Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Darren Duff
While I like the voice keys they are hard to remember and aren't very
intuitive.  Could we change them to something different? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 8:07 PM
To: audyssey
Subject: [Audyssey] Swamp, version 1.1b

Version 1.1b is here.  I hope it will solve most, if not all, of the
currently reported bugs and crashes.  Here is a list of changes.

Changes from version 1.0b to 1.1b
-

- Stalkers no longer growl until they are chasing you.  This makes them a
bit stealthier.
- Dogs have faster footsteps to simulate the extra feet.
- Fixed a small issue with the safe zone guards.
- The backslash (\) key now does the same thing as the Pause/break key for
pausing the background music.
- The pistol silencer has been added.  If you find a silencer, pressing 2
again will attach the silencer to your pistol.  The gun is very quiet but
also does a little less damage than the unsilenced pistol.
- Fixed the problem where the current location would show up blank at times.
- Fixed the bug that would get people trapped in the main menu if they
pressed escape during a game.
- You now can not attack while in the safe zone.
- Fixed a reverb issue with the guards outside of the Safe zone.
- Pressing Shift + V announces your coordinates on the map, so that others
can find you easier.  Coordinate 1,1 is located the very North-West corner
of the map.
- I've made a few changes that I hope will stop the game from crashing if
you leave it sitting for a long time.
- Voice messages are now available.  Press F followed by another key to
speak a phrase to the other players online.
   + Right mouse button asks someone to follow you.
   + Left mouse button is a warning message.
   + The A key is some form of yes.
   + The D key is some form of no.
   + The S key says follow you.
   + The W key is a greeting.
   + The Z key asks them to cover you.
   + The X key says you will cover them. 
   + The C key says to stay here. 
   + The R key says you need ammo.
- The Single player is still basically left unchanged, but I did fix the
footsteps.

The full download is still uploading with an estimated 22 minutes remaining,
so if you try to download and it won't let you, then you probably need to
wait for it to finish uploading.  But as I did a few versions ago, I am
offering a much smaller patch download that will only add and replace what
is necessary.  It assumes you already have been using version 1.0b.  So if
you already have version 1.0b then there is no need to do the longer
download, just grab the smaller one and extract it into your Swamp folder.
Enjoy!

www.kaldobsky.com/audiogames/SwampPatch.zip

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[Audyssey] Swamp server down?

2011-11-05 Thread Darren Duff
Hey guys. just lettings you all know looks like the swamp server is down. At
least I can't connect to it.
 
Thanks.
 
Darren Duff.

amateur radio station KK4AHX.

Follow me on twitter @blinddrummer.

friend me on face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

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MSN darren...@hotmail.com

skype duffman31279

 
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[Audyssey] starbase orion on iphone?

2011-11-05 Thread Darren Harris
Hi all,

 

This game popped up on ap advice and it looks good but I haven't as yet
tried it. has anybody tried this game yet with voiceover and does it work?

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[Audyssey] Hi hear's my swamp frases for the game.

2011-11-05 Thread Mich
Hi. hear are my swamp frazes for the game. 
http://dl.dropbox.com/u/24523864/swomp%20frazes.zip 
from Mich.
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Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Valiant8086

G for greeting
f for follow me
h for over here
a for need ammo
c for cover me
w for watch out
b for I got your back
n for no sir
y for yes sir
r for roger that
s for stay here
In short, the first letter of the first word involved, unless that 
letter is already used for another phrase, then the first letter of the 
second word etc.


Another one I'd like to see added is
help, or I'm in big trouble over here! etc
and
Thanks! or You saved my backside! Whew!

Sent with Thunderbird 3.1.14 portable.

On 11/5/2011 5:15 AM, Darren Duff wrote:

While I like the voice keys they are hard to remember and aren't very
intuitive.  Could we change them to something different?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 8:07 PM
To: audyssey
Subject: [Audyssey] Swamp, version 1.1b

Version 1.1b is here.  I hope it will solve most, if not all, of the
currently reported bugs and crashes.  Here is a list of changes.

Changes from version 1.0b to 1.1b
-

- Stalkers no longer growl until they are chasing you.  This makes them a
bit stealthier.
- Dogs have faster footsteps to simulate the extra feet.
- Fixed a small issue with the safe zone guards.
- The backslash (\) key now does the same thing as the Pause/break key for
pausing the background music.
- The pistol silencer has been added.  If you find a silencer, pressing 2
again will attach the silencer to your pistol.  The gun is very quiet but
also does a little less damage than the unsilenced pistol.
- Fixed the problem where the current location would show up blank at times.
- Fixed the bug that would get people trapped in the main menu if they
pressed escape during a game.
- You now can not attack while in the safe zone.
- Fixed a reverb issue with the guards outside of the Safe zone.
- Pressing Shift + V announces your coordinates on the map, so that others
can find you easier.  Coordinate 1,1 is located the very North-West corner
of the map.
- I've made a few changes that I hope will stop the game from crashing if
you leave it sitting for a long time.
- Voice messages are now available.  Press F followed by another key to
speak a phrase to the other players online.
+ Right mouse button asks someone to follow you.
+ Left mouse button is a warning message.
+ The A key is some form of yes.
+ The D key is some form of no.
+ The S key says follow you.
+ The W key is a greeting.
+ The Z key asks them to cover you.
+ The X key says you will cover them.
+ The C key says to stay here.
+ The R key says you need ammo.
- The Single player is still basically left unchanged, but I did fix the
footsteps.

