Re: [Audyssey] Panning Weapon Sounds in MOTA

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

My audio games for the blind group.
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- Original Message - 
From: "Jim Kitchen" 

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



Hi Muhammed,

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


BFN

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


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

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muhammed
- Original Message - 
From: "Jim Kitchen" 

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



Hi Thomas,

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


BFN

Jim

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

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



Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-24 Thread Jim Kitchen

Hi Muhammed,

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

BFN

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


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

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muhammed
- Original Message - 
From: "Jim Kitchen" 

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



Hi Thomas,

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


BFN

Jim

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

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



Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-24 Thread Muhammed Deniz
Jim, he has the right to ask really. The reason he asks is that so he 
doesn't go in the wrong direction and and peoples apinyins. And rating on 
the plans.

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

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

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



Hi Thomas,

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


BFN

Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-24 Thread Thomas Ward
Hi Jim,
Smile. You are right to a certain point. There are times when I would
like the public's opinion such as now when I wanted to know if people
would like the weapon sounds panned or not, and there are times when I
don't. Unfortunately, there is no way for a potential customer to know
when is a good time to offer an opinion and when isn't. Anyway, my
rant is over. i have nothing more to say on this subject and  I'd just
assume to let things be.
As to everyone I'm sorry if I sounded a bit harsh the last couple of
days. I was letting my emotions getting the better of me and I took it
out here rather than taking it somewhere else.

HTH

On 6/23/10, Jim Kitchen  wrote:
> Hi Thomas,
>
> I do not mean this to sound rude, or anything like that, but, maybe you
> should stop asking people what they would like to see in MOTA, or if this
> sounds better than that or this or that etc etc, and just finish the game as
> is.  Then of course you could get on to games that you would like to create
> and hopefully those games will be great games that allot of people like and
> buy and of course make you happy to create and play.
>
> BFN
>
>  Jim
>
> Everyone is entitled to my opinion, just ask me...
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
> ---
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> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
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>

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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread Jim Kitchen

Hi Thomas,

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

BFN

Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread Thomas Ward
Hi Milos and all,

Well, let's put it this way. I think every audio game developer out
there writes the games he or she does is because they want to. We all
have our own personal motivations for creating the games we do, and it
usually isn't because of money. Jim Kitchen writes games like
Monopoly, NFL, Hangman, etc simply because that is the kinds of games
he likes and wants to play. David Greenwood has created games like
Shades of Doom, Lone Wolf, Time of Conflict largely because those are
the kinds of games he wanted to play and made some extra money off of
them too. I'm not so different. I create the games I do because I want
too not because I am in it strictly for the money although I do like
making a little extra money on the side for my time, effort, and to
help pay for the sounds and music for the games.

However, when it comes to Mysteries of the Ancients that is a special
case. I originally assumed development of Montezuma's Revenge simply
because it was a game that I had played often as a kid, happened to
enjoy, and wouldn't mind creating an audio remake of it. Plus James
North had taken a lot of money for the game, and was not able to
complete it so I took  it over. However,when it seamed I was getting
close to a final release I got the screws put to me by the copyright
holders and had to abandon the project.  I then was put in the
position of replacing the game with something of equal or better
value.

Well, as it happens I was drawing up plans for a game I simply called
Tomb Hunter that was to be largely based on Tomb Raider, but would
feature its own unique story, main character, etc. With little choice
I decided to tell people about the new game and let people know what I
was willing to replace Montezuma's Revenge with. Right away people
started complaining about the fact the game I had planned on replacing
Monte with was an FPS game not a side-scroller as originally planned
etc. A few told me outright if I didn't create a side-scroller or
whatever they wanted their money back, I was being dishonest, and so
on. That's when
You could say I was really caught between a rock and a hard place. I
couldn't give everyone their money back because I didn't have all of
it. James North took several preorders, and as part of the trade
agreement he got to keep the money for the preorders in exchange for
the games Alchemy was creating. As a result I couldn't give back money
I never had in the first place. I also could not create one of the
games because I just got told by the copyright holder to stop
development or face the possibility of having my butt dragged into
court and getting sued for copyright infringement. Then, I had a game
idea I was realy interested in creating, was willing to release it to
the preordered customers only to be told that people didn't like it
because it wasn't a side-scroller. So I created the game as a
side-scroller as a compromise.

