his backside off for the game and some of the setbacks were circumstances beyond anyones control. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] possibly 2 more bugs in castaways
It actually takes 2 yarn to make 1 cloth, so that was the problem there. I'm looking in to the bug with changing jobs. I haven't experienced it myself, but if it has happened to you twice than it must be something I just haven't spotted yet. Thanks for letting me know. Hi, Noticed a couple of possible bugs worth mentioning: 1. Finished a game of mission 1 with version 1.5 last night. I noticed that when I have 1 yarn in the textile factory, the weaver will not seem to weave it into cloth. He just stood there. it seems that this has also happened at other locations, but cannot be sure. Will make a better mental note next time. 2. I had a ship going, and only needed 1 more cloth. The weaver was in the process of making that 1 cloth. I told him to become a builder when done. When he was done, the weaver was a builder, but the cloth was no where to be found. It wasn't in the supplies, and never got to the ship. Had to repeat the process all over. Waiting till the game said the cloth was made before giving him another job did the trick. This also happened in mission 2 of version 1.4 with the tailor weaving a cloak. I told him to go to another job when done, and he did. but the cloak never got into my supplies. Thanks for a great game. rich --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Shane, I think that point of offering the betas at all is so that everyone can comment on the game. If Thomas were to set up some kind of private team, this would limit the number of people that could help with the beta. From my personal perspective, offering the game to a private team would really! cut down on the amount of enjoyment a player could get. As I said in an earlier email, I've spent well over 24 hours playing beta 18, and it hasn't gotten old. Just my personal opinions, John. -- From: Shane Davidson sh...@shaned.net Sent: Monday, August 01, 2011 6:58 PM To: 'Gamers Discussion list' gamers@audyssey.org Subject: Re: [Audyssey] MOTA Development setbacks might I suggest you release to the private beta team before going public? Just a suggestion. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, August 01, 2011 4:35 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Development setbacks Hi, No kidding. I've tried really hard to produce a decent product, and yes there have been unforeseen setbacks like this one that knocks us off schedule. Its definitely not something to joke about. To modify an old expression, stuff happens. Ironically, after I sent this post I tried to compile beta 18 and experienced some of the same bugs so it would appear the problem is in the engine, IE the core, and not the game source itself. So I looked and bingo there was a line of code I copied from the cross-platform version of the engine in there which was calling the UpdateGameState() function when it shouldn't be and it totally threw the timing out of wack. I removed it, recompiled the library, and linked it into beta 20 and several bugs vanished at once. However, there are still a few bugs I've got to track down, but it would appear this situation isn't as bad or hopeless as I first thought. The upside is that instead of two or three weeks maybe I can release beta 21 in a couple of days. Cheers! On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote: I'm guessing this was intended to be somewhat humourous. Well to put it bluntly itwent over like a lead balloon. Tom has been working his backside off for the game and some of the setbacks were circumstances beyond anyones control. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
It will take a couple of weeks to fix? Only a couple of weeks? As a gamer, to me, it's worth the wait. Start with what almost works and resume the work from there. That's a lot better than having to deal with the cascading effect of fixing bug A which causes bug B, C, and D, then fixing B which causes bug E and so on. I think you're taking the sensible approach. --- Security is not the absence of danger. It is the presence of the Lord. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 12:31 PM Subject: [Audyssey] MOTA Development setbacks Hi everyone, I know a number of you have asked about beta 21. Many of you have noticed that the Mysteries of the Ancients home page says beta 21 on the website, but there is no download available. Well, here is the reason why. Anyone who has been programming for any length of time knows that 25% of the time is actually spent on writing/designing the software and the other 75% is spent on debugging or trying to fix it. I must confess that I am no exception to the rule. In particular Mysteries of the Ancients is no exception either, and I’ve got a hard lesson in if it isn’t broke don’t try to fix it. Reason being after a month of trying to fix Mysteries of the Ancients beta 20 I’ve come to realize what I have on my hands is a big problem. Oh, it can be fixed but how I plan to resolve the problem is likely to set us back somewhat in the process. Basically, what happened is when I started work on beta 19 I modified Mysteries of the Ancients so it would compile and run on the cross-platform engine. Along the way I fixed a number of bugs present in beta 18, but of course people weren’t too happy about FMOD Ex for audio. So I thought, no