The full download is still uploading with an estimated 22 minutes remaining,
so if you try to download and it won't let you, then you probably need to
wait for it to finish uploading.  But as I did a few versions ago, I am
offering a much smaller patch download that will only add and replace what
is necessary.  It assumes you already have been using version 1.0b.  So if
you already have version 1.0b then there is no need to do the longer
download, just grab the smaller one and extract it into your Swamp folder.
Enjoy!

www.kaldobsky.com/audiogames/SwampPatch.zip

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[Audyssey] good news about iphone game transylvania.

2011-11-05 Thread michael barnes

Hey, the other day I spoke on the iphone game transylvania.
Well today I thought I would see if the developer had made it workable 
with the voice over.

And after playing with the game for a few minutes it is accessible.
The game works just like a I.F. game where you put in your commands in 
a edit box.


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[Audyssey] swamp single player

2011-11-05 Thread Valiant8086

Hi.
Someone was saying yesterday that single player is virtually impossible. 
At that time it really was since you couldn't walk, but still, with this 
new one I walked out of the cabin and was sure enough surrounded all 
right. I just started wreeking havoc left and right litterally. I killed 
27 of them before they got me, but point is, It's doable to get 12 of 
them at leas,t although how to get back in the cabin is another thing, 
though I could have taken one step out the front door and got my 12 
kills easily enough I think, turned around  and walked right back in to 
check on the guy in there.


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Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Kai
The only problem with this first-letter, first-word concept is that one, 
you're having to hit f, and then reach over to one of the other keys in 
time. F, followed by N, makes for interesting times.


Furthermore, the various phrases aren't locked. While most people recorded 
the template statements, it doesn't necessarily mean that's what they need 
to say.


Kai

- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 05, 2011 9:12 AM
Subject: Re: [Audyssey] Swamp, version 1.1b



G for greeting
f for follow me
h for over here
a for need ammo
c for cover me
w for watch out
b for I got your back
n for no sir
y for yes sir
r for roger that
s for stay here
In short, the first letter of the first word involved, unless that letter 
is already used for another phrase, then the first letter of the second 
word etc.


Another one I'd like to see added is
help, or I'm in big trouble over here! etc
and
Thanks! or You saved my backside! Whew!

Sent with Thunderbird 3.1.14 portable.

On 11/5/2011 5:15 AM, Darren Duff wrote:

While I like the voice keys they are hard to remember and aren't very
intuitive.  Could we change them to something different?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 8:07 PM
To: audyssey
Subject: [Audyssey] Swamp, version 1.1b

Version 1.1b is here.  I hope it will solve most, if not all, of the
currently reported bugs and crashes.  Here is a list of changes.

Changes from version 1.0b to 1.1b
-

- Stalkers no longer growl until they are chasing you.  This makes them a
bit stealthier.
- Dogs have faster footsteps to simulate the extra feet.
- Fixed a small issue with the safe zone guards.
- The backslash (\) key now does the same thing as the Pause/break key 
for

pausing the background music.
- The pistol silencer has been added.  If you find a silencer, pressing 2
again will attach the silencer to your pistol.  The gun is very quiet but
also does a little less damage than the unsilenced pistol.
- Fixed the problem where the current location would show up blank at 
times.

- Fixed the bug that would get people trapped in the main menu if they
pressed escape during a game.
- You now can not attack while in the safe zone.
- Fixed a reverb issue with the guards outside of the Safe zone.
- Pressing Shift + V announces your coordinates on the map, so that 
others
can find you easier.  Coordinate 1,1 is located the very North-West 
corner

of the map.
- I've made a few changes that I hope will stop the game from crashing if
you leave it sitting for a long time.
- Voice messages are now available.  Press F followed by another key to
speak a phrase to the other players online.
+ Right mouse button asks someone to follow you.
+ Left mouse button is a warning message.
+ The A key is some form of yes.
+ The D key is some form of no.
+ The S key says follow you.
+ The W key is a greeting.
+ The Z key asks them to cover you.
+ The X key says you will cover them.
+ The C key says to stay here.
+ The R key says you need ammo.
- The Single player is still basically left unchanged, but I did fix the
footsteps.

The full download is still uploading with an estimated 22 minutes 
remaining,

so if you try to download and it won't let you, then you probably need to
wait for it to finish uploading.  But as I did a few versions ago, I am
offering a much smaller patch download that will only add and replace 
what
is necessary.  It assumes you already have been using version 1.0b.  So 
if

you already have version 1.0b then there is no need to do the longer
download, just grab the smaller one and extract it into your Swamp 
folder.

Enjoy!

www.kaldobsky.com/audiogames/SwampPatch.zip

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[Audyssey] Dice Roller for the iPhone

2011-11-05 Thread Christina
Hi.
Do any of you know of an accessible dice roller app for the iPhone?

I'd like to see each individual die, not just a total.
Thanks.
Christina
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Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Jeremy Kaldobsky
Feel free to suggest a new layout for them, this way others can help decide if 
it would be a good change or not.  :)

 While I like the voice keys they are
 hard to remember and aren't very
 intuitive.  Could we change them to something
 different? 


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Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Jeremy Kaldobsky
Not a bad idea at all.  The original layout was suggested by someone, who's 
name I forget sorry, because you would be able to do the voice commands without 
moving either hand away from their normal resting spots.  Would people be fine 
with moving their hands to do the voices?

 G for greeting
 f for follow me
 h for over here
 a for need ammo
 c for cover me
 w for watch out
 b for I got your back
 n for no sir
 y for yes sir
 r for roger that
 s for stay here
 In short, the first letter of the first word involved,
 unless that 
 letter is already used for another phrase, then the first
 letter of the 
 second word etc.
 
 Another one I'd like to see added is
 help, or I'm in big trouble over here! etc
 and
 Thanks! or You saved my backside! Whew!