However, that doesn't mean I was happy about it. I've never been happy
about it, and nor will I ever be happy about it. It is just I wanted
to create the game one way, but on the other hand I had about $2,000
worth of preordered customers who wanted something else. I certainly
owed them something so felt no choice but to create the game they
wanted rather than the one I wanted. When that happened all the
enjoyment of creating the game went out the window, and it simply
became work. Nothing more and nothing less.

Considering the fact I started USA Games to do as a hobby, to do for
fun, basicly for recreation I didn't consider writing games like STFC
or Montezuma's Revenge as work. With Mysteries of the Ancients that is
all it is to me work. It is nothing but work, work, and more work with
no personal enjoyment. I get no pleasure out of creating games I don't
want to create. That is the reason I am so angry and frustrated with
the way things have turned out. I wish people would have just taken
the game I was going to create and not made a big deal over if it was
another side-scroller or an FPS game.

Cheers!


On 6/23/10, Milos Przic  wrote:
>Well i know the Case about the Montezuma game, but I didn't know the fact
> that you made the USA Games just for you, only because you sell your games.
> If the profit is nso important for you, the ok, do it as you want and in
> that case you are absolutely right. If you strictly make evidence of how
> much you give for providing the stuff needed for making your game, and how
> much you get from the customers, and whether the sum that you get is bigger
> than the sum that you give, if it is one of more, if not most important
> things in your work, then you have to satisfy the custommers.
>As about the ideas, well, I see the point and it is very true. The
> problem is that everyone wants a game suited for he himself. You can say:
> "If you want quite that way, go away and make one for yourself", but that's
> another thing. We players don't understand you developers until we don't try
> working. When we 

Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread Muhammed Deniz

I think that's ok. s
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
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muhammed
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Wednesday, June 23, 2010 6:12 PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA



Hi Thomas,
Easy. creature's sword and dagger sounds should be positioned in the 
center, or right on Angela .
While Angela's sword and dagger sounds would be off to the left or right 
of center.
You could have Angela  grunt as she swings a sword or thrusts a dagger. 
The grunt would be centered to make her sword sound position more obvious.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, June 23, 2010 11:46 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA



Hi Phil,
Well, I think it is a good idea, but as Dark pointed out some people
could be confused with the sound of enemy swords, daggers, etc. Any
idea how to resolve that besides finding more dagger or sword sounds?

On 6/22/10, Phil Vlasak  wrote:

Hi Thomas,
I think this would be great especially with the sword and dagger.
If you could have a swing and maybe metallic clank sound a little to the
left or right of center depending on the way she is facing you would get
more of a feeling that you were reaching out to hit a monster.
Her punch sounds and whip cracks would be good in this respect too.
Phil


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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread Milos Przic
  Well i know the Case about the Montezuma game, but I didn't know the fact 
that you made the USA Games just for you, only because you sell your games. 
If the profit is nso important for you, the ok, do it as you want and in 
that case you are absolutely right. If you strictly make evidence of how 
much you give for providing the stuff needed for making your game, and how 
much you get from the customers, and whether the sum that you get is bigger 
than the sum that you give, if it is one of more, if not most important 
things in your work, then you have to satisfy the custommers.
  As about the ideas, well, I see the point and it is very true. The 
problem is that everyone wants a game suited for he himself. You can say: 
"If you want quite that way, go away and make one for yourself", but that's 
another thing. We players don't understand you developers until we don't try 
working. When we see how it works, how much time can be neded, then we start 
thinking another way...

 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, June 23, 2010 8:01 PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA



Hi,

It isn't that the ideas are stupid, but more a difference in opinion
how the game should be created. One person might view a
suggestion/idea one way, and I may view it completely different. It
doesn't make that persons idea dumb or stupid, but may be something I
don't want to do as it conflicts with my own ideas, or limits my
creativity in unforeseen ways.

