Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-14 Thread Thomas Ward
Hi Hayden,
Smile. You are in luck. As a history buff I can tell you exactly why
Athena has alternative spellings. It really all comes down to weather
or not the document was translated from Latain or Greek.
If the document was translated from Classical Greek you will usually
see it spelled as A t h e n a. If the document was translated from
Latain, Roman era, then you will see it spelled A t h e n e. Many
Greek gods, goddesses, and heroes have similar alternative spellings
depending on from what source it was translated.


HTH

On 5/13/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Dark,
 Lol...if it's chlorine you're worried about, then have no fear--some how, I
 don't think Athena put that into the tomb. And I must inquire about the
 alternate spellings of her name...
 Best Regards,
 Hayden

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread dark

In general I'm not personally a fan of capitalized braille at all.

sinse the basic point of capitals in print is to aide in skim reading as 
highlight markers to draw a persons' attention to the start of sentences 
etc, they really don't serve much purposes in braille other than wasting 
time with lots of dots. I remember reading a startrek next gen novel in 
braille and getting so damnably sick of the 4 6 6 6 enterprise!


the only time I've found them useful is when you actually need to 
distinguish capital letters, ie, in maths or science, but in bog standard 
English I never see the point myself,  when you've only got 40 
characters per line and 100 lines per page, why waste more characters with 
random dots?


Beware the Grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, May 13, 2010 2:09 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
CHCH for church? Lol...interesting. I'd be like you myself Tom, since like
Dark I was taught grade 2 at the same time I learned to read. I also do 
not
like UEB. The BrailleNote supports it now, but you can't use dot 6 n for A 
T

I  O N anymore, for some reason it sees it as a capital n.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, May 12, 2010 6:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hmmm, that sounds an interesting idea for people like myself who learnt
graide two braille at the same time they learnt to read.

I suspect I'd need a check list to consult, but whether the Grade three
braille starts being produced over here I'm not sure.

Besides, I must confess now that portable audio formats are so much easier
than lumping a tape recorder around, I do generally read in audio. i have
read books in braille but though I  have recently heard of a bar code
reading device which sounded rather promising in this respect.

Beware the Grue!

Dark.more as a method to get access to certain titles I wouldn't get
otherwise than by choice.

~saying that though, i stil! happen to think that braille is the best way 
of


labling cds, computer games, dvds, cooke appliences etc,  that I've found.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list
gamers@audyssey.org
Sent: Wednesday, May 12, 2010 9:10 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Lori,
Yep. Sure is. It has been around for a few years, but grade 2 is stil
the standard for most braille publications because many braille users
haven't updated their braille skills  and still are not aware of the
new braille contractions. However, grade 3 is now being taught to new
braille students, and builds upon grade 2. I'm not familiar with all
the new braille contractions myself but one I remember from my brief
course was the chch contraction for church and a couple of others like
that. No big deal really, but would throw you off if you were reading
along and saw them in a book or magazine. Actually, I did see a couple
of magazines that use grade 3 braille and I had to ask someone from
the Vision Center what in heck this contraction was because I didn't
have it in school. Lol!

HTH




On 5/12/10, Lori Duncan lori_dunca...@hotmail.com wrote:

There's a grade 3??  I thought only 1 and 2!


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread dark
Well the torch thing was just a suggestion of another feature which could be 
made easier. i'm afraid i don't agree Haiden, sinse as I said I personally 
am far more in favour of using this as a measure of progressive difficulty, 
and don't believe it should be available at normal difficulty, but we'll 
just have to see how tom decides to work things out.


Beware the grue!

dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, May 13, 2010 2:06 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
The flaw I have with this is, how do you intend to work out the torch
problem? I'm sure it wouldn't be infinitely difficult, but if you have an
infinitely burning torch, then all the torches you'll pick up during the
game seem pointless. The other thing is that I only play the easy 
difficulty

because of the difficulty of the monsters, and I'd have to commit suicide
for the sole purpose of not hearing look out! every time I end up by a
fire pit I've already figured out anyway. Still leaning towards the option
in the programs menu, though I think it should only apply for easy and
normal.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, May 12, 2010 6:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Well tom, it depends upon how extensive you want this option to be.

a training mode as in shades where the monsters don't move which finishes
after the first level,. seems a different idea from say having certain 
help

features and difficulty level tweaks in the main game, sinse obviously you
couldn't be allowd to play through the entire game with unmoving monsters
and obviously announced traps.

I do like the idea of beginner or easy having changes in gameplay though 
as

I said, sinse mastering the game without those changes provides extra
challenge at higher levels.

so for instance on beginner you could get double amo pick up from packs 
(not


unlimited that'd be a cheat, just more plentiful amo so you can work out
weapon range), announcements of all traps and gaps, and infinite burning
torches.

On easy, you go back to normal amounts of amo and normal torch use, but 
keep


the trap warnings.

Intermediate you lose the trap warnings accept for firepits.

Expert you get no warnings and need to do everything by sound.

a setup something like that would hopefully have the desired effect, and
insure that there was a range of difficulty levels which players could go
through progressively.

Beware the Grue!

Dark.climb,
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 9:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
Lol! Actually, I do see your point.  I think the compromise may be to
add a training mode for beginners. With Shades of Doom, Tank
Commander, etc when you select the lowest difficulty level you are
prompted if you want training mode. I could do the same thing with
MOTA. While training mode is on it will announce where traps are, but
if you select intermediate, advanced, or expert you won't get that
option meaning you really must be an expert or advanced player to win.
Same could be done for the suggestion to light a torch or something.
I've noticed that gets to be annoying at times, and could be converted
over to a training mode feature. What do you think?

On 5/11/10, dark d...@xgam.org wrote:

I'm personally more in favour of it being in the beginner, and possibly
easy
difficulty settings but not in the others rather than being a toggle
switch,
sinse this allows players to get used to the game in early difficulty,
but
insures that experts have to truely master positioning and jumps. I
personally think it'd be wrong if the game can be finished on expert 
with

this option on.

Pluss, this gives a nice distinguishing factor to the gameplay betwene
different difficulties, insuring that playing on higher levels is not
just a
case of doing the same thing as on lower ones, but with more hard 
hitting

enemies, thus insuring a longer play time in mastering this game.

This is as I said though, just a personal view, I won't exactly be going
on
a massive vendetta if it doesn't make it into the game and a toggle
switch
is decided upon,.

Beware the Grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread Thomas Ward
Hi Dark,
Ahemmm...One problem with your plan beginner and easy are the same
thing. There is no easy difficulty level. Only beginner,
intermediate, advanced, and expert. However, I do take your meaning.
However, as far as a training mode goes that need not necessarily
freeze monsters in place like Shades of Doom. Merely add extra verbal
feedback of what is going on so a new gamer can get the hang of
jumping traps, evading monsters, etc. Kind of like the training levels
in say Tomb Raider Angel of Darkness.
In Angel of Darkness Lara can get killed by the guard on the balcony,
get malled by a dog, etc but she also gives helpful comments and
suggestions to the player that this or that would be a good idea or
not be a good idea.  For example, if you get to near to the dog in the
alley she might say, I better not get to close to that dog. Maybe I
should find another way.  On the balcony when you get to close to the
gard Lara will sush the player, and explain how to use stealth mode to
sneek upon the gard and knock him out. She explains how to peak around
corners and so on. Basically, it doesn't stop you from screwing up,
but will give you helpful hints and advice how to do it without
getting into much trouble. You see how that works?




On 5/12/10, dark d...@xgam.org wrote:
 Well tom, it depends upon how extensive you want this option to be.

 a training mode as in shades where the monsters don't move which finishes
 after the first level,. seems a different idea from say having certain help
 features and difficulty level tweaks in the main game, sinse obviously you
 couldn't be allowd to play through the entire game with unmoving monsters
 and obviously announced traps.

 I do like the idea of beginner or easy having changes in gameplay though as
 I said, sinse mastering the game without those changes provides extra
 challenge at higher levels.

 so for instance on beginner you could get double amo pick up from packs (not
 unlimited that'd be a cheat, just more plentiful amo so you can work out
 weapon range), announcements of all traps and gaps, and infinite burning
 torches.

 On easy, you go back to normal amounts of amo and normal torch use, but keep
 the trap warnings.

 Intermediate you lose the trap warnings accept for firepits.

 Expert you get no warnings and need to do everything by sound.

 a setup something like that would hopefully have the desired effect, and
 insure that there was a range of difficulty levels which players could go
 through progressively.

 Beware the Grue!

---
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread dark

Fair enough tom, as I said, it was really only an illustrative example.

Several of the mega man games have something similar, mega man zero 1 has a 
first level and boss along those lines, and X5 even has a full training 
stage with commentary including a fight against a toned down versionn of one 
of the bosses from X4.


Hmmm, I wonder if the entombed dungeon creator would let you do something 
similar for entombed?


Btw, for shear stupidity, a friend and I were playing the original tomb 
raider on the playstation (well she was playing I was watching), and trying 
to find as many ways as possible to kill lara in her mantion, which was 
completely silly, but actually rather fun.


Drowning her in her swimming pool was my personal favouroute!
Beware the Grue!

Dark.
Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 13, 2010 11:10 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
Ahemmm...One problem with your plan beginner and easy are the same
thing. There is no easy difficulty level. Only beginner,
intermediate, advanced, and expert. However, I do take your meaning.
However, as far as a training mode goes that need not necessarily
freeze monsters in place like Shades of Doom. Merely add extra verbal
feedback of what is going on so a new gamer can get the hang of
jumping traps, evading monsters, etc. Kind of like the training levels
in say Tomb Raider Angel of Darkness.
In Angel of Darkness Lara can get killed by the guard on the balcony,
get malled by a dog, etc but she also gives helpful comments and
suggestions to the player that this or that would be a good idea or
not be a good idea.  For example, if you get to near to the dog in the
alley she might say, I better not get to close to that dog. Maybe I
should find another way.  On the balcony when you get to close to the
gard Lara will sush the player, and explain how to use stealth mode to
sneek upon the gard and knock him out. She explains how to peak around
corners and so on. Basically, it doesn't stop you from screwing up,
but will give you helpful hints and advice how to do it without
getting into much trouble. You see how that works?




On 5/12/10, dark d...@xgam.org wrote:

Well tom, it depends upon how extensive you want this option to be.

a training mode as in shades where the monsters don't move which finishes
after the first level,. seems a different idea from say having certain 
help
features and difficulty level tweaks in the main game, sinse obviously 
you

couldn't be allowd to play through the entire game with unmoving monsters
and obviously announced traps.

I do like the idea of beginner or easy having changes in gameplay though 
as

I said, sinse mastering the game without those changes provides extra
challenge at higher levels.

so for instance on beginner you could get double amo pick up from packs 
(not

unlimited that'd be a cheat, just more plentiful amo so you can work out
weapon range), announcements of all traps and gaps, and infinite burning
torches.

On easy, you go back to normal amounts of amo and normal torch use, but 
keep

the trap warnings.

Intermediate you lose the trap warnings accept for firepits.

Expert you get no warnings and need to do everything by sound.

a setup something like that would hopefully have the desired effect, and
insure that there was a range of difficulty levels which players could go
through progressively.

Beware the Grue!


---
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread Thomas Ward
Hi,
Lol!   Poor Lara. Drowning her in her own swimming pool. That's cruel,
man. Just cruel, but funny as well.


On 5/13/10, dark d...@xgam.org wrote:
 Fair enough tom, as I said, it was really only an illustrative example.

 Several of the mega man games have something similar, mega man zero 1 has a
 first level and boss along those lines, and X5 even has a full training
 stage with commentary including a fight against a toned down versionn of one
 of the bosses from X4.

 Hmmm, I wonder if the entombed dungeon creator would let you do something
 similar for entombed?

 Btw, for shear stupidity, a friend and I were playing the original tomb
 raider on the playstation (well she was playing I was watching), and trying
 to find as many ways as possible to kill lara in her mantion, which was
 completely silly, but actually rather fun.

 Drowning her in her swimming pool was my personal favouroute!
 Beware the Grue!