---
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Re: [Audyssey] swamp single player

2011-11-05 Thread Jeremy Kaldobsky
It's true that single player is considerably harder now, because changes were 
made to several aspects of the game after that map and mission were created.  
Once I go back to working on the single player side of things, I will most 
likely start from scratch with a new map that may or may not duplicate the 
current one.  It served its purpose well for that first beta, but I'm not 
positive yet that it is how I would want to launch the storyline for the single 
player game.

 Hi.
 Someone was saying yesterday that single player is
 virtually impossible. At that time it really was since you
 couldn't walk, but still, with this new one I walked out of
 the cabin and was sure enough surrounded all right. I just
 started wreeking havoc left and right litterally. I killed
 27 of them before they got me, but point is, It's doable to
 get 12 of them at leas,t although how to get back in the
 cabin is another thing, though I could have taken one step
 out the front door and got my 12 kills easily enough I
 think, turned around  and walked right back in to check
 on the guy in there.


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Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Mich
Hi that sounds fine. I am wondering for those of us who have a touch pad on 
a windows 7 32 bit laptop can we play the game with that as well as on a 
windows xp pc with a keybord? and that sounds like a verry good idea. from 
Mich.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 05, 2011 12:59 PM
Subject: Re: [Audyssey] Swamp, version 1.1b


Not a bad idea at all.  The original layout was suggested by someone, 
who's name I forget sorry, because you would be able to do the voice 
commands without moving either hand away from their normal resting spots. 
Would people be fine with moving their hands to do the voices?



G for greeting
f for follow me
h for over here
a for need ammo
c for cover me
w for watch out
b for I got your back
n for no sir
y for yes sir
r for roger that
s for stay here
In short, the first letter of the first word involved,
unless that
letter is already used for another phrase, then the first
letter of the
second word etc.

Another one I'd like to see added is
help, or I'm in big trouble over here! etc
and
Thanks! or You saved my backside! Whew!



---
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If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Darren Duff
Actually I'm kinda getting use to them now. That's what happendes when I
write a message at 6 in the morning. Lol! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Saturday, November 05, 2011 12:55 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.1b

Feel free to suggest a new layout for them, this way others can help decide
if it would be a good change or not.  :)

 While I like the voice keys they are
 hard to remember and aren't very
 intuitive.  Could we change them to something different?


---
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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-05 Thread Dakotah Rickard
I'll relay what I was talking about last night on the game chat.

I'd like to see a sniper rifle added, or I suppose the hunting rifle
could be modified, or perhaps there could be a scope that you find,
like the silencer for the pistol, which is an aiming aid as discussed.
If the sniper rifle is used, it would fire probably 7.62 nato or 50
caliber or something like that, which nothing else currently uses,
have a one shot capacity, and a fairly long reload time, but be quite
powerful and loud. That's why I think it's better to use a sniper
rifle than a scope accessory, although the other has its advantages as
well.

Signed:
Dakotah Rickard

On 11/4/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 The volume thing sounds like a windows 7 issue if you're using windows 7.
 It is really bad about automatically deciding if something should be louder
 or quieter and adjusting the settings for it.  You may have noticed this if
 you were playing music and opened up a skype call.  Windows 7 would probably
 automatically lower the music volume because it assumes you're more
 interested in hearing Skype.  There isn't anything I can do about that
 though, so you would have to go into the volume settings and tell it not to
 quiet down the game.  So far no one else has reported this particular
 problem, so I hope that helps.

 I've added in your coordinate idea.

 --- On Fri, 11/4/11, Valiant8086 valiant8...@lavabit.com wrote:

 From: Valiant8086 valiant8...@lavabit.com
 Subject: Re: [Audyssey] Swamp, version 1.0b is here
 To: Gamers Discussion list gamers@audyssey.org
 Date: Friday, November 4, 2011, 5:48 PM
 Hi.
 The first sentence is a suggestion for a way to replay
 passed informational messages, things you've picked up,
 different area's you've walked through, blahblahblah.
 Someone asked for a key to replay the last message, but I
 think a buffer to replay through all of them could be nice,
 just like with shift period and comma reading chat messages,
 or also just putting those informational messages in so that
 they appear mixed in with chats would work in a pinch though
 it'd be annoying if you're trying to hear what someone
 said.

 One thing I'm noticing is, swamp seems to be really quiet
 on my computer. I turn my volume all the way up, turn NVDA's
 volume way down to 30, and play that way. Is there something
 simple you can do to get the game to be louder? It's the
 only game that does this for me, even other fps games like
 shades of doom are nice and loud. Like, I can't hear people
 walking unless I turn it all the way up.

 Speaking of which, a lot of times I'll hear a zombie growl,
 spin toward it and think I've centered on it, and then I'll
 just stand there and wait for it to make more noise so I can
 tell if I've aimed at it properly. Time and again I could
 sit there a long time, and the monster would just sit there
 and do nothing. I can walk toward it and suddenly get
 attacked with absolutely no warning. Other times I can do a
 search fire, just fire, move right a bit, fire, swing right
 a bit, fire, swing left a lot, fire, etc. Bad for my
 accuracy.

 Do you think you could make the grass footstep sounds a bit
 louder, so they are more around the same volume as concrete
 and dirt footsteps?

 Do you think you could give out coordinates with a certain
 command? This could help one call other players to a certain
 area. Many times I've chatted that I'm in deep doodoo,
 people ask me where, and I can't tell them because the v key
 doesn't say anything and either I've been whirrling around
 firing at zombies then running along until I encounter more
 that I don't even know which direction I've been traveling
 so couldn't tell you if I was just west of auto mart, etc or
 I just started playing and am surrounded and haven't the
 slightest clue where I spawned at. Maybe shift v could give
 you x y coordinates, unless somehow swamp doesn't use
 coordinates in the code at all. Then I could say I'm at 4500
 3440 and someone at 3800 3500 could walk south and a little
 east to try and get to me.