For example, one feature a lot of gamers wanted is random monsters and
treasure items. Ok, it is not a bad idea, but there are certainly
times where that wouldn't be desirable. There are always pros and cons
for randomly placing monsters and items. Here is a simple example of
what I mean.

Let's assume you have an underground lake or something filled with
water. Angela has to dive into it and gather up gold coins and
precious jewls like diamonds, emeralds, sapphires, etc from the bottom
of the lake. Well, not just any monster can be randomly placed there.
You can't stick a centaur or harpy there as they can't breath
underwater so it would have to be something that can survive
underwater like a skeleton or a hydra. That rules out picking a random
monster unless the random generator is area specific.  Since creating
an area specific random generator is completely inpractical it rules
that idea out. The same goes for placing random items in the lake. If
I only want gold coins and jewls to be in it why randomly place them
there? You see my point?

When a gamer tosses an idea out there like let's have random monsters
and items they are only thinking how this feature will add replay
value or something for them personally. What they may not have
conciddered is that very same feature restricts the developer from
doing something else he might have done instead. You just
unintentionally limited the developers creativity by not allowing him
to create that underground lake filled with lots of gold coins, jewls,
and nasty skeletons.  They just don't stop to consider how their
suggestion or feature request might drasticly change the game like
that.

There suggestion for random monsters etc has hurt the game in other
ways maybe not so obvious like balancing the game out so some rooms
are challenging and some are easy to pas through based on what is in
it. There might be a burial chamber filled with hundreds of gold coins
guarded by two very powerful centaurs. Given the treasure inside
obviously you would expect the challenge to be intense, but not
impossible.  The developer can balance the fight through trial and
error so it is the way he intends it to be. If you stick any random
monster there you are never going to get the type of challenge you
want because two skeletons, for example, aren't going to put up the
same kind of a challenge as two centaurs. Might make the game more
random, more replayable perhaps, but never going to provide the same
degree of challenge from game to game. It is also harder to test,
because the variables are never the same.

In other cases it just boils down to preference. I myself enjoy games
that are challenging. If they aren't reasonably challenging I won't
play them. That is just how I am, and why I want to create games that
have a high degree of challenge in them. However, I constantly get
requests to make this or that easier for gamer x, because he/she finds
the game too hard.

Most recently I have gotten quite a number of requests to have some
indication when to jump when the player gets close to a fire, spikes,
whatever. In my personal opinion that would make the game too easy,
and if I have to tell a player when to jump, rather than letting them
discover that on his/her own, i might as well take all the tr

Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread Thomas Ward
Hi,

It isn't that the ideas are stupid, but more a difference in opinion
how the game should be created. One person might view a
suggestion/idea one way, and I may view it completely different. It
doesn't make that persons idea dumb or stupid, but may be something I
don't want to do as it conflicts with my own ideas, or limits my
creativity in unforeseen ways.

For example, one feature a lot of gamers wanted is random monsters and
treasure items. Ok, it is not a bad idea, but there are certainly
times where that wouldn't be desirable. There are always pros and cons
for randomly placing monsters and items. Here is a simple example of
what I mean.

Let's assume you have an underground lake or something filled with
water. Angela has to dive into it and gather up gold coins and
precious jewls like diamonds, emeralds, sapphires, etc from the bottom
of the lake. Well, not just any monster can be randomly placed there.
You can't stick a centaur or harpy there as they can't breath
underwater so it would have to be something that can survive
underwater like a skeleton or a hydra. That rules out picking a random
monster unless the random generator is area specific.  Since creating
an area specific random generator is completely inpractical it rules
that idea out. The same goes for placing random items in the lake. If
I only want gold coins and jewls to be in it why randomly place them
there? You see my point?

