amers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Thursday, August 18, 2011 9:46 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mota thoughts
One thing you could add to help make it clear when you missed a jump is to
add a shorter scream or exhale followed by a fall
...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, August 17, 2011 11:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts
Hi Dark,
As for your first point about jumping onto ledges and missing that's often
the result of simpl
g [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Scott Chesworth
> Sent: Wednesday, August 17, 2011 12:55 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Mota thoughts
>
> Tom, two more bugs freshly stumbled upon and one hopefully quick question:
>
> 1. Roo
12:55 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts
Tom, two more bugs freshly stumbled upon and one hopefully quick question:
1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced b
melee
weapons, waiting until the monster walks away from you then creeping up
behind.
Beware the grue!
Dark.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Wednesday, August 17, 2011 6:50 PM
Subject: Re: [Audyssey] Mota thoughts
H
Tom, two more bugs freshly stumbled upon and one hopefully quick question:
1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced by the view command. It was a stroke of luck on the 18
zillionth attempt that
Hi Scott,
That sounds like a good idea. You are right. You should be able to run
up or down a flight of stairs given the fact that statues etc are on a
timer and speeding up travel time would help. I'll look into adding
that feature.
On 8/17/11, Scott Chesworth wrote:
> Just a tidbit to add to t
Hi Dark,
About patrolling monsters that's actually a good idea. That was a
feature of Montezuma's Revenge as you would recall and it did change
the game play quite a bit as monsters didn't stick in one place and
then move in for the kill as soon as you appeared. They constantly
moved around and on
me
> needing to get used to the mechanics (something which is actually nice to
> see in an audio game for once).
>
> i'll give the game another try and see if I can work around this.
>
> Beware the grue!
>
> dark.
> - Original Message -
> From: "Thomas W
day, August 17, 2011 4:41 PM
Subject: Re: [Audyssey] Mota thoughts
Hi Dark,
As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.Y
Hi.
With your rope problem, don't forget about analogue jumping. You have to
jump far enough when on a rope too just like with ledges.
Sent with Thunderbird 3.1.10 portable.
On 8/17/2011 10:50 AM, dark wrote:
Hi.
Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far,
Hi Dark,
As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.You
will get a feel for jumping onto ledges after a while.
As to your second point
Hi.
Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far,
the analogue jump system is as i expected, as is the running jumps.
the only two miner niggles I have are first, for some reason you don't always
seem to reach a ledge after climbing up a rope and jumping off,
scussion list"
Sent: Tuesday, August 16, 2011 10:37 PM
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi.
I like the newer sounds myself. I've recorded gunshots myself and they
sound more like the newer ones than what the original mota gunshots
sounded like.
Sent with Thunderb
it's done if people don't like it then they don't have to play
it
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audysse
- From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi John,
Thanks for your thoughts and comments. However, I have a few responces
of my own below.
John wrote:
I personally preferred
t;Gamers Discussion list"
Sent: Tuesday, August 16, 2011 8:07 PM
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi Bryan,
Yeah, I've strongly thought about that. I certainly could encrypt
MOTA's sounds but as people are still translating the speech files
into foreign languages I
Hi Bryan,
Yeah, I've strongly thought about that. I certainly could encrypt
MOTA's sounds but as people are still translating the speech files
into foreign languages I'd hate to locked them out of the sounds while
that work is still going on. Still I'll probably encrypt everything
when 1.0 comes o
Hi Phil,
Sure. No problem. I'm merely trying to get 1.0 out the door, but there
is always room for later updates, changes, etc. I merely had to call a
stop to the suggestions at this point so I can actually get the game
more or less to a point I can sell it and get this monkey off my back.
Cheers
ay, August 16, 2011 4:10 PM
Subject: Re: [Audyssey] MOTA Beta 22 Released
Hi Thomas,
So there is a penalty for releasing the jump keys early. Death.
What about a penalty for releasing them too late?
I imagine she would be tired or injured after a too long of a jump.
So reducing her strength, oxy
ot;
Sent: Tuesday, August 16, 2011 4:13 PM
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi Yohandy,
That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody
uot;
Sent: Tuesday, August 16, 2011 3:43 PM
Subject: Re: [Audyssey] mota beta 22 thoughts
Thomas,
I'd say don't do it. I don't understand what's going on with this
community. It's always compromises with you guys. can't a man create a
game how he wants, and eve
dding levels,
cutscenes, etc etc.