big deal. I’ll just change everything back, recompile, and it will work just fine. Wrong! Sometime after I edited the MOTA beta 19 source code, recompiled it with the Windows G3D engine the game has never worked quite right ever since. The game crashes when you alt+tab away from the window, torches burn out after 25 seconds or so, levers reset before they are suppose to, Angela sometimes instantly dies after getting attacked by a Harpy, and all sorts of unusual bugs like that. I’ve fixed or addressed some of the bugs, but not all of them. After a month of trying to correct them one by one I’ve given up trying on the current version. I’ve concluded while the bugs might be fixable there might be a simpler but slightly less desirable alternative to the problem which I will explain below. As many of you know I use a Linux computer for much of my day to day work. One of the programming tools I have installed is called subversion. What subversion does for a developer like myself is I can checkin or backup changes to an ongoing project and it will catalog and store every single version of the source code being worked on. So if I want to return to an older release it is easy as logging into subversion and telling it I want to checkout the 0.18 source code and it will download the 0.18 source code to my project directory. This makes it a simple matter for a developer to roll back to a prior release if necessary. In this case I think it is more than necessary. So what I plan to do is delete the beta 20/21 source code and checkout 0.18, beta 18, from subversion since I know that version wasn’t nearly as buggy as beta 20. Once I checkout the beta 18 source code from subversion I can attempt to patch it with some of the changes, but as I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21. Plus some features such as speech interrupt were added later and won’t be available to you until I go back in and add that support to Mysteries of the Ancients. Basically, as I said earlier this will set us back on our development schedule, but I think this is a necessary measure as it is the only way I can think of to correct some of these bugs that simply were not present in beta 18 and earlier. So here is the plan. I’m going to checkout beta 18 this afternoon, work on a patch to bring beta 18 more or less up to current, and release that as beta 21. Once we test that, find any bugs that need fixed, features that need to be put back in, etc I’ll release an update, beta 22, to resolve any left over issues in trying to upgrade beta 18 to current. It could take a couple of weeks to really get everything back up to speed so to speak, but I think the problem is fixable. It will just take a little time and patients on everyone’s part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any
Re: [Audyssey] MOTA Development setbacks
Having a beta team would flush out serious issues to avoid releasing a buggy beta to the public and shouldn't take more than a day or two. On 8/2/2011 1:18 AM, john wrote: Shane, I think that point of offering the betas at all is so that everyone can comment on the game. If Thomas were to set up some kind of private team, this would limit the number of people that could help with the beta. From my personal perspective, offering the game to a private team would really! cut down on the amount of enjoyment a player could get. As I said in an earlier email, I've spent well over 24 hours playing beta 18, and it hasn't gotten old. Just my personal opinions, John. -- From: Shane Davidson sh...@shaned.net Sent: Monday, August 01, 2011 6:58 PM To: 'Gamers Discussion list' gamers@audyssey.org Subject: Re: [Audyssey] MOTA Development setbacks might I suggest you release to the private beta team before going public? Just a suggestion. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, August 01, 2011 4:35 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Development setbacks Hi, No kidding. I've tried really hard to produce a decent product, and yes there have been unforeseen setbacks like this one that knocks us off schedule. Its definitely not something to joke about. To modify an old expression, stuff happens. Ironically, after I sent this post I tried to compile beta 18 and experienced some of the same bugs so it would appear the problem is in the engine, IE the core, and not the game source itself. So I looked and bingo there was a line of code I copied from the cross-platform version of the engine in there which was calling the UpdateGameState() function when it shouldn't be and it totally threw the timing out of wack. I removed it, recompiled the library, and linked it into beta 20 and several bugs vanished at once. However, there are still a few bugs I've got to track down, but it would appear this situation isn't as bad or hopeless as I first thought. The upside is that instead of two or three weeks maybe I can release beta 21 in a couple of days. Cheers! On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote: I'm guessing this was intended to be somewhat humourous. Well to put it bluntly itwent over like a lead balloon. Tom has been working his backside off for the game and some of the setbacks were circumstances beyond anyones control. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Hi, I thought I remembered Thomas having one, ut if I recollect correctly he was having...issues with them. