Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
it took me about 6 attempts to beat lethal lab... that it a truely hard level... but a fun one no less. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Hi, Right, but at the same stroke you take all the challenge out of jumping that trap. If you walk up to a fire pit, hear a ledge, jump, safely cross the trap, and do it again what's the point of the trap at all? Why not just take all the traps out of the game since they present no difficulty for the player at all? Keep in mind I'm use to mainstream games where traps are extremely difficult. being able to see them means nothing. Take the trap door in Tomb Raider Underworld for a moment. There is a room in Tomb Raider Underworld where you have to turn this large wheel that opens a trap door in the ceiling. After the trap door is open you have to run over to the wall and climb up it to escape through the trap door. Problem is that the trap door is on a timer and if you aren't fast enoughk very fast, the door will come down and lock you in the room or if you are unlucky enough to be in the doorway when it closes Lora Croft ends up getting smashed like a bug. Either way the trap is pretty difficult to get passsed and to date I haven't seen any accessible game, including my own, offer this level of difficulty. Cheers! On 11/4/10, Matheus an...@bol.com.br wrote: hi phil. i agree, there's no point in having a fire or other trap without warnings, since it's not even fun to jump it, i mean, if you're going to need to take a step, press v.. fire pit: 2 meters away. two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0 meters! then you go a bit to the right and see that there's a new one, and the same process happens again. having the sound to indicate when you must jump is the best solution, at least that's what i think. or designing a different method to indicate it. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
At 06:19 AM 04/11/2010, you wrote: Sorry to disagree here, but in sited games, it is not always half as clear as you might think. Take mario as an example. A large pit you might need to be on the very edge of, or do a running jump, and in both of these circumstances you may well miss the edge (especially with running), you might also missjudge the distance and fall down, or, if jumping in a small area, jump too high and hit your head on the cieling, falling down once again. These sorts of factors to do with varying the distance of jumps are less easy to add in an audio side scroller (in fact, I don't think any audio game has had variable hight jumps), so you need another factor for challenge, and lack of edges is a very good one, sinse it forces you to calculate matters as carefully as in a sited game rather than just get all the information. How about a compromise? either, removing the bounderies on higher difficulty levels, or keeping the bounderies on chasms but not on fire pits. Personally, with the review mode and by taking it slow, i don't find lack of edges really a big deal at all. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
To be honest, I don't mind the lack of edges much. If the game's measuring system was a bit more precise, I wouldn't mind it at all. I'm being picky, but if 3 steps is approx 1 meter why not just make it exactly one? Measuring then would be a lot easier, plus judging of distances and then I'd have enough warning to put away whatever piece of mine that happened to be in my hand at the moment be it a gun or sword, or hat have you. Just my opinion though. I like as much challenge in the games I play as possible. Hence why I play all the mainstream competetive fighters I can. Because unlike most anime-based fighters, there's a lot of complex stuff underneath what looks like a simple engine. At 06:19 AM 04/11/2010, you wrote: Sorry to disagree here, but in sited games, it is not always half as clear as you might think. Take mario as an example. A large pit you might need to be on the very edge of, or do a running jump, and in both of these circumstances you may well miss the edge (especially with running), you might also missjudge the distance and fall down, or, if jumping in a small area, jump too high and hit your head on the cieling, falling down once again. These sorts of factors to do with varying the distance of jumps are less easy to add in an audio side scroller (in fact, I don't think any audio game has had variable hight jumps), so you need another factor for challenge, and lack of edges is a very good one, sinse it forces you to calculate matters as carefully as in a sited game rather than just get all the information. How about a compromise? either, removing the bounderies on higher difficulty levels, or keeping the bounderies on chasms but not on fire pits. Personally, with the review mode and by taking it slow, i don't find lack of edges really a big deal at all. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:42 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, Right, but at the same stroke you take all the challenge out of jumping that trap. If you walk up to a fire pit, hear a ledge, jump, safely cross the trap, and do it again what's the point of the trap at all? Why not just take all the traps out of the game since they present no difficulty for the player at all? Keep in mind I'm use to mainstream games where traps are extremely difficult. being able to see them means nothing. Take the trap door in Tomb Raider Underworld for a moment. There is a room in Tomb Raider Underworld where you have to turn this large wheel that opens a trap door in the ceiling. After the trap door is open you have to run over to the wall and climb up it to escape through the trap door. Problem is that the trap door is on a timer and if you aren't fast enoughk very fast, the door will come down and lock you in the room or if you are unlucky enough to be in the doorway when it closes Lora Croft ends up getting smashed like a bug. Either way the trap is pretty difficult to get passsed and to date I haven't seen any accessible game, including my own, offer this level of difficulty. Cheers! On 11/4/10, Matheus an...