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Tuesday, August 16, 2011 4:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts
It
Hi Thomas,
I understand your decision to stop making changes.
Just consider my suggestion for a possible future update to version 1.0
Thanks,
Phil
- Original Message -
From: "Phil Vlasak"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 5:10 PM
Subject:
from Lori.
--
From: "Thomas Ward"
Sent: Tuesday, August 16, 2011 10:13 PM
To: "Gamers Discussion list"
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi Yohandy,
That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based
-
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 1:50 PM
Subject: Re: [Audyssey] MOTA Beta 22 Released
Michael,
Keep in mind there is a maximum distance Angela can jump. She doesn't
jump forever. Once she reaches the maxim
homas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 3:13 PM
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi Yohandy,
That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the pas
ist"
Sent: Tuesday, August 16, 2011 2:43 PM
Subject: Re: [Audyssey] mota beta 22 thoughts
Thomas,
I'd say don't do it. I don't understand what's going on with this
community. It's always compromises with you guys. can't a man create a
game how he wants, and everyo
Weird. I haven't had that problem.
We are the Knights who say...Ni!
- Original Message -
From: "Greg Steel"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 2:12 PM
Subject: [Audyssey] Mota Bug
Hi Tom The Torch sound has been playing throug
Hi Yohandy,
That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream
.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 12:22 PM
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi Bryan,
Perhaps, but its the principle of the thing. Nobody wants to just
except the game as it w
Hi Tom The Torch sound has been playing through out the game the last 2 times I
played it. So I wanted to let you know.
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rs Discussion list"
Sent: Tuesday, August 16, 2011 11:42 AM
Subject: Re: [Audyssey] MOTA Beta 22 Released
Hi,
I was trying mota beta 21 the other day, and I couldn't figure out how
this analog jumping worked. For example, you said that the longer you hold
down the keys the farther you jump?
LOL. It's saved my hide more than a few times though so if it can be
fixed...
We are the Knights who say...Ni!
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 10:55 AM
Subject: Re: [Audyssey] mota bet
scussion list'"
Sent: Tuesday, August 16, 2011 10:31 AM
Subject: Re: [Audyssey] mota beta 22 thoughts
Nah... People need to stop wining and except change and play the game.
This
game has been through the ringer and needs to be completed the way Thomas
wants to make it and if people don
as though you're holding that 357
Magnum to their heads and forcing them to play.
We are the Knights who say...Ni!
- Original Message -
From: "Darren Duff"
To: "'Gamers Discussion list'"
Sent: Tuesday, August 16, 2011 10:26 AM
Subject: Re: [Au
Michael,
Keep in mind there is a maximum distance Angela can jump. She doesn't
jump forever. Once she reaches the maximum distance she will land
regardless of how long you hold the jump buttons or keys down.
Obviously, I had to set the max distance to something reasonable which
is about the length
mas Ward"
Sent: Tuesday, August 16, 2011 8:06 AM
To: "Gamers Discussion list"
Subject: Re: [Audyssey] MOTA Beta 22 Released
Hi,
No. Analog jumping is a core part of the game. If I got rid of the
analog jumping it would make jumping traps way too easy as well as
give you less control
Good for you! Lol
!
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 1:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi Darren,
That's precisely ho
Hi Darren,
That's precisely how I'm handling the situation. I'll listen to
criticism, suggestions, etc if they are valid, but as far as I'm
concerned beyond bug reports and adding new levels etc this game is
done. I'm not spending hours debating weather the doors should be
stone or wood or weather
Hi Bryan,
Thanks. I'll check it out. That blasted laser sight has been more
trouble than its worth. :D
Cheers!
