Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Charles Rivard
, February 01, 2011 6:02 PM Subject: Re: [Audyssey] MOTA beta 17 Hi, Ok...I've just tried mOTA and there are two things I've noticed that are strange. S P O I L E R SP A C E I find a rope paralleling a staircase partway through the level; at the top of this stair is a locked statue. Also I

Re: [Audyssey] MOTA beta 17

2011-02-01 Thread Liam Erven
Subject: Re: [Audyssey] MOTA beta 17 Hi Liam, I'll consider it. No promises, but I'll consider lifting that restriction. At least for the betas anyway. I can always put it back in for 1.0. cheers! On 2/1/11, Liam Erven liamer...@gmail.com wrote: What I'd really really like to see is the ability

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Thomas Ward
Hi Charles, Ummm..that sounds more like a southern accent rather than Australian. Grin. On 2/1/11, Charles Rivard woofer...@sbcglobal.net wrote: I don't like any accent in which R's are dropped and R's that don't belong there are inserted. As examples, you should hear enter instead of

Re: [Audyssey] MOTA Last Minute Comments

2011-02-01 Thread Bryan Peterson
Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Brian, Sorrowfully that's English accents. Ya learn to live with them if you use English synthesizers. Grin Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf

Re: [Audyssey] MOTA Beta 17 Released!

2011-02-01 Thread burakyuksek
Thankyou! sevgiler saygilar - Original Message - From: Thomas Ward thomasward1...@gmail.com To: gamers@audyssey.org Sent: Tuesday, February 01, 2011 7:20 PM Subject: [Audyssey] MOTA Beta 17 Released! Hello gamers, At long last Mysteries of the Ancients beta 17 is now

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Arianna Sepulveda
To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Tom, it's actually something of an irony. I've always been able to play complex 2d games like Metroid Mega man and turrican, but one of the most depressing experiences of my life was when I found at the age of about 14

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi, Actually, I think the reason you and others are so easily confused by Shades of Doom etc isn't so much the levels are difficult, but it is too easy to get turned around and accidently get lost. If you are walking west along a coridor, get into a fight with an enemy, you might end up walking

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Darren Duff
[mailto:gamers-boun...@audyssey.org] On Behalf Of Arianna Sepulveda Sent: Sunday, January 30, 2011 10:33 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments I agree, games like Shades of Doom, Audio Quake and Sarah and the Castle of Witchcraft and Wizardry absolutely throw me

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Charles Rivard
- From: Darren Duff duff...@gmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Monday, January 31, 2011 7:45 AM Subject: Re: [Audyssey] MOTA Last Minute Comments IT seems to me that if you are good at making a mental map of the world around you, you should be able to handle one

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread shaun everiss
well tom, there are also traps etc, sod has chambers that don't even need you to access unless something exists. I think its quite easy but I have played the game about 1000 times. I plan to do a couple recordings of sod and gtc just for my way of doing things. maybe. Hi, Actually, I think

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi, I'm not sure about that. It seams to me a lot of people have problems with Shades of Doom, Sarah, etc. I've never thought of them as very hard, but still many others do have the problem. So using them for virtual om training might not be the best idea. However, I am fairly good at general om

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Phil Vlasak
Hi Thomas, I like Skeleton Swordsman, and Skeleton archer, But what do you call a skeleton that uses a dagger? Skeleton cutter? Skeleton BladeSinger? And how about a skeleton that throws fire? Skeleton fire thrower? Skeleton pyromaniac? And what about a skeleton so large it just steps on you?

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Hayden Presley
PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, I'm not sure about that. It seams to me a lot of people have problems with Shades of Doom, Sarah, etc. I've never thought of them as very hard, but still many others do have the problem. So using them for virtual

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Hayden Presley
, January 31, 2011 7:34 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Thomas, I like Skeleton Swordsman, and Skeleton archer, But what do you call a skeleton that uses a dagger? Skeleton cutter? Skeleton BladeSinger? And how about a skeleton that throws fire

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Jacob Kruger
@audyssey.org Sent: Tuesday, February 01, 2011 3:33 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Thomas, I like Skeleton Swordsman, and Skeleton archer, But what do you call a skeleton that uses a dagger? Skeleton cutter? Skeleton BladeSinger? And how about a skeleton that throws fire