@bol.com.br wrote: hi phil. i agree, there's no point in having a fire or other trap without warnings, since it's not even fun to jump it, i mean, if you're going to need to take a step, press v.. fire pit: 2 meters away. two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0 meters! then you go a bit to the right and see that there's a new one, and the same process happens again. having the sound to indicate when you must jump is the best solution, at least that's what i think. or designing a different method to indicate it. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Even making 3 steps exactly 1 meter wouldn't totally nail it though surely? What happens if you hear a trap, you hit v and it's 1 meter away. Is that one step remaining or 2 or 3? There's still no way to know without stepping and hitting V until you here 0 meters. On 11/4/10, Clement Chou chou.clem...@gmail.com wrote: To be honest, I don't mind the lack of edges much. If the game's measuring system was a bit more precise, I wouldn't mind it at all. I'm being picky, but if 3 steps is approx 1 meter why not just make it exactly one? Measuring then would be a lot easier, plus judging of distances and then I'd have enough warning to put away whatever piece of mine that happened to be in my hand at the moment be it a gun or sword, or hat have you. Just my opinion though. I like as much challenge in the games I play as possible. Hence why I play all the mainstream competetive fighters I can. Because unlike most anime-based fighters, there's a lot of complex stuff underneath what looks like a simple engine. At 06:19 AM 04/11/2010, you wrote: Sorry to disagree here, but in sited games, it is not always half as clear as you might think. Take mario as an example. A large pit you might need to be on the very edge of, or do a running jump, and in both of these circumstances you may well miss the edge (especially with running), you might also missjudge the distance and fall down, or, if jumping in a small area, jump too high and hit your head on the cieling, falling down once again. These sorts of factors to do with varying the distance of jumps are less easy to add in an audio side scroller (in fact, I don't think any audio game has had variable hight jumps), so you need another factor for challenge, and lack of edges is a very good one, sinse it forces you to calculate matters as carefully as in a sited game rather than just get all the information. How about a compromise? either, removing the bounderies on higher difficulty levels, or keeping the bounderies on chasms but not on fire pits. Personally, with the review mode and by taking it slow, i don't find lack of edges really a big deal at all. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Well I agree on the precision of the viewing menue engine, sinse that seems only fair and avoids you having to be roasted or fall to your death while learning audio positioning. I rather like Phil's suggestion of having .3 .6 and .9 metre markers for when you are less than one metre away, sinse this would tell you precisely when you were at the edge, allow you to here the audio, and judge the distance for the jump. Btw, as far as edges go, I did rather like the way the lethal lab level of Superliam worked, with those electric barriers which had no edges, and those holes which had two steps warning but no sound for the trap itself. This made for a nice balance and perhaps a similar thing might be possible in mota by having chasms with no sound but an edge, and firepits with no edge but a sound. though losing the evil wind sound from those holes would detract from the atmosphere a bit ;D. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Did I miss something here, or did you merely post what someone already sent, without your feedback? --- Shepherds are the best beasts! - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 9:22 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. At 06:19 AM 04/11/2010, you wrote: Sorry to disagree here, but in sited games, it is not always half as clear as you might think. Take mario as an example. A large pit you might need to be on the very edge of, or do a running jump, and in both of these circumstances you may well miss the edge (especially with running), you might also missjudge the distance and fall down, or, if jumping in a small area, jump too high and hit your head on the cieling, falling down once again. These sorts of factors to do with varying the distance of jumps are less easy to add in an audio side scroller (in fact, I don't think any audio game has had variable hight jumps), so you need another factor for challenge, and lack of edges is a very good one, sinse it forces you to calculate matters as carefully as in a sited game rather than just get all the information. How about a compromise? either, removing the bounderies on higher difficulty levels, or keeping the bounderies on chasms but not on fire pits. Personally, with the review mode and by taking it slow, i don't find lack of edges really a big deal at all. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.