When a gamer tosses an idea out there like let's have random monsters
and items they are only thinking how this feature will add replay
value or something for them personally. What they may not have
conciddered is that very same feature restricts the developer from
doing something else he might have done instead. You just
unintentionally limited the developers creativity by not allowing him
to create that underground lake filled with lots of gold coins, jewls,
and nasty skeletons.  They just don't stop to consider how their
suggestion or feature request might drasticly change the game like
that.

There suggestion for random monsters etc has hurt the game in other
ways maybe not so obvious like balancing the game out so some rooms
are challenging and some are easy to pas through based on what is in
it. There might be a burial chamber filled with hundreds of gold coins
guarded by two very powerful centaurs. Given the treasure inside
obviously you would expect the challenge to be intense, but not
impossible.  The developer can balance the fight through trial and
error so it is the way he intends it to be. If you stick any random
monster there you are never going to get the type of challenge you
want because two skeletons, for example, aren't going to put up the
same kind of a challenge as two centaurs. Might make the game more
random, more replayable perhaps, but never going to provide the same
degree of challenge from game to game. It is also harder to test,
because the variables are never the same.

In other cases it just boils down to preference. I myself enjoy games
that are challenging. If they aren't reasonably challenging I won't
play them. That is just how I am, and why I want to create games that
have a high degree of challenge in them. However, I constantly get
requests to make this or that easier for gamer x, because he/she finds
the game too hard.

Most recently I have gotten quite a number of requests to have some
indication when to jump when the player gets close to a fire, spikes,
whatever. In my personal opinion that would make the game too easy,
and if I have to tell a player when to jump, rather than letting them
discover that on his/her own, i might as well take all the traps out
of the game. Why have them at all if they are just going to cheat
anyway?

Of course, they often don't see such a request as cheating, but in my
opinion if you have to have a certain sound or the main character say
something to tell you when to jump over a trap then that's cheating in
my book.  I don't like game cheats, never have, and never will. So
obviously that opinion is going to conflict with any kind of
suggestion or idea that allows a person to cheat or simplify a trap I
intentionally tried to make challenging to jump over. If someone
doesn't want to play my games as designed, play by my rules, then go
play Super Liam or something else. I shouldn't have to compromise with
customers over the games design and difficulty level.

However, as you said this attitude/opinion will likely turn some
customers away. Turn them off simply because they can't have their
way. However, who is the primary person that I'm creating the games
for? Me or the customers?

Well, if you answered the customers you would be absolutely wrong. I
never started USA Games to create games simply for the customers. I
started it up because I wanted to create games that I liked, I wanted
to play, and make a little cash on the side by selling those games to
the public.  That's why I am so sorely bent out of shape over how MOTA
came out.

I wasn't 

Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread dark

Perhaps lowering the pitch of the enemy sound slightly would work.

Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Wednesday, June 23, 2010 4:46 PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA



Hi Phil,
Well, I think it is a good idea, but as Dark pointed out some people
could be confused with the sound of enemy swords, daggers, etc. Any
idea how to resolve that besides finding more dagger or sword sounds?

On 6/22/10, Phil Vlasak  wrote:

Hi Thomas,
I think this would be great especially with the sword and dagger.
If you could have a swing and maybe metallic clank sound a little to the
left or right of center depending on the way she is facing you would get
more of a feeling that you were reaching out to hit a monster.
Her punch sounds and whip cracks would be good in this respect too.
Phil


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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread dark

Hi Tom.

That is fine as regards games, I was just making a general observation that 
could apply to any audio side scroller.


So for example, you've mentioned being interested in possibly creating an 
audio castlevania.


Well, one enemy in super castlevania was the whip skeleton, who used a whip 
like you did,  and obviously the panning issue would apply there too.

ditto with the fight betwene Megaman and your clone.

Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Wednesday, June 23, 2010 4:40 PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA



Hi Dark,

Ah, that does make sense. However, I will say for the record future
games in the series will all be 3D First-Person style games and not 2d
side-scrollers. I wouldn't have  created MOTA as a side-scroller to
begin with if it hadn't turned out I had to create a game to replace
Montezuma's Revenge. Since I had promised to release a side-scroller I
changed my plans for Mysteries of the Ancients to bea a First-Person
game and decided to release it as a side-scroller. Unfortunately, that
decision has made me deeply unhappy with the game ever since. I'm
afraid to say I'll never fully be satisfied with it until I am given
the freedom to create the game I wanted and not the one the public
apparently wants.

The lesson I've learned is the only person who can make me happy is
mme, and I shouldn't be influenced too much about public opinion. Fact
of the matter is once MOTA is released I am going to be a lot less
open about customer input, comments, and suggestions. If it is
something I agree with, happen to like, etc sure I'll go ahead and do
it. If not they can just forget it. I'm a little tired of the constant
requests to add this or that when it clearly is not something I would
have added or done myself. It is my game, I should be able to create
it the way I want, but I haven't ever been allowed to really do that
ever since I started work on it. So future games in the series will be
done my way or no way at all. They can love it or hate it. I don't
really care.

Anyway, I see your point about possibly confusing weapons like swords,
knives, arrows, etc as they all sound pretty much the same. That's
something I hadn't really thought about, but makes a world of sense.
So I think I should probibly just leave things as they are in that
case.

Cheers!

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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread Phil Vlasak

Hi Thomas,
Easy. creature's sword and dagger sounds should be positioned in the center, 
or right on Angela .
While Angela's sword and dagger sounds would be off to the left or right of 
center.
You could have Angela  grunt as she swings a sword or thrusts a dagger. The 
grunt would be centered to make her sword sound position more obvious.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, June 23, 2010 11:46 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA



Hi Phil,
Well, I think it is a good idea, but as Dark pointed out some people
could be confused with the sound of enemy swords, daggers, etc. Any
idea how to resolve that besides finding more dagger or sword sounds?

On 6/22/10, Phil Vlasak  wrote:

Hi Thomas,
I think this would be great especially with the sword and dagger.
If you could have a swing and maybe metallic clank sound a little to the
left or right of center depending on the way she is facing you would get
more of a feeling that you were reaching out to hit a monster.
Her punch sounds and whip cracks would be good in this respect too.
Phil


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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread Milos Przic

  Hi Tom,
  I would also be annoyed with those requests that are often stupid, and 
more often unwanted. You say that it is your game, but still, you sell it to 
the custommers. And there are people who would think this way: If the 
developer doesn't add the feature I requested, I will not buy the game most 
likely. And if you insist on refusing the requests and if you say openly and 
publicly "it's my game", you will make less money from it.

  Don't understand this as an attack, just a thaught.
  Regards!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, June 23, 2010 5:40 PM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA



Hi Dark,

Ah, that does make sense. However, I will say for the record future
games in the series will all be 3D First-Person style games and not 2d
side-scrollers. I wouldn't have  created MOTA as a side-scroller to
begin with if it hadn't turned out I had to create a game to replace
Montezuma's Revenge. Since I had promised to release a side-scroller I
changed my plans for Mysteries of the Ancients to bea a First-Person
game and decided to release it as a side-scroller. Unfortunately, that
decision has made me deeply unhappy with the game ever since. I'm
afraid to say I'll never fully be satisfied with it until I am given
the freedom to create the game I wanted and not the one the public
apparently wants.

The lesson I've learned is the only person who can make me happy is
mme, and I shouldn't be influenced too much about public opinion. Fact
of the matter is once MOTA is released I am going to be a lot less
open about customer input, comments, and suggestions. If it is
something I agree with, happen to like, etc sure I'll go ahead and do
it. If not they can just forget it. I'm a little tired of the constant
requests to add this or that when it clearly is not something I would
have added or done myself. It is my game, I should be able to create
it the way I want, but I haven't ever been allowed to really do that
ever since I started work on it. So future games in the series will be
done my way or no way at all. They can love it or hate it. I don't
really care.

Anyway, I see your point about possibly confusing weapons like swords,
knives, arrows, etc as they all sound pretty much the same. That's
something I hadn't really thought about, but makes a world of sense.
So I think I should probibly just leave things as they are in that
case.