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi Phil, Lol! That is a very good question. I have been wondering the same thing actually. In some cases there isn't a good name for some of the kinds of modified enemies I can create for MOTA. A Zombie with an iron spear could be called an undead spearman or zombie spearman. However, a zombie

Re: [Audyssey] MOTA Last Minute Comments

2011-01-31 Thread Thomas Ward
Hi, That might work. Unfortunately, Acapela Heather doesn't like the word mage. I typed in skeleton mage and it says it like skeleton midge. No wonder I hate synthetic speech. It doesn't know how to say anything right. That's actually one of my problems in producing MOTA. Acapela Heather is a

Re: [Audyssey] MOTA Queery

2011-01-30 Thread Charles Rivard
Are you blind? If so, no. As for if you're not, only the Thomas Ward knows. (ornery grin) --- Laughter is the best medicine, so look around, find a dose and take it to heart. - Original Message - From: Hayden Presley hdpres...@hotmail.com To: 'Gamers Discussion list'

Re: [Audyssey] MOTA Queery

2011-01-30 Thread Hayden Presley
Hi, Hahaha...quite the reply. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles Rivard Sent: Sunday, January 30, 2011 3:56 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Queery Are you blind

Re: [Audyssey] MOTA Queery

2011-01-30 Thread Thomas Ward
Hi Hayden, Probably not. I've been tied up with other things today and and still have a few things to update/fix before the beta goes public. Sorry, but the release will be put off a couple of days or so. HTH On 1/30/11, Hayden Presley hdpres...@hotmail.com wrote: Hi Thomas, Out of

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread dark
: [Audyssey] MOTA Last Minute Comments Hi Dark, Basically, I figure unlocking trophies etc is one good use for arcade mode. In Guardian of Light you get certain points for performing various things like time bonuses etc that all go towards unlocking certain trophies and things like that. So if we add

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Ryan Strunk
: Re: [Audyssey] MOTA Last Minute Comments Hi, Not to be picky but I'm not sure why you're replacing ps with bs and ts with ds. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Michael Gauler Sent: Tuesday

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Darren Duff
: Tuesday, January 25, 2011 11:12 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Dark, True enough. Strangely though when it comes to creating level maps in my mind I can not for the life of me think of them in 2d. I suppose because when I was sighted I saw

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Charles Rivard
...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, January 25, 2011 9:59 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Charles, Charles wrote: Puzzles? Once solved, do they detract from the challenge and replay value? A classic example of this is the first game

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread shaun everiss
Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Tuesday, January 25, 2011 11:12 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Dark, True enough. Strangely though when it comes to creating level

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Thomas Ward
Hi Charles, Yeah. Not only that but from a development point of view it is sort of hard to add that degree of detail. I mean you have to design the timing, difficulty, etc to be challenging but not too hard. To be honest I'm wondering if I might have bit off more than I can chew. Smile. On

Re: [Audyssey] MOTA Last Minute Comments

2011-01-26 Thread Hayden Presley
... Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: Wednesday, January 26, 2011 1:57 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Tom, it's actually something

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread william lomas
I think we need more advanced elements and puzzles otherwise games we have will remain to easy On 25 Jan 2011, at 08:13, Thomas Ward wrote: Hi everyone, Okay, here is the deal. Beta 17 is almost ready for public release and it may appear as early as Friday/Saturday barring any unforseen

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Jacob Kruger
Not too sure relevant at all, but in terms of randomisation closest would really think you'd want to go is that on certain levels, the same monsters/adversaries might want appear/arrive at different placements, but that's about as far as would take it. In terms of different jumping levels it

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Will, Yeah, that goes without saying. The big picture here is how to balance it out so it allows new/inexperienced gamers a serious chanse at playing plus give advanced gamers like myself something worth buying and continuing to play for some time to come. To give it replay value that holds

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Sarah Haake
Hi Thomas, very interesting things you brought up there. For me personally, the random enemies and items are not important at all. I perfectly understand what you said about enemies fitting into a plot and so on, and that is a lot more important for me at least. So, I would say, just place