 Dark.
 Beware the Grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread dark
Yes, she might be an internationally famous treasure hunter,  but 
obviously she never got her gold star for swimming one length of a standard 
pool ;D.


Beware the Grue!

dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 13, 2010 12:00 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
Lol!   Poor Lara. Drowning her in her own swimming pool. That's cruel,
man. Just cruel, but funny as well.


On 5/13/10, dark d...@xgam.org wrote:

Fair enough tom, as I said, it was really only an illustrative example.

Several of the mega man games have something similar, mega man zero 1 has 
a

first level and boss along those lines, and X5 even has a full training
stage with commentary including a fight against a toned down versionn of 
one

of the bosses from X4.

Hmmm, I wonder if the entombed dungeon creator would let you do something
similar for entombed?

Btw, for shear stupidity, a friend and I were playing the original tomb
raider on the playstation (well she was playing I was watching), and 
trying

to find as many ways as possible to kill lara in her mantion, which was
completely silly, but actually rather fun.

Drowning her in her swimming pool was my personal favouroute!
Beware the Grue!

Dark.
Beware the Grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread Muhammed Deniz
Killing your self in a game? One of the best cheats! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 13 May 2010 15:21
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Yes, she might be an internationally famous treasure hunter,  but
obviously she never got her gold star for swimming one length of a standard
pool ;D.

Beware the Grue!

dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 13, 2010 12:00 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi,
 Lol!   Poor Lara. Drowning her in her own swimming pool. That's cruel,
 man. Just cruel, but funny as well.


 On 5/13/10, dark d...@xgam.org wrote:
 Fair enough tom, as I said, it was really only an illustrative example.

 Several of the mega man games have something similar, mega man zero 1 has

 a
 first level and boss along those lines, and X5 even has a full training
 stage with commentary including a fight against a toned down versionn of 
 one
 of the bosses from X4.

 Hmmm, I wonder if the entombed dungeon creator would let you do something
 similar for entombed?

 Btw, for shear stupidity, a friend and I were playing the original tomb
 raider on the playstation (well she was playing I was watching), and 
 trying
 to find as many ways as possible to kill lara in her mantion, which was
 completely silly, but actually rather fun.

 Drowning her in her swimming pool was my personal favouroute!
 Beware the Grue!

 Dark.
 Beware the Grue!

 Dark.

 ---
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 http://www.mail-archive.com/gam...@audyssey.org.
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 list,
 please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread Muhammed Deniz
Hi all,
Isn't this talk about brail abit off topic? I mean it doesn't relate to
Mota, as well as computer brail and such is off topic for the list. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Henry D. Reyes
Sent: 12 May 2010 22:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Good Day:

Computer braille is a code to be used for programming material, rather like
nemeth braille is used for mathematics and science. Grade 3 braille is a
shorthand version of grade 2 braille with several hundred contractions
(frankly, I am not familiar enough with this braille to give much
information on it).

Henry
Education never ends. It is a series of lessons, with the greatest for the
last.
 Sherlock Holmes
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 14:13
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Muhammed,
 Ummm...No.  There actually is a grade 3 braille which is similar to 
 grade 2 braille, but has about a dozen or so extra contractions as I 
 understand it. I heard from the Ohio Vision Center about it so I'm 
 pretty sure my source is reliable. Beyond that I don't know much more.
 However, you are right there is a computer braille, but as far as I 
 know that isn't grade 3.

 On 5/12/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Graid 3 is computer brail.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread Thomas Ward
Hi,
Ahem...That would be something of a problem since I can think of
several game levels where Lara has to do a fair amount of swimming and
diving to get items.  If she couldn't swim her own pool it wouldn't
boad well for various missions where she has to swim underwater for a
good length of time to get somewhere.

On 5/13/10, dark d...@xgam.org wrote:
 Yes, she might be an internationally famous treasure hunter,  but
 obviously she never got her gold star for swimming one length of a standard
 pool ;D.

 Beware the Grue!

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread Thomas Ward
Hi Muhammed,
Yes, it is off topic. I had thought the subject was going to die out
on its own, but since you braught the subject up let's end the
discussion about braille.

Thanks.


On 5/13/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Hi all,
 Isn't this talk about brail abit off topic? I mean it doesn't relate to
 Mota, as well as computer brail and such is off topic for the list.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread dark

well maybe a chlorine allergy? ;d.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 13, 2010 7:03 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
Ahem...That would be something of a problem since I can think of
several game levels where Lara has to do a fair amount of swimming and
diving to get items.  If she couldn't swim her own pool it wouldn't
boad well for various missions where she has to swim underwater for a
good length of time to get somewhere.

On 5/13/10, dark d...@xgam.org wrote:

Yes, she might be an internationally famous treasure hunter,  but
obviously she never got her gold star for swimming one length of a 
standard

pool ;D.

Beware the Grue!


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-13 Thread Hayden Presley
Hi Dark,
Lol...if it's chlorine you're worried about, then have no fear--some how, I
don't think Athena put that into the tomb. And I must inquire about the
alternate spellings of her name...
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, May 13, 2010 4:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

well maybe a chlorine allergy? ;d.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 13, 2010 7:03 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi,
 Ahem...That would be something of a problem since I can think of
 several game levels where Lara has to do a fair amount of swimming and
 diving to get items.  If she couldn't swim her own pool it wouldn't
 boad well for various missions where she has to swim underwater for a
 good length of time to get somewhere.

 On 5/13/10, dark d...@xgam.org wrote:
 Yes, she might be an internationally famous treasure hunter,  but
 obviously she never got her gold star for swimming one length of a 
 standard
 pool ;D.

 Beware the Grue!

 ---
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Thomas Ward
Hi Charles,
Are you crazy?  Something this huge you can't braille financially
speaking. We are talking several boxes of 8-1/2 by 11 braille paper
just to print the code once. Since we are talking almost daily changes
to the program I would be constantly brailling out revisions which
would cost serious money. Plus let's not forget this all would be
grade 1 braille, not grade 2 or grade 3 braille, which means no
contractions etc to save space. Since programming depends largely on
symbols, unusual variable names, and math formulas grade 1 is the way
it has to be.

Smile.

On 5/11/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Out of curiosity, for backups, do you have your code in braille?  It would
 be a time consuming beach to recopy all of it, but it could be done.  Hmm.
 I wonder how many pages that would be?  Maybe about 1,000 or so?  And to
 think, that would be just one game!  Gad!
 ---
 In God we trust.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Lori Duncan

There's a grade 3??  I thought only 1 and 2!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 12, 2010 8:57 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Charles,
Are you crazy?  Something this huge you can't braille financially
speaking. We are talking several boxes of 8-1/2 by 11 braille paper
just to print the code once. Since we are talking almost daily changes
to the program I would be constantly brailling out revisions which
would cost serious money. Plus let's not forget this all would be
grade 1 braille, not grade 2 or grade 3 braille, which means no
contractions etc to save space. Since programming depends largely on
symbols, unusual variable names, and math formulas grade 1 is the way
it has to be.

Smile.

On 5/11/10, Charles Rivard woofer...@sbcglobal.net wrote:
Out of curiosity, for backups, do you have your code in braille?  It 
would
be a time consuming beach to recopy all of it, but it could be done. 
Hmm.

I wonder how many pages that would be?  Maybe about 1,000 or so?  And to
think, that would be just one game!  Gad!
---
In God we trust.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Thomas Ward
Hi,
Lol!  That's stretching things quite a bit. I'd say with the engine
written I should be able to have new games done round about three or
four months with the engine depending whatever I need to code to make
the new game. I may have to update the engine from time to time to add
this or that feature as needed. As it is there are still things
written in the .Net version of the engine I'll eventually have to port
to C++ I just didn't take the time to do yet. What we have hear is a
smaller verison of the engine, and before i do my next project I'll
have to add some of the 3d commands and update the A.I. system for an
FPS game.


On 5/11/10, dark d...@xgam.org wrote:
 I did actually wonder Tom exactly how much of the code was the engine and
 how much was mota specific. I do now though have an idea of approximately
 how much easier things will be in the future for producing any other audio
 fps or similar now having the engine written.

 Btw, if you wrote thirteen thousand lines in a month, and mota takes up nine
 thousand, I duely expect usa games to be releasing 1 and a half games a
 month from now on?  and no skimping on the halves! I'll be expecting to
 see the adventures of Angela Carters' legs! traversing ancient floors and
 booting centaurs where it hurts! ;D.

 Ps: needless to say, this isn't serious, stil I thought the coding average
 as compared to the amount of code taken for Mota itself was pretty
 impressive.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Muhammed Deniz
Graid 3 is computer brail. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: 12 May 2010 21:00
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

There's a grade 3??  I thought only 1 and 2!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org
Sent: Wednesday, May 12, 2010 8:57 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Charles,
 Are you crazy?  Something this huge you can't braille financially
 speaking. We are talking several boxes of 8-1/2 by 11 braille paper
 just to print the code once. Since we are talking almost daily changes
 to the program I would be constantly brailling out revisions which
 would cost serious money. Plus let's not forget this all would be
 grade 1 braille, not grade 2 or grade 3 braille, which means no
 contractions etc to save space. Since programming depends largely on
 symbols, unusual variable names, and math formulas grade 1 is the way
 it has to be.

 Smile.

 On 5/11/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Out of curiosity, for backups, do you have your code in braille?  It 
 would
 be a time consuming beach to recopy all of it, but it could be done. 
 Hmm.
 I wonder how many pages that would be?  Maybe about 1,000 or so?  And to
 think, that would be just one game!  Gad!
 ---
 In God we trust.

 ---
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Thomas Ward
Hi Lori,
Yep. Sure is. It has been around for a few years, but grade 2 is stil
the standard for most braille publications because many braille users
haven't updated their braille skills  and still are not aware of the
new braille contractions. However, grade 3 is now being taught to new
braille students, and builds upon grade 2. I'm not familiar with all
the new braille contractions myself but one I remember from my brief
course was the chch contraction for church and a couple of others like
that. No big deal really, but would throw you off if you were reading
along and saw them in a book or magazine. Actually, I did see a couple
of magazines that use grade 3 braille and I had to ask someone from
the Vision Center what in heck this contraction was because I didn't
have it in school. Lol!

HTH




On 5/12/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 There's a grade 3??  I thought only 1 and 2!

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Thomas Ward
Hi Muhammed,
Ummm...No.  There actually is a grade 3 braille which is similar to
grade 2 braille, but has about a dozen or so extra contractions as I
understand it. I heard from the Ohio Vision Center about it so I'm
pretty sure my source is reliable. Beyond that I don't know much more.
However, you are right there is a computer braille, but as far as I
know that isn't grade 3.

On 5/12/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Graid 3 is computer brail.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Bryan Peterson

Uhm, yeah. Good thing you're not obligated to do that LOL.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 12, 2010 1:57 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Charles,
Are you crazy?  Something this huge you can't braille financially
speaking. We are talking several boxes of 8-1/2 by 11 braille paper
just to print the code once. Since we are talking almost daily changes
to the program I would be constantly brailling out revisions which
would cost serious money. Plus let's not forget this all would be
grade 1 braille, not grade 2 or grade 3 braille, which means no
contractions etc to save space. Since programming depends largely on
symbols, unusual variable names, and math formulas grade 1 is the way
it has to be.

Smile.

On 5/11/10, Charles Rivard woofer...@sbcglobal.net wrote:
Out of curiosity, for backups, do you have your code in braille?  It 
would
be a time consuming beach to recopy all of it, but it could be done. 
Hmm.

I wonder how many pages that would be?  Maybe about 1,000 or so?  And to
think, that would be just one game!  Gad!
---
In God we trust.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Thomas Ward
Hi Dark,
Lol! Actually, I do see your point.  I think the compromise may be to
add a training mode for beginners. With Shades of Doom, Tank
Commander, etc when you select the lowest difficulty level you are
prompted if you want training mode. I could do the same thing with
MOTA. While training mode is on it will announce where traps are, but
if you select intermediate, advanced, or expert you won't get that
option meaning you really must be an expert or advanced player to win.
Same could be done for the suggestion to light a torch or something.
I've noticed that gets to be annoying at times, and could be converted
over to a training mode feature. What do you think?