On 8/16/11, Bryan Peterson wrote:
> I do ahve one criticism. I'm sorr to report that te site still doesn't work
> properly. I's the reverse of a situation I noticed but forgot to repor
.@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Tuesday, August 16, 2011 12:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts
Maybe release the Beta 18 sounds as a separate sound pack? That way those
who wanted it could have it while those who, like me, are happy wit
d
Sent: Tuesday, August 16, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi Bryan,
Perhaps, but its the principle of the thing. Nobody wants to just except the
game as it was intended to be designed. MOTA players are under the
impression USA Games is like Subway
Hi Bryan,
Perhaps, but its the principle of the thing. Nobody wants to just
except the game as it was intended to be designed. MOTA players are
under the impression USA Games is like Subway "we do it your way"
which isn't what we had in mind here. Although, I have plenty of web
space right now ima
sage -
From: "Phil Vlasak"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 9:32 AM
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi Tom,
I like the new weapon sounds and of course the Heather voice.
I'm still getting used to the analog jumping technique.
Ma
ights who say...Ni!
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts
Hi John,
Thanks for your thoughts and comments. However, I have a few responces
of
Hi Phil,
Well, I guess you can think of it as variable jumping, but analog
jumping is the technical term for it so that's what I went with. I
guess that's because I tend to be atechnical kind of guy. :D
As for the new view command I like it better this way as well. I got
sick and tired of looking
Hi Bryan,
Right. I don't know how many people on this list have been around
firearms, but something like the Shotgun, for example, sounds like a
Mossberg 12-gauge at a distance. The pistol sounds like a Remington
.38 Special from a distance. So the sounds are correct depending on if
we are talking
Hi Tom,
I like the new weapon sounds and of course the Heather voice.
I'm still getting used to the analog jumping technique.
Maybe a better term would be variable jumping.
I am also getting used to her not saying the door is locked.
It is reasonable that if the door is locked she would not say an
Hi John,
Thanks for your thoughts and comments. However, I have a few responces
of my own below.
John wrote:
I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.
My reply:
Well, that's unfortunate because the gun shots etc
ather than stone
for the most part.
We are the Knights who say...Ni!
- Original Message -
From: "john"
To:
Sent: Tuesday, August 16, 2011 6:49 AM
Subject: [Audyssey] mota beta 22 thoughts
I just got a chance to download beta 22 this morning, and have just
finished a game
I just got a chance to download beta 22 this morning, and have just finished a
game. My thoughts are as follows:
I personally preferred the weapon sounds from beta 18. For me, the new ones
are far more sci fi, and far less realistic. In particular I preferred the
sounds for the pistol, spear
hi Tom I just played the game and it is awesome. I love it.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, August 16, 2011 5:44 AM
Subject: Re: [Audyssey] Mota Beta 22
Hi Angela,
Glad you like it. I've finally got
Hi,
No. Analog jumping is a core part of the game. If I got rid of the
analog jumping it would make jumping traps way too easy as well as
give you less control over weather you want to do a hop, short jump,
or a very long jump. Besides that, analog jumping is very common in
mainstream games, and b
Hi Angela,
Glad you like it. I've finally got a version I believe to be both
stable and nearly production quality once I add some extra levels and
the game registration system it should be good to go. I'm also working
with someone on some voice acting etc, but that's still in the trial
phase. Howe
Hi Thomas,
Congrats on the awesome job you did with Mota Beta 22. It's great! I love it
and can't quit playing! lol
Angela
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Hi,
Can't you make an option to turn on or off analog jumping? Is it hard?
saygilar sevgiler.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 8:34 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Hay
Lord."
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Monday, August 15, 2011 2:58 PM
Subject: [Audyssey] MOTA Beta 22 Released
Hello everyone,
USA Games Interactive would like to present Mysteries of the Ancients
beta 22. This all ne
Hi Dark,
Oh, I think you'll like beta 22. Beta 21 and beta 22 was based largely
on the beta 18 stable code and of course expands and updates beta 18.
So I think what we have now is very very stable and functional to
play. Now, at least I can get on with the business of writing the rest
of the game
To: "Gamers Discussion list"
Sent: Monday, August 15, 2011 8:58 PM
Subject: [Audyssey] MOTA Beta 22 Released
Hello everyone,
USA Games Interactive would like to present Mysteries of the Ancients
beta 22. This all new release contains a number of patches and bug
fixes which resolves
Hi Bryan,
Ok, that's weird. It was working when I uploaded the setup file not
long ago, but now I'm getting the same error you must be seeing. I
haven't a clue what is going on but I'll be sending a support request
to my webhost wanting to know why in hades my website is down. Now,
I"m extremely m
15, 2011 1:58 PM
Subject: [Audyssey] MOTA Beta 22 Released
Hello everyone,
USA Games Interactive would like to present Mysteries of the Ancients
beta 22. This all new release contains a number of patches and bug
fixes which resolves some minor issues found in beta 21.