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Strunk
I'm in favor of taking out randomness. I'm not overly concerned with scoring. My biggest point in this email, though: In the Tomb Raider games puzzles range from using a specific lever/switch to unlock a door to more advanced puzzles like jumping on certain pressure switches,hidden in the floor,

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
hi tom. Ok, I aggree with you on the monsters thing. There are 2 ways you could accomplish this. 1. have randomised monsters per location. That is every location where monsters exist as is in the current release can have randomised monsters, unless for example these don't fit in which case you

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
well you could remove the randomised code while you test it and then add it back in later if you cared to. Issue is once people know where everything is then it won't matter if you have the game or not. At 09:43 p.m. 25/01/2011, you wrote: Hi Will, Yeah, that goes without saying. The big

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
Hi tom. The chief reason I can see for random monsters, is to provide interest in the rest of your game. Gameplay wise Q9 scores over superliam in my book because while they have basically the same formular, walk along left to right, jump holes, smack stuff when close etc, q9 has randomly

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason not to include such puzzles. If we keep the bar intentionally low, we'll never teach people to jump higher. My reply: That's quite true, but my concern is actually translating some of these complex

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark, Dark wrote: As to puzles and traps, how about an easy mode for compromise. I'm not just thinking here of mucking about with game mechanics, but of something potentially plot specific which could provide audio help similar to the eva in shades of doom. Say, on easy mode angela takes a

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Phil Vlasak
Hi Thomas, I am not sure why you can not have random monsters and specific monsters. The skeletons and other low level monsters should be random and show up everywhere and on all levels. But then you should have another specific monster class that shows up only where and when you decide. In the

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Shaun, As I said in a prier e-mail doing that wouldn't really work. I could never balance the game that way. Let me explain it another way. Let's assume you enter the first room and you have a pistol with 15 rounds of ammo. There is a big ugly skeleton in their with a rusty dagger in his

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Phil Vlasak
Hi Thomas, Another suggestion about the placement of monsters. How about no random monsters, so they are positioned exactly where you want them. But then have a random removal of those monsters function at the start of each level. Phil --- Gamers mailing list __ Gamers@audyssey.org If you

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Phil, Phil wrote: I am not sure why you can not have random monsters and specific monsters. In the Sarah game, I decide which monsters show up on each level and how many of them. Then I also adjust the number and type plus adjusting their capabilities before the level starts depending on

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Strunk
-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Tuesday, January 25, 2011 5:07 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Karl Belanger
Here are my thoughts: As for randomized monsters and items, I have definitely experienced how things can be unbalanced, and I would be OK with completely unrandomizing things. Or, what about partial randomization? For example, you could only allow skeletons and zombies on level 1, add in centaurs

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Philip Bennefall
- Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, January 25, 2011 1:20 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Phil, Phil wrote: I am not sure why you can not have random monsters and specific

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Lori Duncan
Hi tom I personally preffer the randomness of the game, it keeps the player on their toes and doesn't become boring to expect the same monsters in the same places all of the time. I know of a few games where the monsters are always in the same place and good though they are, a bit of

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Michael Gauler
Hi Tom, since I have been there playing the game from your first Alpha onwards, I have been with it from the start. About random enemies/objects: drop it. I have had that problem of encountering a centauer in the first level with only the standard gun as a weapon, with nothing else. Even on easy

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason not to include such puzzles. If we keep the bar intentionally low, we'll never teach people to jump higher. My reply: That's quite true, but my

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Karl, Thanks for the comments. As for your comment about partial randomization that's part of the problem. As I was explaining to Phil earlier when I added that random code I didn't do it in such a way that would provide partial randomization or take certain types of special conditions into

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Michael, Michael wrote: Just a short question about traps and items. What happened to such things as the vanishing platforms to cross some traps instead of the bridges or bridges that only hold you for a time before breaking, and something like the force fields or other timed traps in

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Damien, You just hit upon one of my main concerns. Your definition and my ddefinition of easy and hard is vastly different. Below you explained that you have problems with games like Shades of Doom where I have beaten it several times. I have even beaten it a few times on the highest

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
as a developer as well as my skills as a gamer. Regards, Damien. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, January 25, 2011 1:57 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Damien, You

