Re: [Audyssey] Monte bosses.

2007-11-26 Thread Thomas Ward
Hi Bryan, The idea of a sequel version at some point might not be a bad idea. In the sequel I wouldn't necessarily follow strict guidelines of the original since Monte does that well enough. In the sequel I can bring Angela back, but make all new temples, add in things that got dropped through

Re: [Audyssey] Monte bosses.

2007-11-26 Thread Thomas Ward
Hi Charles, That is currently my plan. I am having troubles compiling level 4 and I am far from a complete and ready product. I'm going to have to sell the game as is, with no bosses, and then make some sort of optional upgrade in the future. A 2.0 version or something down the road those who

Re: [Audyssey] Monte bosses.

2007-11-26 Thread Thomas Ward
Hi Dark, Thanks for the suggestions. Though even thetype of bosses you mentioned are currently out of m time range for 1.0. Though, I am still logging suggestions for some future update. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL

[Audyssey] Monte bosses.

2007-11-25 Thread Thomas Ward
Hi all, Over the last couple of days or so a few of you have suggested some sort of bosses for the game. Especially, for the final level. I will be honest about this and state I honestly had not considered this for the game so there is no code in place to make this possible without reworking

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Bryan
Ward [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 25, 2007 11:11 AM Subject: [Audyssey] Monte bosses. Hi all, Over the last couple of days or so a few of you have suggested some sort of bosses for the game. Especially, for the final level. I

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Shadow Dragon
I can honestly say you'd get my money for the game even if there were the promise of bosses. AKA you released it before christmas, but then released some sort of major version upgrade later that added bosses to the game and the like. I really do think bosses would add a whole new level of

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Dark
Hello tom. Given the way the game works, you might considder bosses of a slightly different style which would nevertheless be easier to code into the game. I'm thinking, of the way bosses worked in the playstation platform games Pandemonium and Pandemonium 2. these were basically large game

Re: [Audyssey] Monte bosses.

2007-11-25 Thread shaun everiss
i honestly never thought about bosses, I say leave it as is. At 07:11 a.m. 26/11/2007, you wrote: Hi all, Over the last couple of days or so a few of you have suggested some sort of bosses for the game. Especially, for the final level. I will be honest about this and state I honestly had not

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Charles Rivard
- From: Thomas Ward [EMAIL PROTECTED] To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 25, 2007 12:11 PM Subject: [Audyssey] Monte bosses. Hi all, Over the last couple of days or so a few of you have suggested some sort of bosses for the game. Especially, for the final level. I

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Raul A. Gallegos
Forget the bosses and release the game sooner than later is my vote. Most everyone has been waiting long enough. Thomas Ward wrote: Hi all, Over the last couple of days or so a few of you have suggested some sort of bosses for the game. Especially, for the final level. I will be honest