Cheers!

---
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread Thomas Ward
Hi Phil,
Well, I think it is a good idea, but as Dark pointed out some people
could be confused with the sound of enemy swords, daggers, etc. Any
idea how to resolve that besides finding more dagger or sword sounds?

On 6/22/10, Phil Vlasak  wrote:
> Hi Thomas,
> I think this would be great especially with the sword and dagger.
> If you could have a swing and maybe metallic clank sound a little to the
> left or right of center depending on the way she is facing you would get
> more of a feeling that you were reaching out to hit a monster.
> Her punch sounds and whip cracks would be good in this respect too.
> Phil

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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-23 Thread Thomas Ward
Hi Dark,

Ah, that does make sense. However, I will say for the record future
games in the series will all be 3D First-Person style games and not 2d
side-scrollers. I wouldn't have  created MOTA as a side-scroller to
begin with if it hadn't turned out I had to create a game to replace
Montezuma's Revenge. Since I had promised to release a side-scroller I
changed my plans for Mysteries of the Ancients to bea a First-Person
game and decided to release it as a side-scroller. Unfortunately, that
decision has made me deeply unhappy with the game ever since. I'm
afraid to say I'll never fully be satisfied with it until I am given
the freedom to create the game I wanted and not the one the public
apparently wants.

The lesson I've learned is the only person who can make me happy is
mme, and I shouldn't be influenced too much about public opinion. Fact
of the matter is once MOTA is released I am going to be a lot less
open about customer input, comments, and suggestions. If it is
something I agree with, happen to like, etc sure I'll go ahead and do
it. If not they can just forget it. I'm a little tired of the constant
requests to add this or that when it clearly is not something I would
have added or done myself. It is my game, I should be able to create
it the way I want, but I haven't ever been allowed to really do that
ever since I started work on it. So future games in the series will be
done my way or no way at all. They can love it or hate it. I don't
really care.

Anyway, I see your point about possibly confusing weapons like swords,
knives, arrows, etc as they all sound pretty much the same. That's
something I hadn't really thought about, but makes a world of sense.
So I think I should probibly just leave things as they are in that
case.

Cheers!

---
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Charles Rivard
Not only would this be a good indicator of which direction you are facing if 
you get turned around during a battle, but it would sound cool.

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

To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 1:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA



Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Hayden Presley
Hi Milos,
I think that that would usually hear the case. You would hsually have
trouble hearing a target ifyou shot at it.
Best Regards,
Hayden

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Milos Przic
Sent: Tuesday, June 22, 2010 8:48 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA

   Hi Shaun,
   I agree about the echo of the shot or swing. But the sound of hitting a 
target when shooting at it is not quite realistic. I had the oportunity to 
shoot with the pistol from the very small distance and because of the sound 
of the shot it is not possible to hear when the bullet hits the target 
unless the bullet ricochets when it hits a stone, for example.
  Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 9:25 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA


> that could be good, if you can hear the whine of the amo as it goes and 
> also when it hits a target.
> At 06:56 p.m. 22/06/2010, you wrote:
>>Hi everyone,
>>Recently I've been thinking about the question of panning Angela's
>>weapons left/right when she turns to face that direction, or weather I
>>should just leave them centered as is the current case. The reason I
>>ask this is in most sighted side-scrollers you can see the main
>>character facing left or right, and when the character fires his/her
>>weapon you can see the shot moving from left to right or from right to
>>left. I thought it might be cool, although not necessary, to try and
>>emulate this behavior through audio. What do you guys think?
>>
>>Cheers!
>>
>>---
>>Gamers mailing list __ Gamers@audyssey.org
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>>gamers-unsubscr...@audyssey.org.
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>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>>http://www.mail-archive.com/gam...@audyssey.org.
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>>list,
>>please send E-mail to gamers-ow...@audyssey.org.
>
>
>
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>
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Milos Przic

  Hi Shaun,
  I agree about the echo of the shot or swing. But the sound of hitting a 
target when shooting at it is not quite realistic. I had the oportunity to 
shoot with the pistol from the very small distance and because of the sound 
of the shot it is not possible to hear when the bullet hits the target 
unless the bullet ricochets when it hits a stone, for example.