On 5/11/10, dark d...@xgam.org wrote:
 I'm personally more in favour of it being in the beginner, and possibly easy
 difficulty settings but not in the others rather than being a toggle switch,
 sinse this allows players to get used to the game in early difficulty, but
 insures that experts have to truely master positioning and jumps. I
 personally think it'd be wrong if the game can be finished on expert with
 this option on.

 Pluss, this gives a nice distinguishing factor to the gameplay betwene
 different difficulties, insuring that playing on higher levels is not just a
 case of doing the same thing as on lower ones, but with more hard hitting
 enemies, thus insuring a longer play time in mastering this game.

 This is as I said though, just a personal view, I won't exactly be going on
 a massive vendetta if it doesn't make it into the game and a toggle switch
 is decided upon,.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Bryan Peterson
There is a grade three but I don't believe I've ever seen anything written 
that way. Just the thought of all that game code written out in grade one 
braille is enough to make my blood run cold. And that's not even thinking of 
a program like, say the Microsoft Office suites. I imagine our games are 
small money compared to what the code for Microsoft Office would look like 
all written out in grade one.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 1:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



There's a grade 3??  I thought only 1 and 2!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 12, 2010 8:57 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Charles,
Are you crazy?  Something this huge you can't braille financially
speaking. We are talking several boxes of 8-1/2 by 11 braille paper
just to print the code once. Since we are talking almost daily changes
to the program I would be constantly brailling out revisions which
would cost serious money. Plus let's not forget this all would be
grade 1 braille, not grade 2 or grade 3 braille, which means no
contractions etc to save space. Since programming depends largely on
symbols, unusual variable names, and math formulas grade 1 is the way
it has to be.

Smile.

On 5/11/10, Charles Rivard woofer...@sbcglobal.net wrote:
Out of curiosity, for backups, do you have your code in braille?  It 
would
be a time consuming beach to recopy all of it, but it could be done. 
Hmm.

I wonder how many pages that would be?  Maybe about 1,000 or so?  And to
think, that would be just one game!  Gad!
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Bryan Peterson
Well at least you were able to get the components done that were necessary 
for this type of game.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 2:02 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
Lol!  That's stretching things quite a bit. I'd say with the engine
written I should be able to have new games done round about three or
four months with the engine depending whatever I need to code to make
the new game. I may have to update the engine from time to time to add
this or that feature as needed. As it is there are still things
written in the .Net version of the engine I'll eventually have to port
to C++ I just didn't take the time to do yet. What we have hear is a
smaller verison of the engine, and before i do my next project I'll
have to add some of the 3d commands and update the A.I. system for an
FPS game.


On 5/11/10, dark d...@xgam.org wrote:

I did actually wonder Tom exactly how much of the code was the engine and
how much was mota specific. I do now though have an idea of approximately
how much easier things will be in the future for producing any other 
audio

fps or similar now having the engine written.

Btw, if you wrote thirteen thousand lines in a month, and mota takes up 
nine

thousand, I duely expect usa games to be releasing 1 and a half games a
month from now on?  and no skimping on the halves! I'll be expecting 
to

see the adventures of Angela Carters' legs! traversing ancient floors and
booting centaurs where it hurts! ;D.

Ps: needless to say, this isn't serious, stil I thought the coding 
average

as compared to the amount of code taken for Mota itself was pretty
impressive.

Beware the Grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Lori Duncan
Lol Tom you could replace the I need a light with a really scared I can't 
see what's a head of me!!  I'm going out of my mind!!  Ok too much RPG for 
me today.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 9:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
Lol! Actually, I do see your point.  I think the compromise may be to
add a training mode for beginners. With Shades of Doom, Tank
Commander, etc when you select the lowest difficulty level you are
prompted if you want training mode. I could do the same thing with
MOTA. While training mode is on it will announce where traps are, but
if you select intermediate, advanced, or expert you won't get that
option meaning you really must be an expert or advanced player to win.
Same could be done for the suggestion to light a torch or something.
I've noticed that gets to be annoying at times, and could be converted
over to a training mode feature. What do you think?

On 5/11/10, dark d...@xgam.org wrote:
I'm personally more in favour of it being in the beginner, and possibly 
easy
difficulty settings but not in the others rather than being a toggle 
switch,
sinse this allows players to get used to the game in early difficulty, 
but

insures that experts have to truely master positioning and jumps. I
personally think it'd be wrong if the game can be finished on expert with
this option on.

Pluss, this gives a nice distinguishing factor to the gameplay betwene
different difficulties, insuring that playing on higher levels is not 
just a

case of doing the same thing as on lower ones, but with more hard hitting
enemies, thus insuring a longer play time in mastering this game.

This is as I said though, just a personal view, I won't exactly be going 
on
a massive vendetta if it doesn't make it into the game and a toggle 
switch

is decided upon,.

Beware the Grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Thomas Ward
Hi,
Yeah, although Microsoft Office is an unfair comparison since it is in
effect several different programs rather than any specific program.
Now, you want to say something like Final Fantasy 13 then you are
talking a game that is probably well over 100,000 lines of code since
RPG games are usually the most complex to create given the amount of
variables changes in the game state.

On 5/12/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 There is a grade three but I don't believe I've ever seen anything written
 that way. Just the thought of all that game code written out in grade one
 braille is enough to make my blood run cold. And that's not even thinking of
 a program like, say the Microsoft Office suites. I imagine our games are
 small money compared to what the code for Microsoft Office would look like
 all written out in grade one.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Henry D. Reyes

Good Day:

Computer braille is a code to be used for programming material, rather like 
nemeth braille is used for mathematics and science. Grade 3 braille is a 
shorthand version of grade 2 braille with several hundred contractions 
(frankly, I am not familiar enough with this braille to give much 
information on it).


Henry
Education never ends. It is a series of lessons, with the greatest for the 
last.

Sherlock Holmes
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 14:13
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Muhammed,
Ummm...No.  There actually is a grade 3 braille which is similar to
grade 2 braille, but has about a dozen or so extra contractions as I
understand it. I heard from the Ohio Vision Center about it so I'm
pretty sure my source is reliable. Beyond that I don't know much more.
However, you are right there is a computer braille, but as far as I
know that isn't grade 3.

On 5/12/10, Muhammed Deniz muhamme...@googlemail.com wrote:

Graid 3 is computer brail.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Charles Rivard
I like the idea of having the beginner level as a training mode if the gamer 
chooses, and having to light a torch in dark rooms.  Any difficulty beyond 
the easy level should naturally be more difficult, so there should be no 
warning of traps from that point.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 3:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
Lol! Actually, I do see your point.  I think the compromise may be to
add a training mode for beginners. With Shades of Doom, Tank
Commander, etc when you select the lowest difficulty level you are
prompted if you want training mode. I could do the same thing with
MOTA. While training mode is on it will announce where traps are, but
if you select intermediate, advanced, or expert you won't get that
option meaning you really must be an expert or advanced player to win.
Same could be done for the suggestion to light a torch or something.
I've noticed that gets to be annoying at times, and could be converted
over to a training mode feature. What do you think?

On 5/11/10, dark d...@xgam.org wrote:
I'm personally more in favour of it being in the beginner, and possibly 
easy
difficulty settings but not in the others rather than being a toggle 
switch,
sinse this allows players to get used to the game in early difficulty, 
but

insures that experts have to truely master positioning and jumps. I
personally think it'd be wrong if the game can be finished on expert with
this option on.

Pluss, this gives a nice distinguishing factor to the gameplay betwene
different difficulties, insuring that playing on higher levels is not 
just a

case of doing the same thing as on lower ones, but with more hard hitting
enemies, thus insuring a longer play time in mastering this game.

This is as I said though, just a personal view, I won't exactly be going 
on
a massive vendetta if it doesn't make it into the game and a toggle 
switch

is decided upon,.

Beware the Grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Charles Rivard
Yuck.  I forgot about it all being grade 1 braille.  It was just one of 
those crazy thoughts, anyway.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 3:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Uhm, yeah. Good thing you're not obligated to do that LOL.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 12, 2010 1:57 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Charles,
Are you crazy?  Something this huge you can't braille financially
speaking. We are talking several boxes of 8-1/2 by 11 braille paper
just to print the code once. Since we are talking almost daily changes
to the program I would be constantly brailling out revisions which
would cost serious money. Plus let's not forget this all would be
grade 1 braille, not grade 2 or grade 3 braille, which means no
contractions etc to save space. Since programming depends largely on
symbols, unusual variable names, and math formulas grade 1 is the way
it has to be.

Smile.

On 5/11/10, Charles Rivard woofer...@sbcglobal.net wrote:
Out of curiosity, for backups, do you have your code in braille?  It 
would
be a time consuming beach to recopy all of it, but it could be done. 
Hmm.

I wonder how many pages that would be?  Maybe about 1,000 or so?  And to
think, that would be just one game!  Gad!
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread dark
Actually tom as I said, that's stil a pretty good schedule when considdering 
that it takes developers like gma, Draconis and such a couple of years to 
come up with a new game.


Entombed's developement has been staggeringly quick,  but even that has 
taken a solid two years of work from initial writing of the engine, and 
there are stil several bugs to be ironed out. So the speculation of roughly 
a game in six months (given testing, debugging, finding sounds etc), seems 
really quite good going in terms of release schedules.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 9:02 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
Lol!  That's stretching things quite a bit. I'd say with the engine
written I should be able to have new games done round about three or
four months with the engine depending whatever I need to code to make
the new game. I may have to update the engine from time to time to add
this or that feature as needed. As it is there are still things
written in the .Net version of the engine I'll eventually have to port
to C++ I just didn't take the time to do yet. What we have hear is a
smaller verison of the engine, and before i do my next project I'll
have to add some of the 3d commands and update the A.I. system for an
FPS game.


On 5/11/10, dark d...@xgam.org wrote:

I did actually wonder Tom exactly how much of the code was the engine and
how much was mota specific. I do now though have an idea of approximately
how much easier things will be in the future for producing any other 
audio

fps or similar now having the engine written.

Btw, if you wrote thirteen thousand lines in a month, and mota takes up 
nine

thousand, I duely expect usa games to be releasing 1 and a half games a
month from now on?  and no skimping on the halves! I'll be expecting 
to

see the adventures of Angela Carters' legs! traversing ancient floors and
booting centaurs where it hurts! ;D.

Ps: needless to say, this isn't serious, stil I thought the coding 
average

as compared to the amount of code taken for Mota itself was pretty
impressive.

Beware the Grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread dark
Hmmm, that sounds an interesting idea for people like myself who learnt 
graide two braille at the same time they learnt to read.


I suspect I'd need a check list to consult, but whether the Grade three 
braille starts being produced over here I'm not sure.


Besides, I must confess now that portable audio formats are so much easier 
than lumping a tape recorder around, I do generally read in audio. i have 
read books in braille but though I  have recently heard of a bar code 
reading device which sounded rather promising in this respect.


Beware the Grue!

Dark.more as a method to get access to certain titles I wouldn't get 
otherwise than by choice.


~saying that though, i stil! happen to think that braille is the best way of 
labling cds, computer games, dvds, cooke appliences etc,  that I've found.



- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 12, 2010 9:10 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Lori,
Yep. Sure is. It has been around for a few years, but grade 2 is stil
the standard for most braille publications because many braille users
haven't updated their braille skills  and still are not aware of the
new braille contractions. However, grade 3 is now being taught to new
braille students, and builds upon grade 2. I'm not familiar with all
the new braille contractions myself but one I remember from my brief
course was the chch contraction for church and a couple of others like
that. No big deal really, but would throw you off if you were reading
along and saw them in a book or magazine. Actually, I did see a couple
of magazines that use grade 3 braille and I had to ask someone from
the Vision Center what in heck this contraction was because I didn't
have it in school. Lol!

HTH




On 5/12/10, Lori Duncan lori_dunca...@hotmail.com wrote:

There's a grade 3??  I thought only 1 and 2!