 Sometimes the game crashes during mid play, it just closes
 cleanly. I think you already know about that though, seems
 some people were chatting about it in game.

 I idled in the safe zone a while ago, and came back to have
 no game open, I guess it crashed again.

 Didn't you talk on this list a few days ago a lot about
 some system for aiming at the monsters? Some radar thing
 that lets ou know if you've got a nice aim going on? I think
 a very fast beep with about 100ms of delay between each beep
 that increases in pitch slightly, then goes up really high
 if you're dead center. I think this is a fare suggestion
 myself, since after all sighted players of other games might
 have a scope or laser site that enables them, if they've
 enough time to bother, to get a really good shot. I can just
 imagine how much fun the hunting rifle would be with liberal
 use of that scope. That'd put true meaning to being a 

Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Dakotah Rickard
It was me who made the suggestion for things to be associated with
their in game function.

for example, if you're moving forward, you hold right click, so if you
hit f then right click, it says move forward with me. If you want to
reload, you hit r. If you want to talk about ammo, you hit f and r.
The cover me, I'll cover you, and wait here keys are a little odd, but
it's just a matter of practice. Please, please don't change the
keyboard layout, or perhaps actually put in a key mapping file if you
like, so that people can change them how they like, unless that
doesn't work for this game.

Signed:
Dakotah Rickard

On 11/5/11, Darren Duff duff...@gmail.com wrote:
 Actually I'm kinda getting use to them now. That's what happendes when I
 write a message at 6 in the morning. Lol!

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Saturday, November 05, 2011 12:55 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp, version 1.1b

 Feel free to suggest a new layout for them, this way others can help decide
 if it would be a good change or not.  :)

 While I like the voice keys they are
 hard to remember and aren't very
 intuitive.  Could we change them to something different?


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Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Darren Duff
Ok. That makes a little more sence.

Thanks. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Saturday, November 05, 2011 2:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.1b

It was me who made the suggestion for things to be associated with their in
game function.

for example, if you're moving forward, you hold right click, so if you hit f
then right click, it says move forward with me. If you want to reload, you
hit r. If you want to talk about ammo, you hit f and r.
The cover me, I'll cover you, and wait here keys are a little odd, but it's
just a matter of practice. Please, please don't change the keyboard layout,
or perhaps actually put in a key mapping file if you like, so that people
can change them how they like, unless that doesn't work for this game.

Signed:
Dakotah Rickard

On 11/5/11, Darren Duff duff...@gmail.com wrote:
 Actually I'm kinda getting use to them now. That's what happendes when 
 I write a message at 6 in the morning. Lol!

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of Jeremy Kaldobsky
 Sent: Saturday, November 05, 2011 12:55 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp, version 1.1b

 Feel free to suggest a new layout for them, this way others can help 
 decide if it would be a good change or not.  :)

 While I like the voice keys they are
 hard to remember and aren't very
 intuitive.  Could we change them to something different?


 ---
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 list, send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-05 Thread Dakotah Rickard
Oh my word. I just had a wonderful idea.

Ok, say that the sniper rifle, which fires 7.62 nato is used. I was
thinking, and another gun hit me that uses the same ammo and would be
amazing. The m60 or similar. Yes, there's the m240 saw that uses the
5.56 and is standard now, but the m60 is still in service. Think about
it. There's the one shot aim aided sniper rifle and the m60, which if
we follow our traditional conventions, will have a doubled ammo
capacity of about 100 rounds. It's a powerful gun that makes a lot of
noise, just like the sniper rifle, and it'd be great for mowing down
zombie hoards.

Ok, so that fills 8 and 9 on the keyboard, but what about beloved 0.
Well, if we really are trying this hard to make the game cooperative,
what about a gun that heals others with medkits as ammo, like a
hypodermic air surrenge or something. Say if another player is within
just a few coordinates, it autotargets the player and delivers a shot.
It's take a little time to reload, and it'd make use of the medkits
that people sometimes have extra, plus it'd make working in groups
make sense. Perhaps if there're two or more players within range, it
could bring up a quick menu to select which one you target. Otherwise,
it might just not fire unless you were right on target, meaning it'd
have to have an aim aid, which could be coded alongside the sniper
rifle's.

I'm not trying to run the show, but frankly I think it's a great idea.
The snhiper rifle, of which there are several 7.62 issues, the m60,
and a medkit using air surrenge. Awesome.

Signed:
Dakotah Rickard

On 11/5/11, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I'll relay what I was talking about last night on the game chat.

 I'd like to see a sniper rifle added, or I suppose the hunting rifle
 could be modified, or perhaps there could be a scope that you find,
 like the silencer for the pistol, which is an aiming aid as discussed.
 If the sniper rifle is used, it would fire probably 7.62 nato or 50
 caliber or something like that, which nothing else currently uses,
 have a one shot capacity, and a fairly long reload time, but be quite
 powerful and loud. That's why I think it's better to use a sniper
 rifle than a scope accessory, although the other has its advantages as
 well.

 Signed:
 Dakotah Rickard

 On 11/4/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 The volume thing sounds like a windows 7 issue if you're using windows 7.
 It is really bad about automatically deciding if something should be
 louder
 or quieter and adjusting the settings for it.  You may have noticed this
 if
 you were playing music and opened up a skype call.  Windows 7 would
 probably
 automatically lower the music volume because it assumes you're more
 interested in hearing Skype.  There isn't anything I can do about that
 though, so you would have to go into the volume settings and tell it not
 to
 quiet down the game.  So far no one else has reported this particular
 problem, so I hope that helps.

 I've added in your coordinate idea.