What's New
* Angela
Hello everyone,
USA Games Interactive would like to present Mysteries of the Ancients
beta 22. This all new release contains a number of patches and bug
fixes which resolves some minor issues found in beta 21.
What's New
* Angela now speaks "Looks like a dead end" when she encounters a wall.
* T
Hi Phil,
No problem. I'll modify the keyboard commands in the appendix. I just
thot that control+arrow was specific enough, but I guess not.
On 8/7/11, Phil Vlasak wrote:
> Hi Thomas,
> It's good that the alternative keys work.
> The Apendix does need a little revising though.
> Running Jump: sh
Hi,
Well, for what its worth I'm trying not to overly complicate the traps
etc in MOTA as there are enough new concepts here for most VI gamers.
Although, I certainly might put traps closer together on higher game
levels, make hem more difficult to jump safely, etc once I feel sure
people have got
Hi Valiant,
Well, assuming we do decide to use Sapi on Windows I'd obviously have
to modify the engine to use whatever TTS API was available for Mac OS
and Linux. Linux has the Speec-Dispatcher API which is similar to Sapi
in a sense. Mac OS has its own Speech API, I forget what its called,
but se
Hi Michael,
As I said previously the little game intro music was a very short
track recorded for that cutscene specifically. It wouldn't really fit
anywhere else in my opinion so didn't put it in the list of music
tracks that get played during game play.
As for cutscenes ingeneral I am well aware
Hi phil,
Sure, its not a problem. As I said the mechanics of beta 17 and
earlier was totally different, and when I added the analog jumping
support in beta 18 and later I didn't really think about
pan/reposition the sounds as you were jumping in the air. So its not a
huge update to add that featu
Hi Thomas,
regarding the music for the intro, I'd like to say that I am a fan of such
pieces of music and I had expected to find it somewhere in the game itself.
About the cutscenes, many games do have them in some form to tell a story
instead of saying for example "level complete" or something
Hi.
I'm curious, what would you do if you started using sapi for output when
it came to mac and linux? Would you use speech dispatcher or what ever
they call the sapi-like system they have on those platforms? Also I had
a bit of a brainstorm. I know ESpeak is pretty much considered dreadful,
b
rom: "Charles Rivard"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 4:47 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released
That would deduct from the replay value. It's more of a challenge to have
to judge your distance. I can see where you're coming f
ndard Jump right: control+l/right arrow
Standard Jump left: control+j/left arrow
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 5:31 PM
Subject: Re: [Audyssey] MOTA running jump keys
Hi Phil,
Yes the j, k,
"
Sent: Sunday, August 07, 2011 5:00 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Phil,
Grown. Please, no more work. I've already got too much work to do as it
is. :D
Actually, I know what the problem is, and it might not be too hard to
fix. While jumping the sounds are not r
Hi Phil,
Yes the j, k, l, and i keys all work as alternative arrow keys. So if
you want to run and jump to the left shift+control+l would perform the
same action as shift+control+right arrow.
HTH
On 8/7/11, Phil Vlasak wrote:
> Hi Thomas,
> I noticed in the key list you have
> running jump, sh
Hi Charles,
I'm certainly going to look into it. After all as Angela jumps the
audio perspective should change in real time so I'm going to update
that code shortly.
As for the beta 21 patch. Its beginning to look like a full upgrade as
tbetween the suggestions and bug fixes sent in by the list t
Hi Phil,
Actually, Real Speak Tom is a 22500 KHZ Sapi voice the same as
Acapella Heather. The difference though is that Acapella Heather is
built using bright speech technology the same as the Ivona 2 voices. I
don't exactly know what Bright Speech technology is, but the Acapella
voices and the Iv
t is the presence of the Lord."