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
That to an extent is true Tom, but equally bare in mind that 2D is spacially easier than 3D. Many of the problems some people have with 3D are simply space orientated, heck, if it weren't for good nav features in the gma engine and terraformers I couldn't play them myself, and in fact

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Conroy
Hi Tom, Just a couple things: 1. If you put an arcade mode in, can you have a high score server? I.E. We could submit our high scores to scoreboards on the internet like with Pipe, Troopanum, ETC, and compete with each other? If you can, I'd say definitely I'd like an arcade mode. If you

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Shiny protector
Hi Thomas, I think nere the firepits and other traps there should be monsters which are random. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Tuesday, January 25, 2011 8:43 AM Subject: Re: [Audyssey] MOTA Last

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread shaun everiss
: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, Ryan wrote: As it stands now, you may be right, but I don't think that's a good reason not to include such puzzles. If we keep the bar intentionally low, we'll never teach people to jump higher. My reply: That's quite true, but my concern

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Hayden Presley
12:44 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Last Minute Comments well I don't mind if centors exist in one room, sod has been a replayed over and over. While its true some monsters are not random, items still are and I still come back again and again. same with gtc

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
it. Regards, Damien. - Original Message - From: Hayden Presley hdpres...@hotmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Tuesday, January 25, 2011 11:02 PM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi, Blankblock? If you can play Tank Commander you can play

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Hayden Presley
list Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Tom, since I have been there playing the game from your first Alpha onwards, I have been with it from the start. About random enemies/objects: drop it. I have had that problem of encountering a centauer in the first level with only

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Charles Rivard
Puzzles? Once solved, do they detract from the challenge and replay value? A classic example of this is the first game put out by Bavisoft. Traps? I like the way that Q9's pits are, in that you can still fall into pits even with the muddy warning. Could it be possible to place a landing

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Bryan Peterson
It could be that English isn't his native language. We are the Knights who say...Ni! - Original Message - From: Hayden Presley hdpres...@hotmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Tuesday, January 25, 2011 4:12 PM Subject: Re: [Audyssey] MOTA Last Minute

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Ryan, About arcade mode. Score servers and things like that is something we can consider in the future. For now I was mainly thinking of a classic arcade mode where it keeps track of your top 10 scores and you try to best your own score. Plus by having an arcade mode there are other things we

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Damien Pendleton
: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Wednesday, January 26, 2011 3:17 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, About arcade mode. Score servers and things like that is something we can consider in the future. For now I

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Charles, Charles wrote: Puzzles?  Once solved, do they detract from the challenge and replay value? A classic example of this is the first game put out by Bavisoft. My reply: I don't think so. As long as there are more challenges besides the puzzles in place there will be plenty to offer a

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark, True enough. Strangely though when it comes to creating level maps in my mind I can not for the life of me think of them in 2d. I suppose because when I was sighted I saw everything in 3d so when I start mapping things I automatically think of things having 3d left, right, up down,

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Ryan Conroy
I like the idea of trophies, very much. -- Original Message -- From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Subject: Re: [Audyssey] MOTA Last Minute Comments Date: Tue, 25 Jan 2011 22:17:24 -0500 Hi Ryan, About arcade mode. Score

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
@audyssey.org Sent: Wednesday, January 26, 2011 3:17 AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Ryan, About arcade mode. Score servers and things like that is something we can consider in the future. For now I was mainly thinking of a classic arcade mode where it keeps track of your top 10

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread dark
AM Subject: Re: [Audyssey] MOTA Last Minute Comments Hi Dark, True enough. Strangely though when it comes to creating level maps in my mind I can not for the life of me think of them in 2d. I suppose because when I was sighted I saw everything in 3d so when I start mapping things I automatically

Re: [Audyssey] MOTA Last Minute Comments

2011-01-25 Thread Thomas Ward
Hi Dark, Basically, I figure unlocking trophies etc is one good use for arcade mode. In Guardian of Light you get certain points for performing various things like time bonuses etc that all go towards unlocking certain trophies and things like that. So if we add arcade mode this would be the most

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-04 Thread Ben
Might try a playthrough soon... starting today possibly. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayden Presley Sent: 03 December 2010 23:00 To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Beta 16 Released! Hi Ben

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-03 Thread Ben
Subject: Re: [Audyssey] MOTA Beta 16 Released! Hi Ben, I'm not sure off the top of my head.However, at the current exchange rate between the dollar and the British pound I'd imagine it would not be any more than 30 pounds. Maybe even less the way the dollar is rapidly going down in value thanks

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-03 Thread Ben
How do I get that -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Karl Belanger Sent: 07 November 2010 16:56 To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Beta 16 Released! It's just over 21 pounds. For the future, you

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-03 Thread Ben
I don't mind it even now -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayden Presley Sent: 10 November 2010 03:18 To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Beta 16 Released! Hi Clement, So did I. Or should I say

Re: [Audyssey] MOTA Beta 16 Released!