 --- On Fri, 11/4/11, Valiant8086 valiant8...@lavabit.com wrote:

 From: Valiant8086 valiant8...@lavabit.com
 Subject: Re: [Audyssey] Swamp, version 1.0b is here
 To: Gamers Discussion list gamers@audyssey.org
 Date: Friday, November 4, 2011, 5:48 PM
 Hi.
 The first sentence is a suggestion for a way to replay
 passed informational messages, things you've picked up,
 different area's you've walked through, blahblahblah.
 Someone asked for a key to replay the last message, but I
 think a buffer to replay through all of them could be nice,
 just like with shift period and comma reading chat messages,
 or also just putting those informational messages in so that
 they appear mixed in with chats would work in a pinch though
 it'd be annoying if you're trying to hear what someone
 said.

 One thing I'm noticing is, swamp seems to be really quiet
 on my computer. I turn my volume all the way up, turn NVDA's
 volume way down to 30, and play that way. Is there something
 simple you can do to get the game to be louder? It's the
 only game that does this for me, even other fps games like
 shades of doom are nice and loud. Like, I can't hear people
 walking unless I turn it all the way up.

 Speaking of which, a lot of times I'll hear a zombie growl,
 spin toward it and think I've centered on it, and then I'll
 just stand there and wait for it to make more noise so I can
 tell if I've aimed at it properly. Time and again I could
 sit there a long time, and the monster would just sit there
 and do nothing. I can walk toward it and suddenly get
 attacked with absolutely no warning. Other times I can do a
 search fire, just fire, move right a bit, fire, swing right
 a bit, fire, swing left a lot, fire, etc. Bad for my
 accuracy.

 Do you think you could make the grass footstep sounds a bit
 louder, so they are more around the same volume as concrete
 and dirt footsteps?

 Do you think you could give out coordinates with a certain
 command? This 

Re: [Audyssey] swamp single player

2011-11-05 Thread Dakotah Rickard
My only problem for single player is no pistol and no axe. It's hard
to do the damage you want at close range with just the assault rifle.

On 11/5/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 It's true that single player is considerably harder now, because changes
 were made to several aspects of the game after that map and mission were
 created.  Once I go back to working on the single player side of things, I
 will most likely start from scratch with a new map that may or may not
 duplicate the current one.  It served its purpose well for that first beta,
 but I'm not positive yet that it is how I would want to launch the storyline
 for the single player game.

 Hi.
 Someone was saying yesterday that single player is
 virtually impossible. At that time it really was since you
 couldn't walk, but still, with this new one I walked out of
 the cabin and was sure enough surrounded all right. I just
 started wreeking havoc left and right litterally. I killed
 27 of them before they got me, but point is, It's doable to
 get 12 of them at leas,t although how to get back in the
 cabin is another thing, though I could have taken one step
 out the front door and got my 12 kills easily enough I
 think, turned around  and walked right back in to check
 on the guy in there.


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-05 Thread Jeremy Kaldobsky
I've really liked the idea of adding some kind of sniper rifle in to the game, 
so odds are it probably will be.  As everyone can probably imagine, the game 
requires development on several fronts so it is difficult for me to spread my 
efforts out evenly, or in the ways people might prefer.

There is a fairly good group of guns right now, so even though I plan to add 
more I am probably going to move my focus more in to multiplayer missions and 
such.  Some people are still really wanting me to develop the single player, 
but like I said, it's a balancing act and I can't work on all parts at the same 
time.

I want to have the safe zone become a place where you can turn in weapons and 
ammo you don't really need, or pick up things that you do.  This would let 
people share to some degree.  Because weapons are being saved now, my eventual 
plan will be to drastically lower the weapon drops, and possibly introduce ways 
they can be broken, lost, or destroyed.  As it stands now, everyone fairly 
quickly gathers each weapon type and is pretty much set from that point 
forward.  Sharing would be totally useless under the current system.

Multiplayer missions will be launched from the safe zone as well.  The 2 types 
of missions I have planned first are going to be rescue and retrieve.  In 
rescue, computer controlled people will be scattered around the map in hiding 
places.  You will locate them, use voice chat to tell them to follow you, and 
then lead them back to the safe zone.  I'm hoping to add in a little bit of 
story to make it more entertaining when you're asked to go find someone to lead 
them to the base.  Retrieval missions will be centered around the idea that 
your town's little makeshift fort needs supplies to keep everyone alive.  
Perhaps a mission will send you looking for gas canisters from the gas station, 
canned goods from aisle 7 of the Kai-Mart, or flashlights from the hardware 
store.  You'll go out to pick up those items, and then transport them back to 
the safe zone to get your next mission.

Once the missions are in place, I am considering a few more AI improvements for 
the zombies.  I'll keep those to myself for now though.


 I'll relay what I was talking about
 last night on the game chat.
 
 I'd like to see a sniper rifle added, or I suppose the
 hunting rifle
 could be modified, or perhaps there could be a scope that
 you find,
 like the silencer for the pistol, which is an aiming aid as
 discussed.
 If the sniper rifle is used, it would fire probably 7.62
 nato or 50
 caliber or something like that, which nothing else
 currently uses,
 have a one shot capacity, and a fairly long reload time,
 but be quite
 powerful and loud. That's why I think it's better to use a
 sniper
 rifle than a scope accessory, although the other has its
 advantages as
 well.
 
 Signed:
 Dakotah Rickard


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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-05 Thread Jeremy Kaldobsky
Dakotah, it's like you were listening in on the conversation Kai and I had last 
night ROFL!  The med kit for healing others is actually already in the works.  
I'm also quite fond of your M60 idea because it would give the ammo a use in 2 
weapons, which is what I've been trying to do.  When an ammo has a few weapons 
it can go with, it makes it much more versatile.

 Oh my word. I just had a wonderful
 idea.
 