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Willem Sent: Monday, August 01, 2011 6:49 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Development setbacks Having a beta team would flush out serious issues to avoid releasing a buggy beta to the public and shouldn't take more than a day or two. On 8/2/2011 1:18 AM, john wrote: Shane, I think that point of offering the betas at all is so that everyone can comment on the game. If Thomas were to set up some kind of private team, this would limit the number of people that could help with the beta. From my personal perspective, offering the game to a private team would really! cut down on the amount of enjoyment a player could get. As I said in an earlier email, I've spent well over 24 hours playing beta 18, and it hasn't gotten old. Just my personal opinions, John. -- From: Shane Davidson sh...@shaned.net Sent: Monday, August 01, 2011 6:58 PM To: 'Gamers Discussion list' gamers@audyssey.org Subject: Re: [Audyssey] MOTA Development setbacks might I suggest you release to the private beta team before going public? Just a suggestion. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, August 01, 2011 4:35 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Development setbacks Hi, No kidding. I've tried really hard to produce a decent product, and yes there have been unforeseen setbacks like this one that knocks us off schedule. Its definitely not something to joke about. To modify an old expression, stuff happens. Ironically, after I sent this post I tried to compile beta 18 and experienced some of the same bugs so it would appear the problem is in the engine, IE the core, and not the game source itself. So I looked and bingo there was a line of code I copied from the cross-platform version of the engine in there which was calling the UpdateGameState() function when it shouldn't be and it totally threw the timing out of wack. I removed it, recompiled the library, and linked it into beta 20 and several bugs vanished at once. However, there are still a few bugs I've got to track down, but it would appear this situation isn't as bad or hopeless as I first thought. The upside is that instead of two or three weeks maybe I can release beta 21 in a couple of days. Cheers! On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote: I'm guessing this was intended to be somewhat humourous. Well to put it bluntly itwent over like a lead balloon. Tom has been working his backside off for the game and some of the setbacks were circumstances beyond anyones control. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. - No virus found in this message. Checked by AVG - www.avg.com
Re: [Audyssey] MOTA Development setbacks
Hi Thomas, That is excellent news. Might I ask, however, is this the BETA 1`, I.E., the one that fixes bugs in BETA 20, or the BETA 21 that will be more or less BETA 18 in an up-to-date state? Ah well, as you said, stuff happens. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of john Sent: Monday, August 01, 2011 6:19 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Development setbacks Shane, I think that point of offering the betas at all is so that everyone can comment on the game. If Thomas were to set up some kind of private team, this would limit the number of people that could help with the beta. From my personal perspective, offering the game to a private team would really! cut down on the amount of enjoyment a player could get. As I said in an earlier email, I've spent well over 24 hours playing beta 18, and it hasn't gotten old. Just my personal opinions, John. -- From: Shane Davidson sh...@shaned.net Sent: Monday, August 01, 2011 6:58 PM To: 'Gamers Discussion list' gamers@audyssey.org Subject: Re: [Audyssey] MOTA Development setbacks might I suggest you release to the private beta team before going public? Just a suggestion. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, August 01, 2011 4:35 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Development setbacks Hi, No kidding. I've tried really hard to produce a decent product, and yes there have been unforeseen setbacks like this one that knocks us off schedule. Its definitely not something to joke about. To modify an old expression, stuff happens. Ironically, after I sent this post I tried to compile beta 18 and experienced some of the same bugs so it would appear the problem is in the engine, IE the core, and not the game source itself. So I looked and bingo there was a line of code I copied from the cross-platform version of the engine in there which was calling the UpdateGameState() function when it shouldn't be and it totally threw the timing out of wack. I removed it, recompiled the library, and linked it into beta 20 and several bugs vanished at once. However, there are still a few bugs I've got to track down, but it would appear this situation isn't as bad or hopeless as I first thought. The upside is that instead of two or three weeks maybe I can release beta 21 in a couple of days. Cheers! On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote: I'm guessing this was intended to be somewhat humourous. Well to put it bluntly itwent over like a lead balloon. Tom has been working his backside off for the game and some of the setbacks were circumstances beyond anyones control. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1390 / Virus Database: 1518/3804 - Release Date: 08/01/11 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] I need some Logitech f510 advice.