2010-12-03 Thread Hayden Presley
, December 03, 2010 6:28 AM To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Beta 16 Released! I don't mind it even now -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayden Presley Sent: 10 November 2010 03:18 To: 'Gamers

Re: [Audyssey] MOTA Rock Remix

2010-11-25 Thread Ben
Can I have a repost of the trailer link -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Hayden Presley Sent: 24 November 2010 23:02 To: 'Gamers Discussion list' Subject: Re: [Audyssey] MOTA Rock Remix Hi Greg, That's a spear. I

Re: [Audyssey] MOTA Rock Remix

2010-11-25 Thread Thomas Ward
Hi Ben, Here isthe link to the file again: http://www.usagamesinteractive.com/downloads/trailers/MOTA-Alternative.mp3 HTH On 11/25/10, Ben gamehead...@aol.co.uk wrote: Can I have a repost of the trailer link --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send

Re: [Audyssey] MOTA Rock Remix

2010-11-24 Thread Greg Steel
lori_dunca...@hotmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 21, 2010 9:36 AM Subject: Re: [Audyssey] MOTA Rock Remix Hi Tom would you also consider adding in a key which would say yes or no depending on your location, so you could remember if you've been

Re: [Audyssey] MOTA Rock Remix

2010-11-24 Thread Greg Steel
...@gmail.com To: gamers@audyssey.org Sent: Sunday, November 21, 2010 2:23 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi, That was a vanishing platform. I guess enouh time has passed since I was working on Montezuma's Revenge people have forgotten about vanishing platforms. As per request I added

Re: [Audyssey] MOTA Rock Remix

2010-11-24 Thread Hayden Presley
- From: Lori Duncan lori_dunca...@hotmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 21, 2010 9:36 AM Subject: Re: [Audyssey] MOTA Rock Remix Hi Tom would you also consider adding in a key which would say yes or no depending on your location, so you could

Re: [Audyssey] MOTA Rock Remix

2010-11-24 Thread Thomas Ward
Hi Greg, Ummm..That's a spear not a sphere. Smile. As for the sound that starts and stops that is one of the new vanishing platforms I'm adding to beta 17. You'll be seeing more of them through the new game. As per demand people wanted to see those traps carried over from Montezuma's Revenge to

Re: [Audyssey] MOTA Rock Remix

2010-11-22 Thread Thomas Ward
Hi Lori, Yeah. Well, that is the difference between a 2d environment like Shades of Doom and a 3d environment like MOTA 3D. Besides the ability to go north, south, east, and west there is a specific element to move up and down through the game world too. Either by climbing up or down on

Re: [Audyssey] MOTA Rock Remix

2010-11-22 Thread Lori Duncan
Sent: Monday, November 22, 2010 5:49 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi Lori, Yeah. Well, that is the difference between a 2d environment like Shades of Doom and a 3d environment like MOTA 3D. Besides the ability to go north, south, east, and west there is a specific element to move

Re: [Audyssey] MOTA Rock Remix

2010-11-22 Thread Thomas Ward
Hi Lori, That's alright. A lot of VI gamers don't know the difference in game types, styles, etc do to their total lack of experience with mainstream games. Lots of people think Shades of Doom is 3d when in fact it isn't. It has 3d audio, but it technically would be classified as a 2d FPS because

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Lori Duncan
Hi Tom very impressive, the music really captured the mood, I just tried it myself with some Evanescence, but found it harder than it seemed, it doesn't help that I'm still finding my way around. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Thomas Ward
Hi Hayden, Yes, in a manner of speaking. All the old bosses are still in the game, but have been reasigned to different levels. I've been playing with the layout some with beta 17 and have decided to make Arachne and the Lamia the first two bosses. The Cyclops, Nessus, Kerberos, Minotaur, etc

