it took me about 6 attempts to beat lethal lab... that it a truely hard
level... but a fun one no less.
---
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...@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
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 c
Oh feet like in Shades of Doom
- Original Message -
From: "Phil Vlasak"
To: "Gamers Discussion list"
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 m
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, me
ay, 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
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/
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
: "Thomas Ward"
To: "Gamers Discussion list"
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 impossi
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 ju
there.
We are the Knights who say...Ni!
- Original Message -
From: "Charles Rivard"
To: "Gamers Discussion list"
Sent: Thursday, November 04, 2010 8:27 AM
Subject: Re: [Audyssey] game difficulties was best side
scroller?-Re:Q9version 1.2.
This may be tru
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 maili
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
there should be an indication
of a trap.
---
Shepherds are the best beasts!
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side
scroller? -Re:Q9version
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
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, sins
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 wrote:
herds are the best beasts!
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
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 y
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 h
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 ed
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 migh
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
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