To all who use the Logitech f510 gamepad. I notice the following for Three D Velocity. For the right hand stick. I have to pull the stick to the left to increase the speed instead of pulling the stick forward. Also, to find the long solid lock on target tone I have to move the stick forwards or backwars instead of moving the stick left or right or port and or starbard. Now I had sighted assistance when I set the gamepad up and the stciks were in the center. I just got word back from the TDV list and it isn't a tdv problem. Can anyone help me to set the right hand stick so that it works in the correct directions for what I would like it to do? Many Many Thanks. Ron and current Leader Dog boz who states that a service dog beats a cane hands down any day of the week. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
If you're saying that a beta team will get a bug free product to the public in a day or two, think again. (grin) --- Security is not the absence of danger. It is the presence of the Lord. - Original Message - From: Willem dwill...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 6:49 PM Subject: Re: [Audyssey] MOTA Development setbacks Having a beta team would flush out serious issues to avoid releasing a buggy beta to the public and shouldn't take more than a day or two. On 8/2/2011 1:18 AM, john wrote: Shane, I think that point of offering the betas at all is so that everyone can comment on the game. If Thomas were to set up some kind of private team, this would limit the number of people that could help with the beta. From my personal perspective, offering the game to a private team would really! cut down on the amount of enjoyment a player could get. As I said in an earlier email, I've spent well over 24 hours playing beta 18, and it hasn't gotten old. Just my personal opinions, John. -- From: Shane Davidson sh...@shaned.net Sent: Monday, August 01, 2011 6:58 PM To: 'Gamers Discussion list' gamers@audyssey.org Subject: Re: [Audyssey] MOTA Development setbacks might I suggest you release to the private beta team before going public? Just a suggestion. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, August 01, 2011 4:35 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Development setbacks Hi, No kidding. I've tried really hard to produce a decent product, and yes there have been unforeseen setbacks like this one that knocks us off schedule. Its definitely not something to joke about. To modify an old expression, stuff happens. Ironically, after I sent this post I tried to compile beta 18 and experienced some of the same bugs so it would appear the problem is in the engine, IE the core, and not the game source itself. So I looked and bingo there was a line of code I copied from the cross-platform version of the engine in there which was calling the UpdateGameState() function when it shouldn't be and it totally threw the timing out of wack. I removed it, recompiled the library, and linked it into beta 20 and several bugs vanished at once. However, there are still a few bugs I've got to track down, but it would appear this situation isn't as bad or hopeless as I first thought. The upside is that instead of two or three weeks maybe I can release beta 21 in a couple of days. Cheers! On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote: I'm guessing this was intended to be somewhat humourous. Well to put it bluntly itwent over like a lead balloon. Tom has been working his backside off for the game and some of the setbacks were circumstances beyond anyones control. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to
Re: [Audyssey] MOTA Development setbacks
And, knowing your ornery ways, we'll see a lot of those dastardly dudes, won't we? (grin) --- Security is not the absence of danger. It is the presence of the Lord. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 3:43 PM Subject: Re: [Audyssey] MOTA Development setbacks Hi John, Hmmm...There isn't really an easy way to decrease the number of harpies in the game since that is completely random. There are usually three or four per level. Even if I did reduce the number of harpies I'm concerned that would make the game too easy. The skeletons for example are pretty much a bunch of push overs and the zombies, while harder to kill, still aren't a serious challenge. Its the centaurs and harpies that are the real challenge when it comes to normal enemies. Cheers! On 8/1/11, john jpcarnemo...@live.com wrote: Honestly, I can't say how happy I am that you're going back to beta 18. I've probably spent well over 24 hours playing that over and over, and already consider it a finished product. The only thing I'd like to request, as the harpee poison bug seems to be fixed in later versions, is that chance of running into harpees be decreased; poison makes them much more lethal, and it's hard enough to beat the game on anything over beginner even without the poison! Congratulations and thanks for the update, John. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