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Lori Duncan
: Lori Duncan lori_dunca...@hotmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 21, 2010 5:36 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi Tom would you also consider adding in a key which would say yes or no depending on your location, so you could remember if you've

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Thomas Ward
Hi Lori, Already done. Several people have made that request to return the jump key back to control which I have done in beta 17. So that is definitely no problem. Consider it done. On 11/21/10, Lori Duncan lori_dunca...@hotmail.com wrote: Oh and I meant to also ask if you'd think about maybe

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Thomas Ward
thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 21, 2010 5:21 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi Hayden, Yes, in a manner of speaking. All the old bosses are still in the game, but have been reasigned to different levels. I've been

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Charles Rivard
- From: Lori Duncan lori_dunca...@hotmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 21, 2010 11:36 AM Subject: Re: [Audyssey] MOTA Rock Remix Hi Tom would you also consider adding in a key which would say yes or no depending on your location, so you could remember

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Charles Rivard
@audyssey.org Sent: Sunday, November 21, 2010 12:22 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi Lori, The reason it says burning torch is because the torch is burning when you get it. If you notice when you grab one off the wall you hear it go out. Angela relights it when it is needed

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Hayden Presley
...@audyssey.org] On Behalf Of Thomas Ward Sent: Sunday, November 21, 2010 11:22 AM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Rock Remix Hi Hayden, Yes, in a manner of speaking. All the old bosses are still in the game, but have been reasigned to different levels. I've been playing

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Hayden Presley
Of Thomas Ward Sent: Sunday, November 21, 2010 12:17 PM To: Lori Duncan; Gamers Discussion list Subject: Re: [Audyssey] MOTA Rock Remix Hi Lori, Already done. Several people have made that request to return the jump key back to control which I have done in beta 17. So that is definitely

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Lori Duncan
-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Sunday, November 21, 2010 12:17 PM To: Lori Duncan; Gamers Discussion list Subject: Re: [Audyssey] MOTA Rock Remix Hi Lori, Already done. Several people have made that request to return the jump key back to control which I have done in beta 17. So

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Lori Duncan
of burning torch? - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 21, 2010 5:21 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi Hayden, Yes, in a manner of speaking. All the old bosses are still

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Hayden Presley
...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Lori Duncan Sent: Sunday, November 21, 2010 1:23 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Rock Remix Hi I think control key feels more natural to press than the alt key and it's the same key for other side-scrolers too

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Thomas Ward
Hi Hayden, As per request I have added some vanishing platforms to the game. People who played Montezuma's Revenge no doubt noticed the same sound of the platform was used here in the demo of beta 17. On 11/21/10, Hayden Presley hdpres...@hotmail.com wrote: Hi Thomas, Aha. I'm looking forward

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Thomas Ward
Presley hdpres...@hotmail.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Sunday, November 21, 2010 7:10 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi, I really don't understand that. I'm not sure why you want it assigned back to control...just curious, sense to me control is more

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Thomas Ward
Hi, That was a vanishing platform. I guess enouh time has passed since I was working on Montezuma's Revenge people have forgotten about vanishing platforms. As per request I added a few into the game. On 11/21/10, Greg Steel greegste...@sbcglobal.net wrote: Hi Tom this is Greg. I heard

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Lori Duncan
Umm what does it involve? - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 21, 2010 10:04 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi Hayden, As per request I have added some vanishing platforms

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Thomas Ward
...@hotmail.com wrote: Umm what does it involve? - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, November 21, 2010 10:04 PM Subject: Re: [Audyssey] MOTA Rock Remix Hi Hayden, As per request I have added

Re: [Audyssey] MOTA Rock Remix

2010-11-21 Thread Hayden Presley
To: Lori Duncan; Gamers Discussion list Subject: Re: [Audyssey] MOTA Rock Remix Hi, The vanishing platforms vanish and appear at random intervals. You often need to use one to cross an impassable trap like a large chasm, fire pit, lava pit, whatever. Of course, if you are standing on it when

<    3   4   5   6   7   8   9   10   11   12   >