the problem is charles, that where as in real life manholes aren't all the same size, thus meaning you need to concentrate on using your cane to get aorund them, in mota, all traps are precisely one jump long and as I said, one jump in mota literally means one jump. This means the process of avoiding traps with edges is fairly mechanical. if Tom were to add different size traps and different ways for angela to jump then perhaps all traps should indeed have edges, sinse the challenge then would indeed be gaging how far to go, however sinse the jump is a single, one distance maneuver this doesn't apply. As to realism, well I personally find the idea of Angela having to concentrate on where precisely to leep much more realistic myself than here feeling around traps with the toes of her boots to find the edge precisely. Remember, though the game's interface is audio, it is not intended to portray a blind person in a sound only environment. Beware the Grue! Dark. - Original Message - From: Charles Rivard woofer...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 2:27 PM Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2. This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:42 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, Right, but at the same stroke you take all the challenge out of jumping that trap. If you walk up to a fire pit, hear a ledge, jump, safely cross the trap, and do it again what's the point of the trap at all? Why not just take all the traps out of the game since they present no difficulty for the player at all? Keep in mind I'm use to mainstream games where traps are extremely difficult. being able to see them means nothing. Take the trap door in Tomb Raider Underworld for a moment. There is a room in Tomb Raider Underworld where you have to turn this large wheel that opens a trap door in the ceiling. After the trap door is open you have to run over to the wall and climb up it to escape through the trap door. Problem is that the trap door is on a timer and if you aren't fast enoughk very fast, the door will come down and lock you in the room or if you are unlucky enough to be in the doorway when it closes Lora Croft ends up getting smashed like a bug. Either way the trap is pretty difficult to get passsed and to date I haven't seen any accessible game, including my own, offer this level of difficulty. Cheers! On 11/4/10, Matheus an...@bol.com.br wrote: hi phil. i agree, there's no point in having a fire or other trap without warnings, since it's not even fun to jump it, i mean, if you're going to need to take a step, press v.. fire pit: 2 meters away. two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0 meters! then you go a bit to the right and see that there's a new one, and the same process happens again. having the sound to indicate when you must jump is the best solution, at least that's what i think. or designing a different method to indicate it. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- 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
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Hi, The problem with speaking an exact measurement like 3.6 meters away is that it is almost impossible to do this using wav files. Oh, I suppose I could do it, but it is terribly difficult to process it. If we truly want that degree of precision we pretty much have to switch over to using Sapi or something else. This in turn gives me even more work for me to do in trying to support multiple platforms. G... No, the most practical solution is to change the size of the traps and rewrite the jump code to base the length of a jump on how long the alt+arrow key is held down. On 11/4/10, dark d...@xgam.org wrote: Well I agree on the precision of the viewing menue engine, sinse that seems only fair and avoids you having to be roasted or fall to your death while learning audio positioning. I rather like Phil's suggestion of having .3 .6 and .9 metre markers for when you are less than one metre away, sinse this would tell you precisely when you were at the edge, allow you to here the audio, and judge the distance for the jump. Btw, as far as edges go, I did rather like the way the lethal lab level of Superliam worked, with those electric barriers which had no edges, and those holes which had two steps warning but no sound for the trap itself. This made for a nice balance and perhaps a similar thing might be possible in mota by having chasms with no sound but an edge, and firepits with no edge but a sound. though losing the evil wind sound from those holes would detract from the atmosphere a bit ;D. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
But then if you do that, wouldn't it be all too easy to just hold down the arrow key until you pass over the trap? Or are you going to put in a maximum length for the jump? I guess more precise would mean more work and now I think about it it does seem a bit more impractical. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.