Harpies add replay value. --- Security is not the absence of danger. It is the presence of the Lord. - Original Message - From: john jpcarnemo...@live.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 2:41 PM Subject: Re: [Audyssey] MOTA Development setbacks Honestly, I can't say how happy I am that you're going back to beta 18. I've probably spent well over 24 hours playing that over and over, and already consider it a finished product. The only thing I'd like to request, as the harpee poison bug seems to be fixed in later versions, is that chance of running into harpees be decreased; poison makes them much more lethal, and it's hard enough to beat the game on anything over beginner even without the poison! Congratulations and thanks for the update, John. -- From: Thomas Ward thomasward1...@gmail.com Sent: Monday, August 01, 2011 1:31 PM To: Gamers Discussion list gamers@audyssey.org Subject: [Audyssey] MOTA Development setbacks Hi everyone, I know a number of you have asked about beta 21. Many of you have noticed that the Mysteries of the Ancients home page says beta 21 on the website, but there is no download available. Well, here is the reason why. Anyone who has been programming for any length of time knows that 25% of the time is actually spent on writing/designing the software and the other 75% is spent on debugging or trying to fix it. I must confess that I am no exception to the rule. In particular Mysteries of the Ancients is no exception either, and I’ve got a hard lesson in if it isn’t broke don’t try to fix it. Reason being after a month of trying to fix Mysteries of the Ancients beta 20 I’ve come to realize what I have on my hands is a big problem. Oh, it can be fixed but how I plan to resolve the problem is likely to set us back somewhat in the process. Basically, what happened is when I started work on beta 19 I modified Mysteries of the Ancients so it would compile and run on the cross-platform engine. Along the way I fixed a number of bugs present in beta 18, but of course people weren’t too happy about FMOD Ex for audio. So I thought, no big deal. I’ll just change everything back, recompile, and it will work just fine. Wrong! Sometime after I edited the MOTA beta 19 source code, recompiled it with the Windows G3D engine the game has never worked quite right ever since. The game crashes when you alt+tab away from the window, torches burn out after 25 seconds or so, levers reset before they are suppose to, Angela sometimes instantly dies after getting attacked by a Harpy, and all sorts of unusual bugs like that. I’ve fixed or addressed some of the bugs, but not all of them. After a month of trying to correct them one by one I’ve given up trying on the current version. I’ve concluded while the bugs might be fixable there might be a simpler but slightly less desirable alternative to the problem which I will explain below. As many of you know I use a Linux computer for much of my day to day work. One of the programming tools I have installed is called subversion. What subversion does for a developer like myself is I can checkin or backup changes to an ongoing project and it will catalog and store every single version of the source code being worked on. So if I want to return to an older release it is easy as logging into subversion and telling it I want to checkout the 0.18 source code and it will download the 0.18 source code to my project directory. This makes it a simple matter for a developer to roll back to a prior release if necessary. In this case I think it is more than necessary. So what I plan to do is delete the beta 20/21 source code and checkout 0.18, beta 18, from subversion since I know that version wasn’t nearly as buggy as beta 20. Once I checkout the beta 18 source code from subversion I can attempt to patch it with some of the changes, but as I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21. Plus some features such as speech interrupt were added later and won’t be available to you until I go back in and add that support to Mysteries of the Ancients. Basically, as I said earlier this will set us back on our development schedule, but I think this is a necessary measure as it is the only way I can think of to correct some of these bugs that simply were not present in beta 18 and earlier. So here is the plan. I’m going to checkout beta 18 this afternoon, work on a patch to bring beta 18 more or less up to current, and release that as beta 21. Once we test that, find any bugs that need fixed, features that need to be put back in, etc I’ll release an update, beta 22, to resolve any left over issues in trying to upgrade beta 18 to current. It could take a couple of weeks to really get everything back up to speed so to speak, but I think the problem is fixable. It will just take a little time and patients on everyone’s part.