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread dark

Well tom, it depends upon how extensive you want this option to be.

a training mode as in shades where the monsters don't move which finishes 
after the first level,. seems a different idea from say having certain help 
features and difficulty level tweaks in the main game, sinse obviously you 
couldn't be allowd to play through the entire game with unmoving monsters 
and obviously announced traps.


I do like the idea of beginner or easy having changes in gameplay though as 
I said, sinse mastering the game without those changes provides extra 
challenge at higher levels.


so for instance on beginner you could get double amo pick up from packs (not 
unlimited that'd be a cheat, just more plentiful amo so you can work out 
weapon range), announcements of all traps and gaps, and infinite burning 
torches.


On easy, you go back to normal amounts of amo and normal torch use, but keep 
the trap warnings.


Intermediate you lose the trap warnings accept for firepits.

Expert you get no warnings and need to do everything by sound.

a setup something like that would hopefully have the desired effect, and 
insure that there was a range of difficulty levels which players could go 
through progressively.


Beware the Grue!

Dark.climb,
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 9:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
Lol! Actually, I do see your point.  I think the compromise may be to
add a training mode for beginners. With Shades of Doom, Tank
Commander, etc when you select the lowest difficulty level you are
prompted if you want training mode. I could do the same thing with
MOTA. While training mode is on it will announce where traps are, but
if you select intermediate, advanced, or expert you won't get that
option meaning you really must be an expert or advanced player to win.
Same could be done for the suggestion to light a torch or something.
I've noticed that gets to be annoying at times, and could be converted
over to a training mode feature. What do you think?

On 5/11/10, dark d...@xgam.org wrote:
I'm personally more in favour of it being in the beginner, and possibly 
easy
difficulty settings but not in the others rather than being a toggle 
switch,
sinse this allows players to get used to the game in early difficulty, 
but

insures that experts have to truely master positioning and jumps. I
personally think it'd be wrong if the game can be finished on expert with
this option on.

Pluss, this gives a nice distinguishing factor to the gameplay betwene
different difficulties, insuring that playing on higher levels is not 
just a

case of doing the same thing as on lower ones, but with more hard hitting
enemies, thus insuring a longer play time in mastering this game.

This is as I said though, just a personal view, I won't exactly be going 
on
a massive vendetta if it doesn't make it into the game and a toggle 
switch

is decided upon,.

Beware the Grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Hayden Presley
Hi,
CHCH for church? Lol...interesting. I'd be like you myself Tom, since like
Dark I was taught grade 2 at the same time I learned to read. I also do not
like UEB. The BrailleNote supports it now, but you can't use dot 6 n for A T
I  O N anymore, for some reason it sees it as a capital n.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, May 12, 2010 6:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hmmm, that sounds an interesting idea for people like myself who learnt 
graide two braille at the same time they learnt to read.

I suspect I'd need a check list to consult, but whether the Grade three 
braille starts being produced over here I'm not sure.

Besides, I must confess now that portable audio formats are so much easier 
than lumping a tape recorder around, I do generally read in audio. i have 
read books in braille but though I  have recently heard of a bar code 
reading device which sounded rather promising in this respect.

Beware the Grue!

Dark.more as a method to get access to certain titles I wouldn't get 
otherwise than by choice.

~saying that though, i stil! happen to think that braille is the best way of

labling cds, computer games, dvds, cooke appliences etc,  that I've found.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org
Sent: Wednesday, May 12, 2010 9:10 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Lori,
 Yep. Sure is. It has been around for a few years, but grade 2 is stil
 the standard for most braille publications because many braille users
 haven't updated their braille skills  and still are not aware of the
 new braille contractions. However, grade 3 is now being taught to new
 braille students, and builds upon grade 2. I'm not familiar with all
 the new braille contractions myself but one I remember from my brief
 course was the chch contraction for church and a couple of others like
 that. No big deal really, but would throw you off if you were reading
 along and saw them in a book or magazine. Actually, I did see a couple
 of magazines that use grade 3 braille and I had to ask someone from
 the Vision Center what in heck this contraction was because I didn't
 have it in school. Lol!

 HTH




 On 5/12/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 There's a grade 3??  I thought only 1 and 2!

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Hayden Presley
Hi,
I must correct you all--it's computer Braille, not grade 1 braille. There's
a huge difference in punctuation and mathematics, which is completely!
Necessary for writing out source code.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Wednesday, May 12, 2010 5:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Yuck.  I forgot about it all being grade 1 braille.  It was just one of 
those crazy thoughts, anyway.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 3:21 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Uhm, yeah. Good thing you're not obligated to do that LOL.
 He who is valiant and pure of spirit may find the holy grail in the castle

 of ggh.
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
 gamers@audyssey.org
 Sent: Wednesday, May 12, 2010 1:57 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Charles,
 Are you crazy?  Something this huge you can't braille financially
 speaking. We are talking several boxes of 8-1/2 by 11 braille paper
 just to print the code once. Since we are talking almost daily changes
 to the program I would be constantly brailling out revisions which
 would cost serious money. Plus let's not forget this all would be
 grade 1 braille, not grade 2 or grade 3 braille, which means no
 contractions etc to save space. Since programming depends largely on
 symbols, unusual variable names, and math formulas grade 1 is the way
 it has to be.

 Smile.

 On 5/11/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Out of curiosity, for backups, do you have your code in braille?  It 
 would
 be a time consuming beach to recopy all of it, but it could be done. 
 Hmm.
 I wonder how many pages that would be?  Maybe about 1,000 or so?  And to
 think, that would be just one game!  Gad!
 ---
 In God we trust.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Hayden Presley
Hi Thomas,
Yes...I saw one RPG game, which gave a complete number of lines of code
required, and it was 24000 lines of C ++ code.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, May 12, 2010 4:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi,
Yeah, although Microsoft Office is an unfair comparison since it is in
effect several different programs rather than any specific program.
Now, you want to say something like Final Fantasy 13 then you are
talking a game that is probably well over 100,000 lines of code since
RPG games are usually the most complex to create given the amount of
variables changes in the game state.

On 5/12/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 There is a grade three but I don't believe I've ever seen anything written
 that way. Just the thought of all that game code written out in grade one
 braille is enough to make my blood run cold. And that's not even thinking
of
 a program like, say the Microsoft Office suites. I imagine our games are
 small money compared to what the code for Microsoft Office would look like
 all written out in grade one.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread Hayden Presley
Hi Dark,
The flaw I have with this is, how do you intend to work out the torch
problem? I'm sure it wouldn't be infinitely difficult, but if you have an
infinitely burning torch, then all the torches you'll pick up during the
game seem pointless. The other thing is that I only play the easy difficulty
because of the difficulty of the monsters, and I'd have to commit suicide
for the sole purpose of not hearing look out! every time I end up by a
fire pit I've already figured out anyway. Still leaning towards the option
in the programs menu, though I think it should only apply for easy and
normal.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, May 12, 2010 6:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Well tom, it depends upon how extensive you want this option to be.

a training mode as in shades where the monsters don't move which finishes 
after the first level,. seems a different idea from say having certain help 
features and difficulty level tweaks in the main game, sinse obviously you 
couldn't be allowd to play through the entire game with unmoving monsters 
and obviously announced traps.

I do like the idea of beginner or easy having changes in gameplay though as 
I said, sinse mastering the game without those changes provides extra 
challenge at higher levels.

so for instance on beginner you could get double amo pick up from packs (not

unlimited that'd be a cheat, just more plentiful amo so you can work out 
weapon range), announcements of all traps and gaps, and infinite burning 
torches.

On easy, you go back to normal amounts of amo and normal torch use, but keep

the trap warnings.

Intermediate you lose the trap warnings accept for firepits.

Expert you get no warnings and need to do everything by sound.

a setup something like that would hopefully have the desired effect, and 
insure that there was a range of difficulty levels which players could go 
through progressively.

Beware the Grue!

Dark.climb,
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 12, 2010 9:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Dark,
 Lol! Actually, I do see your point.  I think the compromise may be to
 add a training mode for beginners. With Shades of Doom, Tank
 Commander, etc when you select the lowest difficulty level you are
 prompted if you want training mode. I could do the same thing with
 MOTA. While training mode is on it will announce where traps are, but
 if you select intermediate, advanced, or expert you won't get that
 option meaning you really must be an expert or advanced player to win.
 Same could be done for the suggestion to light a torch or something.
 I've noticed that gets to be annoying at times, and could be converted
 over to a training mode feature. What do you think?

 On 5/11/10, dark d...@xgam.org wrote:
 I'm personally more in favour of it being in the beginner, and possibly 
 easy
 difficulty settings but not in the others rather than being a toggle 
 switch,
 sinse this allows players to get used to the game in early difficulty, 
 but
 insures that experts have to truely master positioning and jumps. I
 personally think it'd be wrong if the game can be finished on expert with
 this option on.

 Pluss, this gives a nice distinguishing factor to the gameplay betwene
 different difficulties, insuring that playing on higher levels is not 
 just a
 case of doing the same thing as on lower ones, but with more hard hitting
 enemies, thus insuring a longer play time in mastering this game.

 This is as I said though, just a personal view, I won't exactly be going 
 on
 a massive vendetta if it doesn't make it into the game and a toggle 
 switch
 is decided upon,.

 Beware the Grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-12 Thread David Chittenden

Hello,

Computer braille is also referred to as grade 0 braille because it does 
not use any relational symbols such as #a for 1 or dots 2 5 6 at the end 
of a word for period.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com


On 5/13/2010 8:13 AM, Thomas Ward wrote:

Hi Muhammed,
Ummm...No.  There actually is a grade 3 braille which is similar to
grade 2 braille, but has about a dozen or so extra contractions as I
understand it. I heard from the Ohio Vision Center about it so I'm
pretty sure my source is reliable. Beyond that I don't know much more.
However, you are right there is a computer braille, but as far as I
know that isn't grade 3.

On 5/12/10, Muhammed Denizmuhamme...@googlemail.com  wrote:
   

Graid 3 is computer brail.
 

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Bryan Peterson
I can agree with that. That way those who don't want it could turn it off. I 
admit I'd probably use it at least right at first. And anyway it would only 
be available on the easy level so it's not like it could be completely 
abused.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Ryan Chou rc4896...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 10:09 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



hi thomas,
I like the on/off setting the most

On 5/10/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi Phil,
Also, that may be waling speed for the centaur. Possibly it just gallops
very fast?
Best Reagrds,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, May 10, 2010 3:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Phil,
By the way, before you do change the centaur sounds you might want to
take acount of an idea I just had for beta 13.  When you mentioned
that you wondered why the centaur's sounded like they are at a full
run when in actuality they are only walking. That got me thinking
about the relative speed of all of the enemies, and that I probably
should change it to give each enemy a different rate of speed when
attacking. Centaurs could indeed be running at you, and  would cover
much ground very quickly.  Harpies can fly so also could move pretty
quickly. Skeletons and zombies would obviously move much slower and
not be too quick on their feet. Undead creatures usually are pretty
slow in games. This way each enemy would be more realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I did notice the sounds are in .wav non-encrypted format.
Do you plan to keep them in that format in the final release.
And if so could I adjust the sound of the Centaur to my liking and put 
the

lower pitch sound in the game?

And also create a mod pack of sounds if others want the same change?
thanks,
Phil


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Thomas Ward
Hi Bryan,
Ummm...That's not exactly how it works. I made people an offer of
either have it as an on/off feature or have it based on difficulty
level. Not both here.
Since people have decided they want an on/off setting that's what I'll
be doing.  If they don't want it they can simply turn it off. I think
expert is difficult enough as it is that the player warnings won't
make much of a difference anyway.

On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 I disagree. It will give new players something to help them learn the best
 position to jump. True there are going to be those who come to use that as a
 crutch I'll admit but that's true of anything in life. And anyway it
 wouldn't even be an option for the higher difficulty settings.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

 - Original Message -
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 7:27 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Thomas,
 I'd vote against such a feature. We need this game to be hard and
 challenging, and such warnings will make things much easier which is not a

 good thing. you did say that from now on you weren't gonna incorporate any

 more user suggestions, and I think you should stick to that. Games great
 how it is now. except for that speed idea you mentioned. monsters with
 various speed rates would definitely make the game more fun, and more
 difficult which is what we need. yes I know there's the toggle option for
 the traps but once that option is available, it will be real tempting to
 try it if we're having problems. better to remove such temptations by not
 including the feature at all.