 Ok, say that the sniper rifle, which fires 7.62 nato is
 used. I was
 thinking, and another gun hit me that uses the same ammo
 and would be
 amazing. The m60 or similar. Yes, there's the m240 saw that
 uses the
 5.56 and is standard now, but the m60 is still in service.
 Think about
 it. There's the one shot aim aided sniper rifle and the
 m60, which if
 we follow our traditional conventions, will have a doubled
 ammo
 capacity of about 100 rounds. It's a powerful gun that
 makes a lot of
 noise, just like the sniper rifle, and it'd be great for
 mowing down
 zombie hoards.
 
 Ok, so that fills 8 and 9 on the keyboard, but what about
 beloved 0.
 Well, if we really are trying this hard to make the game
 cooperative,
 what about a gun that heals others with medkits as ammo,
 like a
 hypodermic air surrenge or something. Say if another player
 is within
 just a few coordinates, it autotargets the player and
 delivers a shot.
 It's take a little time to reload, and it'd make use of the
 medkits
 that people sometimes have extra, plus it'd make working in
 groups
 make sense. Perhaps if there're two or more players within
 range, it
 could bring up a quick menu to select which one you target.
 Otherwise,
 it might just not fire unless you were right on target,
 meaning it'd
 have to have an aim aid, which could be coded alongside the
 sniper
 rifle's.
 
 I'm not trying to run the show, but frankly I think it's a
 great idea.
 The snhiper rifle, of which there are several 7.62 issues,
 the m60,
 and a medkit using air surrenge. Awesome.
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] good news about iphone game transylvania.

2011-11-05 Thread Charles Rivard
Are the results automatically spoken by Voice-Over?  Are any game controls 
or settings accessible through Voice-Over?  Thanks.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Saturday, November 05, 2011 9:17 AM
Subject: [Audyssey] good news about iphone game transylvania.



Hey, the other day I spoke on the iphone game transylvania.
Well today I thought I would see if the developer had made it workable 
with the voice over.

And after playing with the game for a few minutes it is accessible.
The game works just like a I.F. game where you put in your commands in a 
edit box.


--
Email services provided by the System Access Mobile Network.  Visit 
www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] Contacting Playing in the dark/Tech Question oncreating vehicles

2011-11-05 Thread Sylvester Thomas

Hi Davy!  One last thing.  I have successfully created a .vhc file, Yea!
but now I cannot figure out how to get the game to recognize it.  I used the 
utility program in top speed 2 to check it and it said the file was fine, I 
even used the packaging option to zip it up only it asked me to record the 
intro file which led me to the run time error again.  I am guessing the 
reason the vehicle isn't recognized has something to do with the intro file. 
I didn't see any values for the intro in the vhc file so don't know how to 
get the game to see it.   Any Ideas?  Thanks once again!  Sly
- Original Message - 
From: Davy Kager m...@davykager.nl

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, November 04, 2011 1:48 PM
Subject: Re: [Audyssey] Contacting Playing in the dark/Tech Question 
oncreating vehicles




Hi,

The recommended thing to do is to upgrade to Top Speed version 3 and 
create vehicles and tracks manually.  That is, by editing a .vhc or .trk 
file in Notepad or another text-editor.  I believe I put some basic 
examples in the TS3 release notes.


HTH,
Davy

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Sylvester Thomas

Sent: Friday, November 04, 2011 21:41
To: Gamers Discussion list
Subject: [Audyssey] Contacting Playing in the dark/Tech Question on 
creating vehicles


Greetings Gamers! Trying to create a vehicle using the ts2 Utility pack 
included with your top speed 2 download,  but keep getting the following 
error when I attempt to load vehicle sounds outside the eternal sounds.

run-time error 5 invalid procedure call or argument.

If any of you who created cars in the past came across this message could 
you let me know perhaps how to get  by it.  I cannot find any contact info 
on the playing in the dark web site to contact the developer  so thought I 
would ask here before giving up on trying to create my own car.  Thanks 
for reading.  Later!  Sly

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Re: [Audyssey] good news about iphone game transylvania.

2011-11-05 Thread michael barnes

Hey, Charles.
No it don't read auto.
Other then that I believe that it works well with voice over.
I am totally blind and don't have any sighted people around to help me 
play games.
You can give the game a try by downloading the free version of the game 
which is the lite version.

I hope this help you out.

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[Audyssey] king of fighters xiii vid

2011-11-05 Thread Clement Chou
This is huge... this is an hour long video of matches on the console version. I 
love it, personally, but not everyone will... the sounds may turn some people 
off, but this is a good game imo. I always liked the KOF series, and this looks 
to be a good entry after the disappointment that was KOF 12. Opinions, 
concerns, etc?
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Re: [Audyssey] good news about iphone game transylvania.

2011-11-05 Thread Charles Rivard
If it doesn't read automatically with Voice-Over, how do you know what's 
going on ?  And your posts are hard to understand.  Could you get or use a 
spell checker and grammar checker?  They're readily available at no cost 
through the Net.  Thanks.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Saturday, November 05, 2011 4:56 PM
Subject: Re: [Audyssey] good news about iphone game transylvania.



Hey, Charles.
No it don't read auto.
Other then that I believe that it works well with voice over.
I am totally blind and don't have any sighted people around to help me 
play games.
You can give the game a try by downloading the free version of the game 
which is the lite version.

I hope this help you out.

--
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www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] good news about iphone game transylvania.

2011-11-05 Thread michael barnes

Hey, Charles.
All you have to do is to move your finger around the screen to get it 
to read the different items on the screen.