Re: [Audyssey] MOTA Development setbacks
, to resolve any left over issues in trying to upgrade beta 18 to current. It could take a couple of weeks to really get everything back up to speed so to speak, but I think the problem is fixable. It will just take a little time and patients on everyone's part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] servey down
Hi. Ok just to tell all of you the survey I made is down after it ran its course. Basically I was seeing if I could make one and to get some feedback. It sucked and That was fine because I didn't care. It was just a really big trial. Put stuff in my forum topic if you want to do something with all that. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Mistress of the Ancients.
Where's beta 1.0? --- Security is not the absence of danger. It is the presence of the Lord. - Original Message - From: Phil Vlasak p...@pcsgames.net To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 3:54 PM Subject: [Audyssey] Mistress of the Ancients. Games we'd like to play. Mistress of the Ancients. by Phil Vlasak Hanging out in the Hall of Wisdom, you play the goddess Athena, or as the other creatures call her,Mistress of the Ancients. When you detect a puny human, Angela Carter, invading her tomb, you command your horde of followers to go after the girl, and pound her into the floor like they did with all the previous invaders. As the goddess, you have many guardians to command, including armored centaurs, skeleton warriors, flying harpies, and undead zombies. And once the threat is exterminated, you command your followers to clean up the tomb, as it is overflowing with all those discarded weapons, ammo and assorted treasure then bring it back to her so she can fill her Hall of goodies with them. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, August 01, 2011 2:49 PM Subject: Re: [Audyssey] MOTA Development setbacks Hi Bryan, Smile. Any sensable person would want that. I just posted that message to let everyone know the score here that I basically screwed the source for Mysteris of the Ancients beyond repair. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] help with football game.
Hey, I was wondering if someone would please give me a little help with madden on the iphone. The help I need is how is the controller layout? -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] High score list for developers
Jeremy, I think this is an awesome idea, and it's nice of you to take that on. As regards block party, though, I wonder if score posting is a route we really want to go down, mainly because of the huge amount of possible scoreboards. 3 to 8 block types, 4 board sizes, 4 game modes ... that's 96 possible scoreboards. I would love any feedback on how we could streamline/simplify this, however. For future titles this will be awesome! Thanks again. Best, Ryan -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy Kaldobsky Sent: Monday, August 01, 2011 9:02 AM To: Gamers Discussion list Subject: [Audyssey] High score list for developers Ryan, your post yesterday gave me an idea that I wanted to run past you, and really everyone for that matter. It occurred to me that quite a few arcade style games get posted, that don't support online high score lists. In most cases I'm sure this is due to lack of equipment or not knowing how to handle the server side of things. Since I've got the community supporting a server for my games, I thought I could help solve those 2 barriers that have been getting in the way. I'm still figuring out how best to set this up, but here is the idea. I adjusted the software on my server to handle high score lists. Developers who have games will contact me and I'll send them an 11 digit password along with a small 8kb file called hsa.exe. In your game, written in python I believe, you can simply run that file and pass it a command line argument that contains the password, the person's score, and their player name. Obviously your game would have to have its own way of getting the player's name, but that's nothing difficult. The little program contacts my server and passes the information along, all in the background, with no one even knowing what happened. The server accepts the data if the password is correct, and it does the work of putting them on your high score list based on score. When people view the webpage, they can easily see the rankings. Here is the example I currently have running, for testing purposes. http://www.kaldobsky.com/audiogames/highscores.htm The webpage side of things probably needs to be made more accessible, but please take a look. Each different setting of your game, like grid size, number of blocks, and so forth, would have its own password so that it would have its own high score list. The 2 lines at the top, the 1 line at the bottom, and the number of people in the high score list can all be set using a separate admin program that I would also give out to the developers. The tiny hsa.exe file would be sent along with your games, but the admin program would be kept with you of course. I'm just wondering if this type of idea would provide easy high score tracking for our large group of developers that aren't already using high score lists. With this test high score list I've got running, I'm encouraging