 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 3:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Bryan,
 Actually, that is something I was meaning to ask the list about. The
 feature to warn the player a trap is near is still in the game engine,
 but temperarily disabled.  I've even got most of the warnings ready to
 go, but was wondering how you, the game player's would like me to add
 this feature into the game.
 First, we could set it up that those warnings are available on the
 beginner level. That works, but there may be times you want it on a
 higher difficulty to.
 Second, we could have an on/off setting in the program settings to
 enable/disable those warnings which makes the most sense to me.
 Third, we could do something like a training mode option that pops up
 when you start the game like do you want training messages to warn you
 of traps, monsters, etc. That is also doable, but option two seams
 better to me.
 I guess what do you think. I'm willing to do it however you guys think
 it would work best in the engine. I state the engine here as once I
 add it will be available for just about any game I build unless I
 disable it of course.

 Smile.


 On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping distance,
 though perhaps only on the easy setting. I know Thomas had that set up
 that
 way in one of the prior Betas where it would warn you on easy but not on
 higher difficulties. Or maybe you could have the option to turn those on

 or
 off in the settings menu. Guess it depends on what Thomas is willing to
 do.
 And anyway he's going to focus on getting the really major parts ironed
 out
 first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the
 castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Thomas Ward
Hi Yohandy,
Ahem...The feature already exists. It is just turned off in beta 12.
All I was asking is how people wish to enable/disable it. For those
who want the game to be more challenging they can turn it off. So this
isn't really pandering to some people's desire to have an easier game.

HTH


On 5/10/10, Yohandy yohand...@gmail.com wrote:
 Thomas,
 I'd vote against such a feature. We need this game to be hard and
 challenging, and such warnings will make things much easier which is not a
 good thing. you did say that from now on you weren't gonna incorporate any
 more user suggestions, and I think you should stick to that. Games great how
 it is now. except for that speed idea you mentioned. monsters with various
 speed rates would definitely make the game more fun, and more difficult
 which is what we need. yes I know there's the toggle option for the traps
 but once that option is available, it will be real tempting to try it if
 we're having problems. better to remove such temptations by not including
 the feature at all.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Thomas Ward
Hi Dark,
Yes, it includes the internal coding for the Genesis Engine. All
39,286  lines of code were written by me personally.  Most of it was
converted from C# .Net to C++ manually. A project that took three
months of four to five hour days working on just copying and rewriting
code. It was a nightmare.
Fortunately, though, since I now have the Genesis Engine any future
games of a side-scroller and FPS variety won't take as long. It helps
to have 25,000 to 30,000 lines of code already written and ready to
use at a moments notice.  That's why this period of debugging is so
important. Every day I debug the engine the less time I'll need to fix
future games using the engine.

HTH

On 5/10/10, dark d...@xgam.org wrote:
 hmmm, tom,  maybe a the subject for a new trucker game? decide how many
 volumes fof braille coding to load onto your truck, --- too many and you
 risk lines getting squashed by the weight, to few and your game may not be
 ready in time and you end up being linched by a rampaging mob of angry fans!
 ;D.

 That is a truly staggering! amount of code, I'm impressed.

 I did suspect the game would've been large, but I would've guessed more like
 ten thousand lines at most,  or does this also count internal coding for
 running the genesis engine?

 Beware the grue!

 Dark.

---
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Charles Rivard
Out of curiosity, for backups, do you have your code in braille?  It would 
be a time consuming beach to recopy all of it, but it could be done.  Hmm. 
I wonder how many pages that would be?  Maybe about 1,000 or so?  And to 
think, that would be just one game!  Gad!

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 6:32 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
Yes, it includes the internal coding for the Genesis Engine. All
39,286  lines of code were written by me personally.  Most of it was
converted from C# .Net to C++ manually. A project that took three
months of four to five hour days working on just copying and rewriting
code. It was a nightmare.
Fortunately, though, since I now have the Genesis Engine any future
games of a side-scroller and FPS variety won't take as long. It helps
to have 25,000 to 30,000 lines of code already written and ready to
use at a moments notice.  That's why this period of debugging is so
important. Every day I debug the engine the less time I'll need to fix
future games using the engine.

HTH

On 5/10/10, dark d...@xgam.org wrote:
hmmm, tom,  maybe a the subject for a new trucker game? decide how 
many

volumes fof braille coding to load onto your truck, --- too many and you
risk lines getting squashed by the weight, to few and your game may not 
be
ready in time and you end up being linched by a rampaging mob of angry 
fans!

;D.

That is a truly staggering! amount of code, I'm impressed.

I did suspect the game would've been large, but I would've guessed more 
like
ten thousand lines at most,  or does this also count internal coding 
for

running the genesis engine?

Beware the grue!

Dark.


---
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Charles Rivard
I like the differences of the 4 difficulty levels.  It allows the gamer to 
choose how difficult the game is to beat.  I have a chess computer that has 
64 skill levels.  To some, this may seem excessive, but it really is not. 
Of course, chess is a completely different animal, but the idea is the same. 
If there were only 1 level of difficulty, a lot of gamers would give up 
because they aren't skilled enough to beat the game.  If they get frustrated 
and can never win, they'll give up.  And have you ever just been in the mood 
to just go through the game and destroy enemies?  Using the easy level will 
allow it, but the game still must be played carefully.

---
In God we trust.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:29 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Yohandy,
While we're thinking this way--heck, why do we need four difficulty 
levels?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Monday, May 10, 2010 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

and why couldn't they simply use the options included with the game? why
should the game be simplified when there's no need? if we're gonna analyze
things this way, then I guess enemies have to be slowed down also cause 
they


kill you too fast, and statues should be removed automatically for the
average player to have an easy time. perhaps there shouldn't be any pits 
to

make things easier? where do we draw the line?


- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



I disagree. It will give new players something to help them learn the best
position to jump. True there are going to be those who come to use that as
a crutch I'll admit but that's true of anything in life. And anyway it
wouldn't even be an option for the higher difficulty settings.
He who is valiant and pure of spirit may find the holy grail in the 
castle



of ggh.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 7:27 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Thomas,
I'd vote against such a feature. We need this game to be hard and
challenging, and such warnings will make things much easier which is not
a good thing. you did say that from now on you weren't gonna incorporate
any more user suggestions, and I think you should stick to that. Games
great how it is now. except for that speed idea you mentioned. monsters
with various speed rates would definitely make the game more fun, and
more difficult which is what we need. yes I know there's the toggle
option for the traps but once that option is available, it will be real
tempting to try it if we're having problems. better to remove such
temptations by not including the feature at all.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 3:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Bryan,
Actually, that is something I was meaning to ask the list about. The
feature to warn the player a trap is near is still in the game engine,
but temperarily disabled.  I've even got most of the warnings ready to
go, but was wondering how you, the game player's would like me to add
this feature into the game.
First, we could set it up that those warnings are available on the
beginner level. That works, but there may be times you want it on a
higher difficulty to.
Second, we could have an on/off setting in the program settings to
enable/disable those warnings which makes the most sense to me.
Third, we could do something like a training mode option that pops up
when you start the game like do you want training messages to warn you
of traps, monsters, etc. That is also doable, but option two seams
better to me.
I guess what do you think. I'm willing to do it however you guys think
it would work best in the engine. I state the engine here as once I
add it will be available for just about any game I build unless I
disable it of course.

Smile.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Or maybe the character warning you when you get within jumping
distance,
though perhaps only on the easy setting. I know Thomas had that set up
that
way in one of the prior Betas where it would warn you on easy but not
on
higher difficulties. Or maybe you could have the option to turn those
on or
off in the settings menu. Guess it depends on what Thomas is willing 
to



do.
And anyway he's going to focus on getting

Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Muhammed Deniz
1000? 3! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: 11 May 2010 15:56
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Out of curiosity, for backups, do you have your code in braille?  It would
be a time consuming beach to recopy all of it, but it could be done.  Hmm. 
I wonder how many pages that would be?  Maybe about 1,000 or so?  And to
think, that would be just one game!  Gad!
---
In God we trust.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 6:32 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Dark,
 Yes, it includes the internal coding for the Genesis Engine. All
 39,286  lines of code were written by me personally.  Most of it was 
 converted from C# .Net to C++ manually. A project that took three 
 months of four to five hour days working on just copying and rewriting 
 code. It was a nightmare.
 Fortunately, though, since I now have the Genesis Engine any future 
 games of a side-scroller and FPS variety won't take as long. It helps 
 to have 25,000 to 30,000 lines of code already written and ready to 
 use at a moments notice.  That's why this period of debugging is so 
 important. Every day I debug the engine the less time I'll need to fix 
 future games using the engine.

 HTH

 On 5/10/10, dark d...@xgam.org wrote:
 hmmm, tom,  maybe a the subject for a new trucker game? decide 
 how many volumes fof braille coding to load onto your truck, --- too 
 many and you risk lines getting squashed by the weight, to few and 
 your game may not be ready in time and you end up being linched by a 
 rampaging mob of angry fans!
 ;D.

 That is a truly staggering! amount of code, I'm impressed.

 I did suspect the game would've been large, but I would've guessed 
 more like ten thousand lines at most,  or does this also count 
 internal coding for running the genesis engine?

 Beware the grue!

 Dark.

 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
 list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at 
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at 
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list, please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Muhammed Deniz
Hi,
Personly, I agree with the onn off setting. In that way, anyone that doesn't
want any warnings, could turn the setting off and play like that. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 11 May 2010 03:30
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Yohandy,
While we're thinking this way--heck, why do we need four difficulty levels?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Monday, May 10, 2010 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

and why couldn't they simply use the options included with the game? why
should the game be simplified when there's no need? if we're gonna analyze
things this way, then I guess enemies have to be slowed down also cause they

kill you too fast, and statues should be removed automatically for the
average player to have an easy time. perhaps there shouldn't be any pits to
make things easier? where do we draw the line?


- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I disagree. It will give new players something to help them learn the best 
position to jump. True there are going to be those who come to use that as 
a crutch I'll admit but that's true of anything in life. And anyway it 
wouldn't even be an option for the higher difficulty settings.
 He who is valiant and pure of spirit may find the holy grail in the castle

 of ggh.
 - Original Message - 
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 7:27 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Thomas,
 I'd vote against such a feature. We need this game to be hard and 
 challenging, and such warnings will make things much easier which is not 
 a good thing. you did say that from now on you weren't gonna incorporate 
 any more user suggestions, and I think you should stick to that. Games 
 great how it is now. except for that speed idea you mentioned. monsters 
 with various speed rates would definitely make the game more fun, and 
 more difficult which is what we need. yes I know there's the toggle 
 option for the traps but once that option is available, it will be real 
 tempting to try it if we're having problems. better to remove such 
 temptations by not including the feature at all.


 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 3:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Bryan,
 Actually, that is something I was meaning to ask the list about. The
 feature to warn the player a trap is near is still in the game engine,
 but temperarily disabled.  I've even got most of the warnings ready to
 go, but was wondering how you, the game player's would like me to add
 this feature into the game.
 First, we could set it up that those warnings are available on the
 beginner level. That works, but there may be times you want it on a
 higher difficulty to.
 Second, we could have an on/off setting in the program settings to
 enable/disable those warnings which makes the most sense to me.
 Third, we could do something like a training mode option that pops up
 when you start the game like do you want training messages to warn you
 of traps, monsters, etc. That is also doable, but option two seams
 better to me.
 I guess what do you think. I'm willing to do it however you guys think
 it would work best in the engine. I state the engine here as once I
 add it will be available for just about any game I build unless I
 disable it of course.

 Smile.