Funny you sould mention that Charles, since i actually worked with a Mobility instructor who did believe that the cane was almost totally unnecessary. His view was that the cane only counts for about 10 percent of the feedback you get while travelling and so it really wasn't necessary. I need hardly point out that the one time he had me try to cross a street without the cane in my hand (he's just lucky it wasn't a busy one), I nearly had a heart attack. So I can definitely see your point and feel that at least on the easier difficulty levels the warnings should still be there. We are the Knights who say...Ni! - Original Message - From: Charles Rivard woofer...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:27 AM Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2. This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 8:42 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, Right, but at the same stroke you take all the challenge out of jumping that trap. If you walk up to a fire pit, hear a ledge, jump, safely cross the trap, and do it again what's the point of the trap at all? Why not just take all the traps out of the game since they present no difficulty for the player at all? Keep in mind I'm use to mainstream games where traps are extremely difficult. being able to see them means nothing. Take the trap door in Tomb Raider Underworld for a moment. There is a room in Tomb Raider Underworld where you have to turn this large wheel that opens a trap door in the ceiling. After the trap door is open you have to run over to the wall and climb up it to escape through the trap door. Problem is that the trap door is on a timer and if you aren't fast enoughk very fast, the door will come down and lock you in the room or if you are unlucky enough to be in the doorway when it closes Lora Croft ends up getting smashed like a bug. Either way the trap is pretty difficult to get passsed and to date I haven't seen any accessible game, including my own, offer this level of difficulty. Cheers! On 11/4/10, Matheus an...@bol.com.br wrote: hi phil. i agree, there's no point in having a fire or other trap without warnings, since it's not even fun to jump it, i mean, if you're going to need to take a step, press v.. fire pit: 2 meters away. two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0 meters! then you go a bit to the right and see that there's a new one, and the same process happens again. having the sound to indicate when you must jump is the best solution, at least that's what i think. or designing a different method to indicate it. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Hi Charles, As Dark correctly pointed out jumping in MOTA is purely mechanical. If you are standing on a ledge and press alt+right arrow to jump you will always make it safely to the other side because the trap is exactly one jump across. Knowing where to start, therefore, means you will always jump over that trap without any possible margin of error That's just down right unrealistic.. My point more over was that just because a sighted person can see a trap in a game is no certainty the can actually cross it. Take Super Mario for example. In Mario you had to jump over traps, and there were a number of factors that would come in to play when trying to cross a certain trap. If Mario was normal size or big the chances of jumping a large trap were greater than if Mario was small. I remember getting pretty mad when Mario would get shrunk and then there was a big trap coming up, because it usually meant I couldn't make the jump and would die trying. In such a case weather I could see the trap or not made absolutely no difference in the outcome. So if we are going to keep the edges around traps like people want we now have to rewrite the game mechanics, the jump code, etc to put some challenge back into the game. We can't always jump a chasm and make it to the other side with 100% certainty. There needs to be some factor or margin of error. Does that make sense? On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote: This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Hi Thomas, Since you can only move a step at a time the most logical thing to do is to measure everything by how many steps away it is. So if it says you are 3 steps away from a pit then you only need to do is hit the right arrow 3 times to get to 0. Phil - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 10:50 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, The problem with speaking an exact measurement like 3.6 meters away is that it is almost impossible to do this using wav files. Oh, I suppose I could do it, but it is terribly difficult to process it. If we truly want that degree of precision we pretty much have to switch over to using Sapi or something else. This in turn gives me even more work for me to do in trying to support multiple platforms. G... No, the most practical solution is to change the size of the traps and rewrite the jump code to base the length of a jump on how long the alt+arrow key is held down. On 11/4/10, dark d...@xgam.org wrote: Well I agree on the precision of the viewing menue engine, sinse that seems only fair and avoids you having to be roasted or fall to your death while learning audio positioning. I rather like Phil's suggestion of having .3 .6 and .9 metre markers for when you are less than one metre away, sinse this would tell you precisely when you were at the edge, allow you to here the audio, and judge the distance for the jump. Btw, as far as edges go, I did rather like the way the lethal lab level of Superliam worked, with those electric barriers which had no edges, and those holes which had two steps warning but no sound for the trap itself. This made for a nice balance and perhaps a similar thing might be possible in mota by having chasms with no sound but an edge, and firepits with no edge but a sound. though losing the evil wind sound from those holes would detract from the atmosphere a bit ;D. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.864 / Virus Database: 271.1.1/3236 - Release Date: 11/03/10 15:34:00 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Sometimes in games there'd be enemies on the room who might choose to attack you just as you were jumping, and of course in those games getting hit even while standing still would cause you to get knocked back a few feet, so if you'd just jumped a pit you could be in for an early death. And of coure if they attacked you in mid jump you'd be knocked off course the same way you are if you try to jump with a gun in your hand. We are the Knights who say...Ni! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 9:05 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi Charles, As Dark correctly pointed out jumping in MOTA is purely mechanical. If you are standing on a ledge and press alt+right arrow to jump you will always make it safely to the other side because the trap is exactly one jump across. Knowing where to start, therefore, means you will always jump over that trap without any possible margin of error That's just down right unrealistic.. My point more over was that just because a sighted person can see a trap in a game is no certainty the can actually cross it. Take Super Mario for example. In Mario you had to jump over traps, and there were a number of factors that would come in to play when trying to cross a certain trap. If Mario was normal size or big the chances of jumping a large trap were greater than if Mario was small. I remember getting pretty mad when Mario would get shrunk and then there was a big trap coming up, because it usually meant I couldn't make the jump and would die trying. In such a case weather I could see the trap or not made absolutely no difference in the outcome. So if we are going to keep the edges around traps like people want we now have to rewrite the game mechanics, the jump code, etc to put some challenge back into the game. We can't always jump a chasm and make it to the other side with 100% certainty. There needs to be some factor or margin of error. Does that make sense? On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote: This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Hi, Yeah, I'd have to put in a way to set a maximum jump so that regardless if you hold an arrow key down you couldn't jump over say a chasm like the one in room 9 on level 2 that is like 10 meters across. No human can jump that far and of course some restrictions would have to apply here. On 11/4/10, Clement Chou chou.clem...@gmail.com wrote: But then if you do that, wouldn't it be all too easy to just hold down the arrow key until you pass over the trap? Or are you going to put in a maximum length for the jump? I guess more precise would mean more work and now I think about it it does seem a bit more impractical. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
It does. Rewriting the game with those variables would probably be 2,000 pounds of extra work, too. But I do think that there should be a clear indication of a trap's threshold. Maybe traps can be set so that there is a space between a couple of them if they are in succession, as the fire pits currently are, and the longer you hold the right arrow, or the more times you tap it, the farther you jump. Now, there is a threshold at the edge of each, but if you jump too far, you land in the second one, so you have to know how far to jump. Then again, a healthy adventurer can jump farther than one in fair, good, or poor health, so those potions can gain value. And, although sheathed or holstered, weapons do add weight, which would affect distance. Possibly, more than one weapon of the same type could be in the game, and you might find one if you have to drop weapons on the near side of a jumpable obstruction? Hmm. Another 2,000 pounds or so of work for the developer, delaying the game's journey to market. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 10:05 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi Charles, As Dark correctly pointed out jumping in MOTA is purely mechanical. If you are standing on a ledge and press alt+right arrow to jump you will always make it safely to the other side because the trap is exactly one jump across. Knowing where to start, therefore, means you will always jump over that trap without any possible margin of error That's just down right unrealistic.. My point more over was that just because a sighted person can see a trap in a game is no certainty the can actually cross it. Take Super Mario for example. In Mario you had to jump over traps, and there were a number of factors that would come in to play when trying to cross a certain trap. If Mario was normal size or big the chances of jumping a large trap were greater than if Mario was small. I remember getting pretty mad when Mario would get shrunk and then there was a big trap coming up, because it usually meant I couldn't make the jump and would die trying. In such a case weather I could see the trap or not made absolutely no difference in the outcome. So if we are going to keep the edges around traps like people want we now have to rewrite the game mechanics, the jump code, etc to put some challenge back into the game. We can't always jump a chasm and make it to the other side with 100% certainty. There needs to be some factor or margin of error. Does that make sense? On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote: This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Hi tom. Fair enough Tom, and I can see how Sapi would be irritating. Previded there was a way to know the length of the trap, this would be in my mind a good thing. There is however a far more symple solution. Nobody said we have to use metres. just have steps, strides, paces or feet, ie, measurements of one angela step and that will be way precise enough without having to get into all the shenanigans of mucking about with decimals or altering jumps. It also doesn't seem unreasonable to me that Angela would measure things in this way heck, given her reflexes, she probably would measure things in a uniquely personalized fashion based on her own length of stride rather than use metres. Afterall, Prince of persia did very much the same thing so there certainly is pressident for it. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.