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Re: [Audyssey] king of fighters xiii vid

2011-11-05 Thread Johnny Tai

Where's the link? lol

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[Audyssey] speaking of getting screen reader apis

2011-11-05 Thread Brandon Misch
Hey thomas. out of the screen reader docs you have, has serotek came through 
with there documentation yet and what about cobra from baum or bay area digital 
in the states? there's another reader. the final one to consider is thunder 
wich is free. thought i would throw those out for you. 


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[Audyssey] Swamp: Special Weapon Functions

2011-11-05 Thread Kai
Greetings.

I've seen a lot of discussions about sniper's rifles and the like, so here's a 
proposed approach.

Rather than add more weapons to the number row just to accomodate a sniper's 
rifle, I'd say just modify the hunting rifle, along with other weapons.

The t key could be used to toggle weapon features on and off.

Pistol: The t key would toggle the silencer.

Shotgun / Benelli: t key activates scatter mode. In this mode, the weapon has a 
wider spread, so you don't have to be as accurate. The tradeoff is lower damage.

Hunting Rifle: The t key toggles a scope which requires batteries. Whilst the 
scope is on, it would ping gently in the background to alert you to its active 
status. It would then chirp when you have target acquisition, and the faster 
the chirp, the more centered your shot would be.

MP5 / Assault Rifle: These weapons' already feature fast firing, but maybe the 
t key could activate burst fire. In this mode, every shot consumes two rounds 
of ammo, but will do more damage. it's a way of making a faster weapon without 
incurring buffer issues.

Kai
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Re: [Audyssey] [brandon's list] Re: king of fighters xiii vid

2011-11-05 Thread Clement Chou
Right... forgot the link. Damn it all.
http://www.youtube.com/watch?v=lGGNbDsRlAw
  - Original Message - 
  From: Riz 
  To: brandonsl...@freelists.org 
  Sent: Saturday, November 05, 2011 6:03 PM
  Subject: [brandon's list] Re: king of fighters xiii vid


  that was a fantastic vidio Clement, I am so impressed.  it was so good in 
fact that you forgot to link it. hahaha. ok I am just teasing you. :)

  On 06/11/2011 12:03 AM, Clement Chou wrote: 
This is huge... this is an hour long video of matches on the console 
version. I love it, personally, but not everyone will... the sounds may turn 
some people off, but this is a good game imo. I always liked the KOF series, 
and this looks to be a good entry after the disappointment that was KOF 12. 
Opinions, concerns, etc?
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Re: [Audyssey] Swamp: Special Weapon Functions

2011-11-05 Thread Jeremy Kaldobsky
I'm liking that idea but I do have a few concerns.  The scatter shot and even 
the beeping scope will be tricky to code.  I'm not sure if you saw it, but at 
some point I wrote a long thing about the differences between simulated and 
true 2D game worlds.  In a simulated it is very easy to do that kind of thing, 
but in true it is not.  My game runs in a true 2D world, which carries with it 
a bunch of benefits over simulated, sadly the on target limitations are among 
the few draw backs.

Also I liked the posted idea to have a sniper rifle and an M60 machine gun 
which both use 7.62 ammo.  As you know, I like the idea that each ammo is used 
by at least 2 weapons, so this seems like a good match up.  If we just slap a 
scope on to the hunting rifle, it would be abandoning this idea.  Arg, I can't 
decide.  I like the hunting rifle scope idea too though!

Burst mode is excellent, and I'm sure you realize I'd be requiring the sounds 
from you on that.  :D

--- On Sat, 11/5/11, Kai kaixi...@sbcglobal.net wrote:

 From: Kai kaixi...@sbcglobal.net
 Subject: [Audyssey] Swamp: Special Weapon Functions
 To: Gamers Discussion list gamers@audyssey.org
 Date: Saturday, November 5, 2011, 11:06 PM
 Greetings.
 
 I've seen a lot of discussions about sniper's rifles and
 the like, so here's a proposed approach.
 
 Rather than add more weapons to the number row just to
 accomodate a sniper's rifle, I'd say just modify the hunting
 rifle, along with other weapons.
 
 The t key could be used to toggle weapon features on and
 off.
 
 Pistol: The t key would toggle the silencer.
 
 Shotgun / Benelli: t key activates scatter mode. In this
 mode, the weapon has a wider spread, so you don't have to be
 as accurate. The tradeoff is lower damage.
 
 Hunting Rifle: The t key toggles a scope which requires
 batteries. Whilst the scope is on, it would ping gently in
 the background to alert you to its active status. It would
 then chirp when you have target acquisition, and the faster
 the chirp, the more centered your shot would be.
 
 MP5 / Assault Rifle: These weapons' already feature fast
 firing, but maybe the t key could activate burst fire. In
 this mode, every shot consumes two rounds of ammo, but will
 do more damage. it's a way of making a faster weapon without
 incurring buffer issues.
 
 Kai
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 web, at
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Re: [Audyssey] Swamp: Special Weapon Functions

2011-11-05 Thread Dakotah Rickard
What if the hunting rifle had a scope that beeped faster but the
sniper rifle actually featured a spot on beep that was different. The
sniper rifle is still better, both because it does more damage per
shot and because it comes equipped with a scope, perhaps, that doesn't
need batteries or, at any rate, a scope already attached.

On 11/5/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I'm liking that idea but I do have a few concerns.  The scatter shot and
 even the beeping scope will be tricky to code.  I'm not sure if you saw it,
 but at some point I wrote a long thing about the differences between
 simulated and true 2D game worlds.  In a simulated it is very easy to do
 that kind of thing, but in true it is not.  My game runs in a true 2D world,
 which carries with it a bunch of benefits over simulated, sadly the on
 target limitations are among the few draw backs.

 Also I liked the posted idea to have a sniper rifle and an M60 machine gun
 which both use 7.62 ammo.  As you know, I like the idea that each ammo is
 used by at least 2 weapons, so this seems like a good match up.  If we just
 slap a scope on to the hunting rifle, it would be abandoning this idea.
 Arg, I can't decide.  I like the hunting rifle scope idea too though!