 On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping 
 distance,
 though perhaps only on the easy setting. I know Thomas had that set up 
 that
 way in one of the prior Betas where it would warn you on easy but not 
 on
 higher difficulties. Or maybe you could have the option to turn those 
 on or
 off in the settings menu. Guess it depends on what Thomas is willing to

 do.
 And anyway he's going to focus on getting the really major parts ironed

 out
 first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the 
 castle
 of ggh.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can

Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Muhammed Deniz
I think the warning system would be good. In that way, new players could
learn the where the trapps are and they could use the setting intill when
they no everything and stuff. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 11 May 2010 03:07
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Yohandy,
I personally don't like a game to be hard. I consider that completely
different from challenging. Hard sounds quite spiteful, like the developer
is saying, let's make this game impossible to beat! Sorry if I'm being
knitpicky  here...grin Best Regards, Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, May 10, 2010 8:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

I disagree. It will give new players something to help them learn the best
position to jump. True there are going to be those who come to use that as a

crutch I'll admit but that's true of anything in life. And anyway it
wouldn't even be an option for the higher difficulty settings.
He who is valiant and pure of spirit may find the holy grail in the castle
of ggh.
- Original Message -
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 7:27 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Thomas,
 I'd vote against such a feature. We need this game to be hard and 
 challenging, and such warnings will make things much easier which is 
 not a

 good thing. you did say that from now on you weren't gonna incorporate 
 any

 more user suggestions, and I think you should stick to that. Games 
 great how it is now. except for that speed idea you mentioned. 
 monsters with various speed rates would definitely make the game more 
 fun, and more difficult which is what we need. yes I know there's the 
 toggle option for the traps but once that option is available, it will 
 be real tempting to try it if we're having problems. better to remove 
 such temptations by not including the feature at all.


 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 3:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Bryan,
 Actually, that is something I was meaning to ask the list about. The 
 feature to warn the player a trap is near is still in the game 
 engine, but temperarily disabled.  I've even got most of the warnings 
 ready to go, but was wondering how you, the game player's would like 
 me to add this feature into the game.
 First, we could set it up that those warnings are available on the 
 beginner level. That works, but there may be times you want it on a 
 higher difficulty to.
 Second, we could have an on/off setting in the program settings to 
 enable/disable those warnings which makes the most sense to me.
 Third, we could do something like a training mode option that pops up 
 when you start the game like do you want training messages to warn 
 you of traps, monsters, etc. That is also doable, but option two 
 seams better to me.
 I guess what do you think. I'm willing to do it however you guys 
 think it would work best in the engine. I state the engine here as 
 once I add it will be available for just about any game I build 
 unless I disable it of course.

 Smile.


 On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping 
 distance, though perhaps only on the easy setting. I know Thomas had 
 that set up that way in one of the prior Betas where it would warn 
 you on easy but not on higher difficulties. Or maybe you could have 
 the option to turn those on

 or
 off in the settings menu. Guess it depends on what Thomas is willing 
 to do.
 And anyway he's going to focus on getting the really major parts 
 ironed out first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the 
 castle of ggh.

 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
 list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at 
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at 
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list, please send E-mail to gamers-ow...@audyssey.org.


 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
 list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at 
 http://audyssey.org/mailman/listinfo

Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread dark
I'm personally more in favour of it being in the beginner, and possibly easy 
difficulty settings but not in the others rather than being a toggle switch, 
sinse this allows players to get used to the game in early difficulty, but 
insures that experts have to truely master positioning and jumps. I 
personally think it'd be wrong if the game can be finished on expert with 
this option on.


Pluss, this gives a nice distinguishing factor to the gameplay betwene 
different difficulties, insuring that playing on higher levels is not just a 
case of doing the same thing as on lower ones, but with more hard hitting 
enemies, thus insuring a longer play time in mastering this game.


This is as I said though, just a personal view, I won't exactly be going on 
a massive vendetta if it doesn't make it into the game and a toggle switch 
is decided upon,.


Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 9:59 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I can agree with that. That way those who don't want it could turn it off. 
I admit I'd probably use it at least right at first. And anyway it would 
only be available on the easy level so it's not like it could be completely 
abused.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Ryan Chou rc4896...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 10:09 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



hi thomas,
I like the on/off setting the most

On 5/10/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi Phil,
Also, that may be waling speed for the centaur. Possibly it just gallops
very fast?
Best Reagrds,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Thomas Ward
Sent: Monday, May 10, 2010 3:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Phil,
By the way, before you do change the centaur sounds you might want to
take acount of an idea I just had for beta 13.  When you mentioned
that you wondered why the centaur's sounded like they are at a full
run when in actuality they are only walking. That got me thinking
about the relative speed of all of the enemies, and that I probably
should change it to give each enemy a different rate of speed when
attacking. Centaurs could indeed be running at you, and  would cover
much ground very quickly.  Harpies can fly so also could move pretty
quickly. Skeletons and zombies would obviously move much slower and
not be too quick on their feet. Undead creatures usually are pretty
slow in games. This way each enemy would be more realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I did notice the sounds are in .wav non-encrypted format.
Do you plan to keep them in that format in the final release.
And if so could I adjust the sound of the Centaur to my liking and put 
the

lower pitch sound in the game?

And also create a mod pack of sounds if others want the same change?
thanks,
Phil


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread dark
I did actually wonder Tom exactly how much of the code was the engine and 
how much was mota specific. I do now though have an idea of approximately 
how much easier things will be in the future for producing any other audio 
fps or similar now having the engine written.


Btw, if you wrote thirteen thousand lines in a month, and mota takes up nine 
thousand, I duely expect usa games to be releasing 1 and a half games a 
month from now on?  and no skimping on the halves! I'll be expecting to 
see the adventures of Angela Carters' legs! traversing ancient floors and 
booting centaurs where it hurts! ;D.


Ps: needless to say, this isn't serious, stil I thought the coding average 
as compared to the amount of code taken for Mota itself was pretty 
impressive.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 12:32 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
Yes, it includes the internal coding for the Genesis Engine. All
39,286  lines of code were written by me personally.  Most of it was
converted from C# .Net to C++ manually. A project that took three
months of four to five hour days working on just copying and rewriting
code. It was a nightmare.
Fortunately, though, since I now have the Genesis Engine any future
games of a side-scroller and FPS variety won't take as long. It helps
to have 25,000 to 30,000 lines of code already written and ready to
use at a moments notice.  That's why this period of debugging is so
important. Every day I debug the engine the less time I'll need to fix
future games using the engine.

HTH

On 5/10/10, dark d...@xgam.org wrote:
hmmm, tom,  maybe a the subject for a new trucker game? decide how 
many

volumes fof braille coding to load onto your truck, --- too many and you
risk lines getting squashed by the weight, to few and your game may not 
be
ready in time and you end up being linched by a rampaging mob of angry 
fans!

;D.

That is a truly staggering! amount of code, I'm impressed.

I did suspect the game would've been large, but I would've guessed more 
like
ten thousand lines at most,  or does this also count internal coding 
for

running the genesis engine?

Beware the grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi Phil,
Actually, sometime between now and final release I will be encrypting
the sounds so mod packs won't be too useful once I eventually encrypt
the sounds.  However, I understand where you are coming from here. How
about if you adjust the centaur sounds to your liking and send them to
me for consideration. If I like them I'll put them in the pack file.
Fair deal?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I did notice the sounds are in .wav non-encrypted format.
 Do you plan to keep them in that format in the final release.
 And if so could I adjust the sound of the Centaur to my liking and put the
 lower pitch sound in the game?

 And also create a mod pack of sounds if others want the same change?

 thanks,
 Phil

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi Bryan,
Yes, exactly my point. It isn't that I want to turn end user
suggestions away. I definitely won't, but a lot of things are going to
go into a todo list for whenever I can get to it. At this point I
believe the important thing is actually  finishing the game levels,
make sure the engine is stable, and add the end user registration
system. As that will be the majority of my work the next two/three
months I really haven't the time to add every single end user
suggestion or continue to play with sound effects to make sure
everyone is satisfied with this or that aspect of the game. Sometimes
I just have to say this is how it is like it or lump it. Bug fixes
I'll certainly take care of right away, but some of these suggestions
like how the centaurs sound can really wait until I'm done working on
creating the game levels and game mechanics. So I'm not really
ignoring the suggestion, but trying to schedule it to a more
appropriate time when such things are all I have to worry about.

Smile.

On 5/9/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 That would be my call as well Thomas. If I'd spent as much time as a project
 as you have, once I got the game to a more or less stable configuration and
 was more or less closing in on a release date, even if tentative, I would
 focus on that more than anything.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi Phil,
By the way, before you do change the centaur sounds you might want to
take acount of an idea I just had for beta 13.  When you mentioned
that you wondered why the centaur's sounded like they are at a full
run when in actuality they are only walking. That got me thinking
about the relative speed of all of the enemies, and that I probably
should change it to give each enemy a different rate of speed when
attacking. Centaurs could indeed be running at you, and  would cover
much ground very quickly.  Harpies can fly so also could move pretty
quickly. Skeletons and zombies would obviously move much slower and
not be too quick on their feet. Undead creatures usually are pretty
slow in games. This way each enemy would be more realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I did notice the sounds are in .wav non-encrypted format.
 Do you plan to keep them in that format in the final release.
 And if so could I adjust the sound of the Centaur to my liking and put the
 lower pitch sound in the game?

 And also create a mod pack of sounds if others want the same change?
 thanks,
 Phil

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Phil Vlasak

Hi Thomas,
I should have realized that they are all moving at the same rate.
In the GMA game engine, there is a speed attribute to determine how fast a 
creature can move across a ten foot cell.
Of course the size of the cell can also change from 10 feet to anything 
else.
In Dungeons and Dragons the rate of movement is 10 feet per minute indoors 
times a modifier.

For humans it is 12, so the human rate is 120 feet per minute in a dungeon
This walk is at a fairly brisk, though not strenuous pace.

For a horse the modifier is 18 to 24 so
180 to 240 feet per minute in a dungeon
For a dwarf it is 6, or 60 feet per minute.
Skeletons  move at 6.
Centaurs move at 18.
Zombies at 6.
Harpies  fly at a rate of 15, or 150 feet per minute.

Phil


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 4:50 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Phil,
By the way, before you do change the centaur sounds you might want to
take acount of an idea I just had for beta 13.  When you mentioned
that you wondered why the centaur's sounded like they are at a full
run when in actuality they are only walking. That got me thinking
about the relative speed of all of the enemies, and that I probably
should change it to give each enemy a different rate of speed when
attacking. Centaurs could indeed be running at you, and  would cover
much ground very quickly.  Harpies can fly so also could move pretty
quickly. Skeletons and zombies would obviously move much slower and
not be too quick on their feet. Undead creatures usually are pretty
slow in games. This way each enemy would be more realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I did notice the sounds are in .wav non-encrypted format.
Do you plan to keep them in that format in the final release.
And if so could I adjust the sound of the Centaur to my liking and put 
the

lower pitch sound in the game?

And also create a mod pack of sounds if others want the same change?
thanks,
Phil


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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.819 / Virus Database: 271.1.1/2864 - Release Date: 05/09/10 
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Bryan Peterson
Sorry for the off-topic question but what's the real difference between a 
creature that's just dead one that's undead. Zombies I've heard would be 
considered undead but I've heard skeletons and ghosts aren't.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 2:50 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Phil,
By the way, before you do change the centaur sounds you might want to
take acount of an idea I just had for beta 13.  When you mentioned
that you wondered why the centaur's sounded like they are at a full
run when in actuality they are only walking. That got me thinking
about the relative speed of all of the enemies, and that I probably
should change it to give each enemy a different rate of speed when
attacking. Centaurs could indeed be running at you, and  would cover
much ground very quickly.  Harpies can fly so also could move pretty
quickly. Skeletons and zombies would obviously move much slower and
not be too quick on their feet. Undead creatures usually are pretty
slow in games. This way each enemy would be more realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I did notice the sounds are in .wav non-encrypted format.
Do you plan to keep them in that format in the final release.
And if so could I adjust the sound of the Centaur to my liking and put 
the

lower pitch sound in the game?

And also create a mod pack of sounds if others want the same change?
thanks,
Phil


---
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If you have any questions or concerns regarding the management of the 
list,
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread dark

It depends upon the system.