Oh feet like in Shades of Doom - Original Message - From: Phil Vlasak p...@pcsgames.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 3:13 PM Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2. Hi Thomas, Since you can only move a step at a time the most logical thing to do is to measure everything by how many steps away it is. So if it says you are 3 steps away from a pit then you only need to do is hit the right arrow 3 times to get to 0. Phil - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 10:50 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi, The problem with speaking an exact measurement like 3.6 meters away is that it is almost impossible to do this using wav files. Oh, I suppose I could do it, but it is terribly difficult to process it. If we truly want that degree of precision we pretty much have to switch over to using Sapi or something else. This in turn gives me even more work for me to do in trying to support multiple platforms. G... No, the most practical solution is to change the size of the traps and rewrite the jump code to base the length of a jump on how long the alt+arrow key is held down. On 11/4/10, dark d...@xgam.org wrote: Well I agree on the precision of the viewing menue engine, sinse that seems only fair and avoids you having to be roasted or fall to your death while learning audio positioning. I rather like Phil's suggestion of having .3 .6 and .9 metre markers for when you are less than one metre away, sinse this would tell you precisely when you were at the edge, allow you to here the audio, and judge the distance for the jump. Btw, as far as edges go, I did rather like the way the lethal lab level of Superliam worked, with those electric barriers which had no edges, and those holes which had two steps warning but no sound for the trap itself. This made for a nice balance and perhaps a similar thing might be possible in mota by having chasms with no sound but an edge, and firepits with no edge but a sound. though losing the evil wind sound from those holes would detract from the atmosphere a bit ;D. Beware the Grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.864 / Virus Database: 271.1.1/3236 - Release Date: 11/03/10 15:34:00 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Hi Charles, 2000 pounds? Try 3 thousand...1000 for working out exactly what you just said. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles Rivard Sent: Thursday, November 04, 2010 10:35 AM To: Gamers Discussion list Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. It does. Rewriting the game with those variables would probably be 2,000 pounds of extra work, too. But I do think that there should be a clear indication of a trap's threshold. Maybe traps can be set so that there is a space between a couple of them if they are in succession, as the fire pits currently are, and the longer you hold the right arrow, or the more times you tap it, the farther you jump. Now, there is a threshold at the edge of each, but if you jump too far, you land in the second one, so you have to know how far to jump. Then again, a healthy adventurer can jump farther than one in fair, good, or poor health, so those potions can gain value. And, although sheathed or holstered, weapons do add weight, which would affect distance. Possibly, more than one weapon of the same type could be in the game, and you might find one if you have to drop weapons on the near side of a jumpable obstruction? Hmm. Another 2,000 pounds or so of work for the developer, delaying the game's journey to market. --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 04, 2010 10:05 AM Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi Charles, As Dark correctly pointed out jumping in MOTA is purely mechanical. If you are standing on a ledge and press alt+right arrow to jump you will always make it safely to the other side because the trap is exactly one jump across. Knowing where to start, therefore, means you will always jump over that trap without any possible margin of error That's just down right unrealistic.. My point more over was that just because a sighted person can see a trap in a game is no certainty the can actually cross it. Take Super Mario for example. In Mario you had to jump over traps, and there were a number of factors that would come in to play when trying to cross a certain trap. If Mario was normal size or big the chances of jumping a large trap were greater than if Mario was small. I remember getting pretty mad when Mario would get shrunk and then there was a big trap coming up, because it usually meant I couldn't make the jump and would die trying. In such a case weather I could see the trap or not made absolutely no difference in the outcome. So if we are going to keep the edges around traps like people want we now have to rewrite the game mechanics, the jump code, etc to put some challenge back into the game. We can't always jump a chasm and make it to the other side with 100% certainty. There needs to be some factor or margin of error. Does that make sense? On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote: This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- 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
Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.
Hi Tomas, I would personally prefer we keep the warnings, and add a a way of jumping that is less idealistic. After all, even without the warnings, all you would need to do is step up to the edge, then jump across. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Thursday, November 04, 2010 10:05 AM To: Gamers Discussion list Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2. Hi Charles, As Dark correctly pointed out jumping in MOTA is purely mechanical. If you are standing on a ledge and press alt+right arrow to jump you will always make it safely to the other side because the trap is exactly one jump across. Knowing where to start, therefore, means you will always jump over that trap without any possible margin of error That's just down right unrealistic.. My point more over was that just because a sighted person can see a trap in a game is no certainty the can actually cross it. Take Super Mario for example. In Mario you had to jump over traps, and there were a number of factors that would come in to play when trying to cross a certain trap. If Mario was normal size or big the chances of jumping a large trap were greater than if Mario was small. I remember getting pretty mad when Mario would get shrunk and then there was a big trap coming up, because it usually meant I couldn't make the jump and would die trying. In such a case weather I could see the trap or not made absolutely no difference in the outcome. So if we are going to keep the edges around traps like people want we now have to rewrite the game mechanics, the jump code, etc to put some challenge back into the game. We can't always jump a chasm and make it to the other side with 100% certainty. There needs to be some factor or margin of error. Does that make sense? On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote: This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap. --- Shepherds are the best beasts! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/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.