people to play around with it and see how it works. The hsa.exe file can be downloaded here. www.kaldobsky.com/audiogames/hsa.zip Just put it into your game's directory, and execute it with the command argument from within your game. The password for this practice score list is 398-093-129, so here are some specific examples of how you can submit high scores. If you had a player named Goblin, and he just ended a game with 45 points, here is how you could submit that score from within a python game. import os os.system(hsa.exe 398-093-129,45,Goblin) From within a Visual basic 6 game. x = shell(hsa.exe 398-093-129,45,Goblin,0) Or even from a dos batch file. hsa.exe 398-093-129,45,Goblin Give it a try and please let me know if you guys think this is a good idea, and if you think other developers would actually want to use it. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
that need fixed, features that need to be put back in, etc I'll release an update, beta 22, to resolve any left over issues in trying to upgrade beta 18 to current. It could take a couple of weeks to really get everything back up to speed so to speak, but I think the problem is fixable. It will just take a little time and patients on everyone's part. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com _ NOD32 EMON 6341 (20110801) information _ This message was checked by NOD32 antivirus system http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
true tom. At 06:54 a.m. 2/08/2011, you wrote: Hi Will, I don't know where you get six years from. I started Mysteries of the Ancients in 2008. As far as I can see 2008 to 2011 doesn't add up to six years of development time do you? Anyway, to answer your question the reason I'm putting out the public betas instead of holding off for 1.0 is that people can test it and point out bugs and issues I otherwise might overlook. If I released 1.0 without these public betas there may be some bugs or issues I overlooked and I'd in a sense be doing then what I'm already doing now in testing the game after the fact. HTH On 8/1/11, william lomas will.d.lo...@gmail.com wrote: we have been waiting for six years a few weeks no different now lol the game will be out eventually but why not just wait for version 1 as i think eventually people will lose interest most of us buying it have played levels 1 and 2 for the last ten or so betas --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] match analysis
I know that not many people watched the match I posted up from evo. But for those of you who did watch it... there's a couple things I'd like to point out. If you can watch it again and see if you can pick it up. Notice how Daigo seems to be going nuts with Yun, the character he's playing... and just wailing on Akuma over and over again. If you watch and observe, you'll notice that he pauses just long enough to give Tokido, his opponent, something to work with... but that is what fighting gamers call mindgames and baiting. The pauses were to do with spacing as well, but mostly what Daigo was doing was getting out of the red zone and seeing what Tokido would do with Akuma. The trick with Yun is, he is only good up close because of his lack of a projectile. He has a move that basically does a diving kick in towards his opponents and that's his method of closing in. Once he's in, the idea is to hit the opponent hard and hit them fast. In this match, you'll notice that once Yun landed a hit, Daigo immediately went into a combo. This is partially due to Yun's nature as a rushdown character but also due to the fact that Akuma has low health and is easily stunned. Yun in the right hands is someone you don't want to mess with... and Daigo Umahara is one of those someones. For those who play SF but don't know who daigo is, he is basically the player who is most well-known in the world for his prowess at the game. He's been playing since SF 2 back in the 90s and is an amazing player. In fact, playing SF is a full-time Job for him... especially in Japan where tournaments are regularly held and regularly have cash as prizes. Well, there you have it. Some of my own brief comments about the match and a bit of background on daigo... questions, comments are welcome as usual. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Development setbacks
well thats good to know. At 08:34 a.m. 2/08/2011, you wrote: Hi, No kidding. I've tried really hard to produce a decent product, and yes there have been unforeseen setbacks like this one that knocks us off schedule. Its definitely not something to joke about. To modify an old expression, stuff happens. Ironically, after I sent this post I tried to compile beta 18 and experienced some of the same bugs so it would appear the problem is in the engine, IE the core, and not the game source itself. So I looked and bingo there was a line of code I copied from the cross-platform version of the engine in there which was calling the UpdateGameState() function when it shouldn't be and it totally threw the timing out of wack. I removed it, recompiled the library, and linked it into beta 20 and several bugs vanished at once. However, there are still a few bugs I've got to track down, but it would appear this situation isn't as bad or hopeless as I first thought. The upside is that instead of two or three weeks maybe I can release beta 21 in a couple of days. Cheers! On 8/1/11, Ron Schamerhorn blindwon...@cogeco.ca wrote: I'm guessing this was intended to be somewhat humourous. Well to put it bluntly itwent over like a lead balloon. Tom has been working his backside off for the game and some of the setbacks were circumstances beyond anyones control. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] About the mag