In it's strictist sense, if I remember my voodu, a zombi is literally a 
walking corpse, ie, a being with a spirit stil wandering around the earth, 
who also happens to be dead. Apparently zombies could be very powerful 
prietst and magicians,  particularly because their bodies were dead, 
even though there minds and spirits were stil okay.


Recently though, --- probably in the trend started by the Richard matheson 
novel I am legend (generally creddited as the first zombi appocalypse novel, 
filmed as night of the living dead), the term zombi means literally an 
animated corpse with little to know spirit or will power of it's own, only 
usually a desire for hunge, indeed often zombies are forced to someone 
else's will or command.


ghosts, vampires and various other undead beings are held to possess a will 
of their own,  hence the difference.


of course, these aren't hard and fast rules. skeletons can be one thing or 
the other,  the aztech death god Miktanticutli (appologies for miss 
spelling), was depicted as a walking skeleton, though of course in fiction 
skeletons are also often the slaves of  others (look at entombed).


Then, just to confuse things further, the original I am legend book didn't 
feature zombies, but vampires!  though this was changed in the night of the 
living dead film, and the vampires in the book are certainly more like the 
classic zombi than count dracular.


I suppose the distinctions is that undead is just a wandering  carcus 
which really has no volition to act on it's own accept perhaps hunger, where 
as living dead refers to something which acts alive even though it was 
dead,  though once again, this can be up to the whim of the author.


I suppose ultimately it's just that death is mysterious, corpses are 
disgusting, and thus they make good subjects for stories.


Beware the grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Lori Duncan
Oh I don't like that one, too deep and dark for me lol.  I do like the idea 
of when you die slipping into another body, I'd pick one with working eyes. 
Smile
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 4:04 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



It depends upon the system.

In it's strictist sense, if I remember my voodu, a zombi is literally a 
walking corpse, ie, a being with a spirit stil wandering around the earth, 
who also happens to be dead. Apparently zombies could be very powerful 
prietst and magicians,  particularly because their bodies were dead, 
even though there minds and spirits were stil okay.


Recently though, --- probably in the trend started by the Richard matheson 
novel I am legend (generally creddited as the first zombi appocalypse 
novel, filmed as night of the living dead), the term zombi means literally 
an animated corpse with little to know spirit or will power of it's own, 
only usually a desire for hunge, indeed often zombies are forced to 
someone else's will or command.


ghosts, vampires and various other undead beings are held to possess a 
will of their own,  hence the difference.


of course, these aren't hard and fast rules. skeletons can be one thing or 
the other,  the aztech death god Miktanticutli (appologies for miss 
spelling), was depicted as a walking skeleton, though of course in fiction 
skeletons are also often the slaves of  others (look at entombed).


Then, just to confuse things further, the original I am legend book didn't 
feature zombies, but vampires!  though this was changed in the night of 
the living dead film, and the vampires in the book are certainly more like 
the classic zombi than count dracular.


I suppose the distinctions is that undead is just a wandering  carcus 
which really has no volition to act on it's own accept perhaps hunger, 
where as living dead refers to something which acts alive even though it 
was dead,  though once again, this can be up to the whim of the 
author.


I suppose ultimately it's just that death is mysterious, corpses are 
disgusting, and thus they make good subjects for stories.


Beware the grue!

Dark.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Muhammed Deniz
Phil, how do you change speed for the sounds? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 May 2010 09:51
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Phil,
By the way, before you do change the centaur sounds you might want to take
acount of an idea I just had for beta 13.  When you mentioned that you
wondered why the centaur's sounded like they are at a full run when in
actuality they are only walking. That got me thinking about the relative
speed of all of the enemies, and that I probably should change it to give
each enemy a different rate of speed when attacking. Centaurs could indeed
be running at you, and  would cover much ground very quickly.  Harpies can
fly so also could move pretty quickly. Skeletons and zombies would obviously
move much slower and not be too quick on their feet. Undead creatures
usually are pretty slow in games. This way each enemy would be more
realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I did notice the sounds are in .wav non-encrypted format.
 Do you plan to keep them in that format in the final release.
 And if so could I adjust the sound of the Centaur to my liking and put 
 the lower pitch sound in the game?

 And also create a mod pack of sounds if others want the same change?
 thanks,
 Phil

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Muhammed Deniz
A question for you Thomas. Could I please look at how many lines you have
for tomb hunter in coding lines? Don't worry, not going to change the code,
just going to look at how many lines the code has. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 10 May 2010 03:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

That would be my call as well Thomas. If I'd spent as much time as a project
as you have, once I got the game to a more or less stable configuration and
was more or less closing in on a release date, even if tentative, I would
focus on that more than anything.
He who is valiant and pure of spirit may find the holy grail in the castle
of ggh.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 09, 2010 5:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Phil,
 Yes, I've been thinking of adding some reverb/echo to the player 
 comments as well. In fact, i did do it for a test release, but then 
 decided against it and put the regular files back in. However, if this 
 is something you really want I can certainly add the ones with echo 
 next time since it is just a matter of copying in the new ones from a 
 backup directory.
 As far as the centaur's goes I like them the way they are. Not to be 
 rude or anything, but the next couple of months I am going to be 
 soully focused on  actually completing the game itself. As a result 
 I'm not going to be  spending a lot of time on adjusting sounds or 
 handling a lot of miner suggestions or requests.  I'll put them in a 
 todo list, and I'll get to them if and when I can. However, I am 
 totally focused on just getting the game completed right now. I just 
 thought I'd let everyone know where I stand.

 Smile.

 On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 Great work in beta 12!
 I have two comments.
 I think the Centaur Move sounds are too fast.
 It sounds like full gallop which should have the creature on you in 
 about
 2
 seconds.
 It would sound more realistic if it was slowed down a bit such as 75 
 percent of the current pitch.
 My second comment is  Angela's voice has echo on the first file when 
 entering the tomb, but not much on the comments in the tomb.
 I think a little more echo would make her voice sound like she was in 
 an echoing tomb.
 Thanks,
 Phil


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Bryan Peterson

You would have to use an audio editor like Gold Wave.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:29 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Phil, how do you change speed for the sounds?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 May 2010 09:51
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Phil,
By the way, before you do change the centaur sounds you might want to take
acount of an idea I just had for beta 13.  When you mentioned that you
wondered why the centaur's sounded like they are at a full run when in
actuality they are only walking. That got me thinking about the relative
speed of all of the enemies, and that I probably should change it to give
each enemy a different rate of speed when attacking. Centaurs could indeed
be running at you, and  would cover much ground very quickly.  Harpies can
fly so also could move pretty quickly. Skeletons and zombies would 
obviously

move much slower and not be too quick on their feet. Undead creatures
usually are pretty slow in games. This way each enemy would be more
realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I did notice the sounds are in .wav non-encrypted format.
Do you plan to keep them in that format in the final release.
And if so could I adjust the sound of the Centaur to my liking and put
the lower pitch sound in the game?

And also create a mod pack of sounds if others want the same change?
thanks,
Phil


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Bryan Peterson
I seriously doubt Thomas is going to share the code even for that purpose. I 
would guess several hundred lines though if not more. Probably more would be 
my guess though, thusands in fact.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:33 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



A question for you Thomas. Could I please look at how many lines you have
for tomb hunter in coding lines? Don't worry, not going to change the 
code,

just going to look at how many lines the code has.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 10 May 2010 03:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

That would be my call as well Thomas. If I'd spent as much time as a 
project
as you have, once I got the game to a more or less stable configuration 
and

was more or less closing in on a release date, even if tentative, I would
focus on that more than anything.
He who is valiant and pure of spirit may find the holy grail in the castle
of ggh.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 09, 2010 5:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Phil,
Yes, I've been thinking of adding some reverb/echo to the player
comments as well. In fact, i did do it for a test release, but then
decided against it and put the regular files back in. However, if this
is something you really want I can certainly add the ones with echo
next time since it is just a matter of copying in the new ones from a
backup directory.
As far as the centaur's goes I like them the way they are. Not to be
rude or anything, but the next couple of months I am going to be
soully focused on  actually completing the game itself. As a result
I'm not going to be  spending a lot of time on adjusting sounds or
handling a lot of miner suggestions or requests.  I'll put them in a
todo list, and I'll get to them if and when I can. However, I am
totally focused on just getting the game completed right now. I just
thought I'd let everyone know where I stand.

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
Great work in beta 12!
I have two comments.
I think the Centaur Move sounds are too fast.
It sounds like full gallop which should have the creature on you in
about
2
seconds.
It would sound more realistic if it was slowed down a bit such as 75
percent of the current pitch.
My second comment is  Angela's voice has echo on the first file when
entering the tomb, but not much on the comments in the tomb.
I think a little more echo would make her voice sound like she was in
an echoing tomb.
Thanks,
Phil


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If you want

Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Lori Duncan
Well I just managed to complete the demo, spikes and all!  I wonder though 
if it'd be possible to put a mettle edge around the spike traps, and maybe 
mud round the fires?  I think this has been said before but I thought I'd 
double check.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 4:55 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I seriously doubt Thomas is going to share the code even for that purpose. 
I would guess several hundred lines though if not more. Probably more would 
be my guess though, thusands in fact.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:33 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



A question for you Thomas. Could I please look at how many lines you have
for tomb hunter in coding lines? Don't worry, not going to change the 
code,

just going to look at how many lines the code has.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 10 May 2010 03:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

That would be my call as well Thomas. If I'd spent as much time as a 
project
as you have, once I got the game to a more or less stable configuration 
and

was more or less closing in on a release date, even if tentative, I would
focus on that more than anything.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 09, 2010 5:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Phil,
Yes, I've been thinking of adding some reverb/echo to the player
comments as well. In fact, i did do it for a test release, but then
decided against it and put the regular files back in. However, if this
is something you really want I can certainly add the ones with echo
next time since it is just a matter of copying in the new ones from a
backup directory.
As far as the centaur's goes I like them the way they are. Not to be
rude or anything, but the next couple of months I am going to be
soully focused on  actually completing the game itself. As a result
I'm not going to be  spending a lot of time on adjusting sounds or
handling a lot of miner suggestions or requests.  I'll put them in a
todo list, and I'll get to them if and when I can. However, I am
totally focused on just getting the game completed right now. I just
thought I'd let everyone know where I stand.

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
Great work in beta 12!
I have two comments.
I think the Centaur Move sounds are too fast.
It sounds like full gallop which should have the creature on you in
about
2
seconds.
It would sound more realistic if it was slowed down a bit such as 75
percent of the current pitch.
My second comment is  Angela's voice has echo on the first file when
entering the tomb, but not much on the comments in the tomb.
I think a little more echo would make her voice sound like she was in
an echoing tomb.
Thanks,
Phil


---
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Charles Rivard
I'll bet that he gives the number of lines rather than giving out the code. 
If you manufactured cars, would you send someone a car because they wanted 
to take it apart and count the pieces to see how many there are?  I don't 
think so.  (grin)

---
In God we trust.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 10:55 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I seriously doubt Thomas is going to share the code even for that purpose. 
I would guess several hundred lines though if not more. Probably more would 
be my guess though, thusands in fact.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:33 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



A question for you Thomas. Could I please look at how many lines you have
for tomb hunter in coding lines? Don't worry, not going to change the 
code,

just going to look at how many lines the code has.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 10 May 2010 03:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

That would be my call as well Thomas. If I'd spent as much time as a 
project
as you have, once I got the game to a more or less stable configuration 
and

was more or less closing in on a release date, even if tentative, I would
focus on that more than anything.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 09, 2010 5:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Phil,
Yes, I've been thinking of adding some reverb/echo to the player
comments as well. In fact, i did do it for a test release, but then
decided against it and put the regular files back in. However, if this
is something you really want I can certainly add the ones with echo
next time since it is just a matter of copying in the new ones from a
backup directory.
As far as the centaur's goes I like them the way they are. Not to be
rude or anything, but the next couple of months I am going to be
soully focused on  actually completing the game itself. As a result
I'm not going to be  spending a lot of time on adjusting sounds or
handling a lot of miner suggestions or requests.  I'll put them in a
todo list, and I'll get to them if and when I can. However, I am
totally focused on just getting the game completed right now. I just
thought I'd let everyone know where I stand.