 Burst mode is excellent, and I'm sure you realize I'd be requiring the
 sounds from you on that.  :D

 --- On Sat, 11/5/11, Kai kaixi...@sbcglobal.net wrote:

 From: Kai kaixi...@sbcglobal.net
 Subject: [Audyssey] Swamp: Special Weapon Functions
 To: Gamers Discussion list gamers@audyssey.org
 Date: Saturday, November 5, 2011, 11:06 PM
 Greetings.

 I've seen a lot of discussions about sniper's rifles and
 the like, so here's a proposed approach.

 Rather than add more weapons to the number row just to
 accomodate a sniper's rifle, I'd say just modify the hunting
 rifle, along with other weapons.

 The t key could be used to toggle weapon features on and
 off.

 Pistol: The t key would toggle the silencer.

 Shotgun / Benelli: t key activates scatter mode. In this
 mode, the weapon has a wider spread, so you don't have to be
 as accurate. The tradeoff is lower damage.

 Hunting Rifle: The t key toggles a scope which requires
 batteries. Whilst the scope is on, it would ping gently in
 the background to alert you to its active status. It would
 then chirp when you have target acquisition, and the faster
 the chirp, the more centered your shot would be.

 MP5 / Assault Rifle: These weapons' already feature fast
 firing, but maybe the t key could activate burst fire. In
 this mode, every shot consumes two rounds of ammo, but will
 do more damage. it's a way of making a faster weapon without
 incurring buffer issues.

 Kai
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Re: [Audyssey] Swamp: Special Weapon Functions

2011-11-05 Thread Kai
I only suggest batteries for the scope, both sniper and hunting rifle 
versions, in order to place some balancing factor on the benefits. If you 
have the scope without the need for an additional resource, what then would 
be the use for the other weapons? You'd just grab a sniper rifle and have at 
it with the zombies, no need for the mp5 or any other weapon, since you'd 
always be able to track zombies.


With the battery concept, you'd have to be judicious with your usage of the 
scope, saving it for tougher targets. This would leave other weapons still 
useful, rather than completely trumping them.


It's partially why I'm less than thrilled about adding grenades. One, the 
audio issues are manifold: How do you adequately represent the sound of 
multiple targets being hit in a premixed sound, or do you then change the 
code and use buffers for those extra hit sounds, which could be multiple, 
happening at once. 2. How do you also represent the player himself being 
damaged, furthermore possibly being damage along with zombies. So many audio 
and memory issues to consider in that respect. 3. You'd then have to set a 
proper rarity value, so that it's not over used, yet never seen. After all, 
if you can easily spawn an armload of grenades, would you bother pulling out 
your pistol or your shotgun?


This doesn't mean I'm against these weapons, and of course the decision is 
up to Aprone, I'm just stating the technical and balancing issues involved 
in introducing such weaons. I could add an RPG, for example, but then how 
would you balance it? Would it damage other players? Would it be realistic 
if it didn't? If it did damage players, would that open up room for abuse?


Kai




- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 05, 2011 9:37 PM
Subject: Re: [Audyssey] Swamp: Special Weapon Functions



What if the hunting rifle had a scope that beeped faster but the
sniper rifle actually featured a spot on beep that was different. The
sniper rifle is still better, both because it does more damage per
shot and because it comes equipped with a scope, perhaps, that doesn't
need batteries or, at any rate, a scope already attached.

On 11/5/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

I'm liking that idea but I do have a few concerns.  The scatter shot and
even the beeping scope will be tricky to code.  I'm not sure if you saw 
it,

but at some point I wrote a long thing about the differences between
simulated and true 2D game worlds.  In a simulated it is very easy to do
that kind of thing, but in true it is not.  My game runs in a true 2D 
world,

which carries with it a bunch of benefits over simulated, sadly the on
target limitations are among the few draw backs.

Also I liked the posted idea to have a sniper rifle and an M60 machine 
gun

which both use 7.62 ammo.  As you know, I like the idea that each ammo is
used by at least 2 weapons, so this seems like a good match up.  If we 
just

slap a scope on to the hunting rifle, it would be abandoning this idea.
Arg, I can't decide.  I like the hunting rifle scope idea too though!

Burst mode is excellent, and I'm sure you realize I'd be requiring the
sounds from you on that.  :D

--- On Sat, 11/5/11, Kai kaixi...@sbcglobal.net wrote:


From: Kai kaixi...@sbcglobal.net
Subject: [Audyssey] Swamp: Special Weapon Functions
To: Gamers Discussion list gamers@audyssey.org
Date: Saturday, November 5, 2011, 11:06 PM
Greetings.

I've seen a lot of discussions about sniper's rifles and
the like, so here's a proposed approach.

Rather than add more weapons to the number row just to
accomodate a sniper's rifle, I'd say just modify the hunting
rifle, along with other weapons.

The t key could be used to toggle weapon features on and
off.

Pistol: The t key would toggle the silencer.

Shotgun / Benelli: t key activates scatter mode. In this
mode, the weapon has a wider spread, so you don't have to be
as accurate. The tradeoff is lower damage.

Hunting Rifle: The t key toggles a scope which requires
batteries. Whilst the scope is on, it would ping gently in
the background to alert you to its active status. It would
then chirp when you have target acquisition, and the faster
the chirp, the more centered your shot would be.

MP5 / Assault Rifle: These weapons' already feature fast
firing, but maybe the t key could activate burst fire. In
this mode, every shot consumes two rounds of ammo, but will
do more damage. it's a way of making a faster weapon without
incurring buffer issues.

Kai
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