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. Grrrr...

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.

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