 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 9:25 AM
Subject: Re: [Audyssey] Panning Weapon Sounds in MOTA


that could be good, if you can hear the whine of the amo as it goes and 
also when it hits a target.

At 06:56 p.m. 22/06/2010, you wrote:

Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Michael Feir
That would be pretty neat. I've often thought that you should hear the 
direction of your shots and swings.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 2:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA



Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Lori Duncan

Sounds interesting, give it a go lol.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 7:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA



Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Phil Vlasak

Hi Thomas,
I think this would be great especially with the sword and dagger.
If you could have a swing and maybe metallic clank sound a little to the 
left or right of center depending on the way she is facing you would get 
more of a feeling that you were reaching out to hit a monster.

Her punch sounds and whip cracks would be good in this respect too.
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 2:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA



Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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No virus found in this incoming message.
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Damien Pendleton

Hi Tom,
I think the sound should initially be central, and then panned as the shot 
progresses. This will not only show you which direction she is facing, but 
also put a bit of realism since it will simulate the swing of the sword or 
the propulsion of the shot.

Hope this helps.
Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 7:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA



Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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If you want to leave the list, send E-mail to 
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread dark
Cool and realistic indeed, however, I do have a miner concern about similar 
sounds getting confused if they were on the same side, if for instance 
angela ends up in a sword fight or gun battle with another enemy. With the 
weapons in the positions they are, you can always be certain which are yours 
and which belong to enemies, and this would save giving an enemy's sword or 
gun a completely different sound.


i only say this sinse I suspect more sword fights (not the least against 
athena herself), are forthcoming further down, and certainly in the Tomb 
raider series Lara had some human competition to deal with as well as the 
creatures in the various temples, so it wouldn't surprise me if Dr. Carter 
ends up with the same in a future installment of the series,  or maybe 
even in Mota if there is an unexpected plot twist.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 7:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA



Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Jacob Kruger

Would be nice/cool.

Not relevant/mildly off-topic, but when I specifically try panning sounds 
around when programming, it seems like lots of .wav files have some form of 
encoding corruption in them that makes the code crash, whereas other .wav 
files will sometimes work in exact same code - weird...


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 8:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA



Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Mich
Hi I would like this feature. I think it would for shure sound cool. from 
Mich.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, June 22, 2010 2:56 AM
Subject: [Audyssey] Panning Weapon Sounds in MOTA



Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread shaun everiss
that could be good, if you can hear the whine of the amo as it goes 
and also when it hits a target.

At 06:56 p.m. 22/06/2010, you wrote:

Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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[Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Thomas Ward
Hi everyone,
Recently I've been thinking about the question of panning Angela's
weapons left/right when she turns to face that direction, or weather I
should just leave them centered as is the current case. The reason I
ask this is in most sighted side-scrollers you can see the main
character facing left or right, and when the character fires his/her
weapon you can see the shot moving from left to right or from right to
left. I thought it might be cool, although not necessary, to try and
emulate this behavior through audio. What do you guys think?

Cheers!

---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Panning Weapon Sounds in MOTA

2010-06-22 Thread Oriol Gómez
I think it would make it more realistic, just don't pan the sound
completely left/right though. Kills a lot of audio if the file isn't
mono.

On 6/22/10, Thomas Ward  wrote:
> Hi everyone,
> Recently I've been thinking about the question of panning Angela's
> weapons left/right when she turns to face that direction, or weather I
> should just leave them centered as is the current case. The reason I
> ask this is in most sighted side-scrollers you can see the main
> character facing left or right, and when the character fires his/her
> weapon you can see the shot moving from left to right or from right to
> left. I thought it might be cool, although not necessary, to try and
> emulate this behavior through audio. What do you guys think?
>
> 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.
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> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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