I see where you're shooting from. I certainly see how these additions make an extremely simple game into one that has a lot of challenge and replay value. --- Security is not the absence of danger. It is the presence of the Lord. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, July 31, 2011 7:18 PM Subject: Re: [Audyssey] About the mag Hi Charles and all, Yes and no. Certainly it helps to have a large team of developers, lots of money for bigger and better games, etc but that's not really what Darren and I are getting at all. It has more to do with specific features and standards that have already been set by mainstream games similar to the one in which you intend to create. Even simple games have standards already set by mainstream developers that should attempt to be met when and where possible. Here is a clear cut example of what I mean. For instance, I'm going to compare the game Pull to a mainstream game similar to it, and hopefully shed some constructive criticism how Pull could be better if just a few features were added that is common in mainstream arcade games. Now, I am fully aware it was the developers first release, the developer is totally new programmer, and so on but the fact still remains it has a ways to go to compare to a similar mainstream game. At the moment the closest thing that comes to mind is Duck Hunt for the classic NES. In Pull someone launches clay pigeons from the left, they pass in front of you, and you must load your shotgun and shoot them. In Duck Hunt Ducks will appear from the left or the right and pass in front of you, and you must shoot them down. As I said its a similar concept, but that's where the similarities begin and end as Duck Hunt is in many respects a more complex game. First, is the matter of difficulty or challenge. In Pull the speed of the pigeons doesn't seem to change from round to round so you can litterally keep shooting them and the game doesn't seem to get any harder. In Duck Hunt every round or level gets a bit faster making it harder and harder to shoot the ducks because the speed increases as you rack up the rounds. Second, is alternative directions. In Pull the pigeons always start from the left side and fly right. In Duck Hunt ducks can start from either the left or right, and it seems to be pretty random. So that can throw you off as you never know which side the target will be coming from. Third, is multiple targets. In Pull there only seems to be a maximum of one pigeon at a time. In Duck Hunt, depending on difficulty, you might have one, two, and sometimes three ducks on screen at once making it much more challenging to get them all before they fly off screen. Fourth, two-player mode. In Pull there is only a single player mode. In Duck Hunt, like most classic arcade games, it allowed you to set the game up for single-player or two-player mode so you and a friend could compete for the highest score. Finally, the ability to actually aim your gun. In Pull the shotgun is fixed dead center in the screen and won't allow you to move the gun around. In Duck Hunt there was a NES controller, a gun that plugged into the console, that allowed you to move the gun around on the screen, site ducks, and shoot them down. You weren't just fixed in one place. As I said all of these points are raised in the hopes that they will be taken as constructive criticism, and more over what I am suggesting here isn't all that difficult for a single developer to add. It is not necessarily comparing grapes to grapefruit, because I'm comparing two games that are similar enough to each other to share the same kinds of features, same type of game play, but don't have the same features or quality because the developer probably didn't think those features were necessary. Its simply that there are standards that have been set by companies like Nintendo, even for a simple game like Duck Hunt, and anything less than similar features and game play is below what I and many mainstream gamers would see as par for that type of game. Many of these improvements don't have to be particularly major, but it would help if the developer would do his or her best to meet some kind of mainstream standards like that when and where possible. The game doesn't have to be the next Shades of Doom or Mysteries of the Ancients to be mainstream quality. It just requires researching what similar games have and try to add those kinds of features to their own game if at all possible. Cheers! On 7/31/11, Charles Rivard woofer...@sbcglobal.net wrote: Then again, if you were working for a company that produces mainstream games, there would be a whole group of co-workers. In our community, there are not. There would be a huge budget from which to draw, and in our community, there is not. You would make a very good salary doing what you do, and in our community, you are not. To me, unless I'm