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 4:00 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Phil,
Grown. Please, no more work. I've already got too much wo
Hi Phil,
Grown. Please, no more work. I've already got too much work to do as it is. :D
Actually, I know what the problem is, and it might not be too hard to
fix. While jumping the sounds are not repositioned or updated as
Angela jumps. That's a hold over from before we actually had analog
jumpin
.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 1:53 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Charles,
Well, I've considered doing voice packs for the game at some point.
I.E. zip up something like Scan
hil Vlasak"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 3:37 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 3:19 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Charles,
That's a good point. A human being would have to pause even if it was
a second or so before
Hi Thomas,
I noticed in the key list you have
running jump, shift plus control and an arrow key
What about those who can't use arrow keys?
Does shift plus control and l key work for jumping to the right?
I didn't try it out, and thought you just might have left those j and l
choices out for run
Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle
increases to 100 pe
Hi Charles,
That's a good point. A human being would have to pause even if it was
a second or so before trying to jump again. To rest if nothing else.
The way it worked in beta 18 was totally unrealistic because as soon
as Angela's feet hit the ground she bounced straight back up into the
air like
Hi Charles,
Unfix? That's a new one on me, but you are right. I'm learning after
10 years of programming sometimes its best to leave well enough alone.
Sometimes when trying to fix something I end up breaking it instead.
:D
Cheers!
On 8/7/11, Charles Rivard wrote:
> If you try to fix the minor
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 9:00 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Karl,
Ah, I see what you mean, but there is a very good reason why you have
to release the jump keys and press them again to jump again.
Basically, what it boils
Hi Bryan,
Well, yes and no. Its true that a handful of people had problems with
Sapi support, because for some strange reason Sapi is easy to screw
up. Yet, it was under ten people who had problems. From a technical
standpoint that's probably worth the risk of supporting the technology
as Jeremy,
"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 4:04 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Karl,
As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've lo
Aw nuts!
---
"Security is not the absence of danger. It is the presence of the Lord."
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 3:49 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Mike,
Absolutely. We are still working on the 3d FPS version of the game.
The only reason we haven't put out a demo or beta of the first-person
version of the game is that we've been trying out various things with
the standard version of the game, getting it stable enough for
release, and then
y, August 07, 2011 12:32 PM
Subject: [Audyssey] MOTA first player
I was wondering if the first player version of the game is being developed
still?
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You can make changes
I was wondering if the first player version of the game is being developed
still?
---
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I remember when he tried that. People kept having Sapi issues.
We are the Knights who say...Ni!
- Original Message -
From: "Charles Rivard"
To: "Gamers Discussion list"
Sent: Sunday, August 07, 2011 11:43 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released
I d
Hi Charles,
Well, I've considered doing voice packs for the game at some point.
I.E. zip up something like Scansoft Tom and offer it for download if
Heather isn't your forte etc. Those kinds of things are certainly
possible. Its just I don't really have time to update the Scansoft Tom
recordings a
Hi Michael and all,
Well, an analog jump system generally works like this. The longer the
jump buttons or keys are held down the further and higher the
character will jump with in reason. A character can't jump forever,
but can jump pretty high or far if the keys or buttons are held down
long enou
f the Lord."
- Original Message -
From: "Hayden Presley"
To: "'Gamers Discussion list'"
Sent: Sunday, August 07, 2011 1:46 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Thomas,
I've tried it, and I am impressed. However, why did you change the voice
Hi Hayden,
Right you are. I've discovered don't release a public beta until you
are prepared to stick with feature x as if you remove it or change it
somebody is bound to not like it and want the old one back. That said,
I think people forget that this is a work in progress and I'm
experimenting a
Hi Michael,
Yes, I've considered and have looked at possible voice talent to voice
the game. However, to get quality voice talent to do the entire game
would cost quite a lot of money, and I haven't found any free voice
talent that really worked out. Of the two women I tried both ended up
having t
unday, August 07, 2011 3:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Hayden,
Remember that big discussion over voices a couple of months back? Most
of the customers/players wanted Acapella Heather so I took out Tom and
put Heather back in. That's why Hea
n list"
Subject: Re: [Audyssey] MOTA Beta 21 Released
Hi Karl,
As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've looked, and can't find any reason for the problem. I can't
fix what I don
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