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
Great work in beta 12!
I have two comments.
I think the Centaur Move sounds are too fast.
It sounds like full gallop which should have the creature on you in
about
2
seconds.
It would sound more realistic if it was slowed down a bit such as 75
percent of the current pitch.
My second comment is  Angela's voice has echo on the first file when
entering the tomb, but not much on the comments in the tomb.
I think a little more echo would make her voice sound like she was in
an echoing tomb.
Thanks,
Phil


---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Bryan Peterson
Or maybe the character warning you when you get within jumping distance, 
though perhaps only on the easy setting. I know Thomas had that set up that 
way in one of the prior Betas where it would warn you on easy but not on 
higher difficulties. Or maybe you could have the option to turn those on or 
off in the settings menu. Guess it depends on what Thomas is willing to do. 
And anyway he's going to focus on getting the really major parts ironed out 
first before he adds anymore user suggestions.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 9:59 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


Well I just managed to complete the demo, spikes and all!  I wonder though 
if it'd be possible to put a mettle edge around the spike traps, and maybe 
mud round the fires?  I think this has been said before but I thought I'd 
double check.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 4:55 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I seriously doubt Thomas is going to share the code even for that purpose. 
I would guess several hundred lines though if not more. Probably more 
would be my guess though, thusands in fact.
He who is valiant and pure of spirit may find the holy grail in the 
castle of ggh.
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:33 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



A question for you Thomas. Could I please look at how many lines you have
for tomb hunter in coding lines? Don't worry, not going to change the 
code,

just going to look at how many lines the code has.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Bryan Peterson
Sent: 10 May 2010 03:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

That would be my call as well Thomas. If I'd spent as much time as a 
project
as you have, once I got the game to a more or less stable configuration 
and
was more or less closing in on a release date, even if tentative, I 
would

focus on that more than anything.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 09, 2010 5:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Phil,
Yes, I've been thinking of adding some reverb/echo to the player
comments as well. In fact, i did do it for a test release, but then
decided against it and put the regular files back in. However, if this
is something you really want I can certainly add the ones with echo
next time since it is just a matter of copying in the new ones from a
backup directory.
As far as the centaur's goes I like them the way they are. Not to be
rude or anything, but the next couple of months I am going to be
soully focused on  actually completing the game itself. As a result
I'm not going to be  spending a lot of time on adjusting sounds or
handling a lot of miner suggestions or requests.  I'll put them in a
todo list, and I'll get to them if and when I can. However, I am
totally focused on just getting the game completed right now. I just
thought I'd let everyone know where I stand.

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
Great work in beta 12!
I have two comments.
I think the Centaur Move sounds are too fast.
It sounds like full gallop which should have the creature on you in
about
2
seconds.
It would sound more realistic if it was slowed down a bit such as 75
percent of the current pitch.
My second comment is  Angela's voice has echo on the first file when
entering the tomb, but not much on the comments in the tomb.
I think a little more echo would make her voice sound like she was in
an echoing tomb.
Thanks,
Phil


---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the
list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Bryan Peterson
Good lord no. LOL. Although I would be curious to know how many lines of 
code MOTA equals out to.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 10:02 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I'll bet that he gives the number of lines rather than giving out the 
code. If you manufactured cars, would you send someone a car because they 
wanted to take it apart and count the pieces to see how many there are?  I 
don't think so.  (grin)

---
In God we trust.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 10:55 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I seriously doubt Thomas is going to share the code even for that purpose. 
I would guess several hundred lines though if not more. Probably more 
would be my guess though, thusands in fact.
He who is valiant and pure of spirit may find the holy grail in the 
castle of ggh.
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:33 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



A question for you Thomas. Could I please look at how many lines you have
for tomb hunter in coding lines? Don't worry, not going to change the 
code,

just going to look at how many lines the code has.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Bryan Peterson
Sent: 10 May 2010 03:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

That would be my call as well Thomas. If I'd spent as much time as a 
project
as you have, once I got the game to a more or less stable configuration 
and
was more or less closing in on a release date, even if tentative, I 
would

focus on that more than anything.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 09, 2010 5:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Phil,
Yes, I've been thinking of adding some reverb/echo to the player
comments as well. In fact, i did do it for a test release, but then
decided against it and put the regular files back in. However, if this
is something you really want I can certainly add the ones with echo
next time since it is just a matter of copying in the new ones from a
backup directory.
As far as the centaur's goes I like them the way they are. Not to be
rude or anything, but the next couple of months I am going to be
soully focused on  actually completing the game itself. As a result
I'm not going to be  spending a lot of time on adjusting sounds or
handling a lot of miner suggestions or requests.  I'll put them in a
todo list, and I'll get to them if and when I can. However, I am
totally focused on just getting the game completed right now. I just
thought I'd let everyone know where I stand.

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
Great work in beta 12!
I have two comments.
I think the Centaur Move sounds are too fast.
It sounds like full gallop which should have the creature on you in
about
2
seconds.
It would sound more realistic if it was slowed down a bit such as 75
percent of the current pitch.
My second comment is  Angela's voice has echo on the first file when
entering the tomb, but not much on the comments in the tomb.
I think a little more echo would make her voice sound like she was in
an echoing tomb.
Thanks,
Phil


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi Phil,
Yeah, the Genesis engine also has a speed setting for players and
enemies but for some reason it never ocurred to me to give each enemy
a unique speed setting.  I just set them to the default speed, and
didn't think about it after that.
At any rate the figures you gave me squares with what I was thinking
of using for the new speed settings.  I think a horse can average 25
miles per hour so 180 to 240 feet per minute sounds about right for
centaurs and similar creatures.  Harpies would move slightly slower,
but still quite fast. As for humans 120 feet per minute sounds pretty
reasonable for a brisk walk. So I'd say these speed  settings sound
very doable. Thanks for the info.

On 5/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I should have realized that they are all moving at the same rate.
 In the GMA game engine, there is a speed attribute to determine how fast a
 creature can move across a ten foot cell.
  Of course the size of the cell can also change from 10 feet to anything
 else.
 In Dungeons and Dragons the rate of movement is 10 feet per minute indoors
 times a modifier.
 For humans it is 12, so the human rate is 120 feet per minute in a dungeon
 This walk is at a fairly brisk, though not strenuous pace.

 For a horse the modifier is 18 to 24 so
 180 to 240 feet per minute in a dungeon
 For a dwarf it is 6, or 60 feet per minute.
 Skeletons  move at 6.
 Centaurs move at 18.
 Zombies at 6.
 Harpies  fly at a rate of 15, or 150 feet per minute.

 Phil


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi Bryan,
Well, excluding third-party headers, libraries, and such Visual C++
says the main source files is 39,268 lines of code.  That's roughly
654 pages of single spaced tightly typed text. Oh, and it isn't done
yet. Answer your question for yeah?

Smile.

On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Good lord no. LOL. Although I would be curious to know how many lines of
 code MOTA equals out to.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi Bryan,
Actually, that is something I was meaning to ask the list about. The
feature to warn the player a trap is near is still in the game engine,
but temperarily disabled.  I've even got most of the warnings ready to
go, but was wondering how you, the game player's would like me to add
this feature into the game.
First, we could set it up that those warnings are available on the
beginner level. That works, but there may be times you want it on a
higher difficulty to.
Second, we could have an on/off setting in the program settings to
enable/disable those warnings which makes the most sense to me.
Third, we could do something like a training mode option that pops up
when you start the game like do you want training messages to warn you
of traps, monsters, etc. That is also doable, but option two seams
better to me.
I guess what do you think. I'm willing to do it however you guys think
it would work best in the engine. I state the engine here as once I
add it will be available for just about any game I build unless I
disable it of course.

Smile.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping distance,
 though perhaps only on the easy setting. I know Thomas had that set up that
 way in one of the prior Betas where it would warn you on easy but not on
 higher difficulties. Or maybe you could have the option to turn those on or
 off in the settings menu. Guess it depends on what Thomas is willing to do.
 And anyway he's going to focus on getting the really major parts ironed out
 first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi,
H...That could be done easily enough, but I've got a warning
system in the engine that will let you know when a trap is close by.
The only thing is I haven't quite figured out what is the best way to
 finish adding it to the engine. I'm thinking an option in the
settings menu to turn it on/off for those who want it and those who
don't.

Smile.

On 5/10/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Well I just managed to complete the demo, spikes and all!  I wonder though
 if it'd be possible to put a mettle edge around the spike traps, and maybe
 mud round the fires?  I think this has been said before but I thought I'd
 double check.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Bryan Peterson
Wow. I'd hate to see all that in print or even braille. I shudder to imagine 
how much space it would take up in braille.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 1:13 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Bryan,
Well, excluding third-party headers, libraries, and such Visual C++
says the main source files is 39,268 lines of code.  That's roughly
654 pages of single spaced tightly typed text. Oh, and it isn't done
yet. Answer your question for yeah?

Smile.

On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Good lord no. LOL. Although I would be curious to know how many lines of
code MOTA equals out to.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Bryan Peterson
I would say have it only on easy and/or medium but not on the higher 
settings. Either that or make it a setting to be toggled on or off according 
to each individual player's preferences, assuming of course that could be 
coded relatively easily.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 1:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Bryan,
Actually, that is something I was meaning to ask the list about. The
feature to warn the player a trap is near is still in the game engine,
but temperarily disabled.  I've even got most of the warnings ready to
go, but was wondering how you, the game player's would like me to add
this feature into the game.
First, we could set it up that those warnings are available on the
beginner level. That works, but there may be times you want it on a
higher difficulty to.
Second, we could have an on/off setting in the program settings to
enable/disable those warnings which makes the most sense to me.
Third, we could do something like a training mode option that pops up
when you start the game like do you want training messages to warn you
of traps, monsters, etc. That is also doable, but option two seams
better to me.
I guess what do you think. I'm willing to do it however you guys think
it would work best in the engine. I state the engine here as once I
add it will be available for just about any game I build unless I
disable it of course.

Smile.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Or maybe the character warning you when you get within jumping distance,
though perhaps only on the easy setting. I know Thomas had that set up 
that

way in one of the prior Betas where it would warn you on easy but not on
higher difficulties. Or maybe you could have the option to turn those on 
or
off in the settings menu. Guess it depends on what Thomas is willing to 
do.
And anyway he's going to focus on getting the really major parts ironed 
out

first before he adds anymore user suggestions.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi,
Now, that would be scary.  How many braille volumes do you want. Grin.
If I am not mistaken usually a standard print page equals about three
braille pages.  That's usually with contractions though. Since my code
couldn't use contractions, and would have to be done in grade 1
braille you are talking a massive load of pages. More than I want to
count.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Wow. I'd hate to see all that in print or even braille. I shudder to imagine
 how much space it would take up in braille.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Michael Feir
I would definitely go for an on/off setting approach here. I would tend not 
to use them myself. That intro gets pretty annoying after the fourth of 
fifth time you hear it. Will we be able to skip that in the full version?

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 3:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Bryan,
Actually, that is something I was meaning to ask the list about. The
feature to warn the player a trap is near is still in the game engine,
but temperarily disabled.  I've even got most of the warnings ready to
go, but was wondering how you, the game player's would like me to add
this feature into the game.
First, we could set it up that those warnings are available on the
beginner level. That works, but there may be times you want it on a
higher difficulty to.
Second, we could have an on/off setting in the program settings to
enable/disable those warnings which makes the most sense to me.
Third, we could do something like a training mode option that pops up
when you start the game like do you want training messages to warn you
of traps, monsters, etc. That is also doable, but option two seams
better to me.
I guess what do you think. I'm willing to do it however you guys think
it would work best in the engine. I state the engine here as once I
add it will be available for just about any game I build unless I
disable it of course.

Smile.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Or maybe the character warning you when you get within jumping distance,
though perhaps only on the easy setting. I know Thomas had that set up 
that

way in one of the prior Betas where it would warn you on easy but not on
higher difficulties. Or maybe you could have the option to turn those on 
or
off in the settings menu. Guess it depends on what Thomas is willing to 
do.
And anyway he's going to focus on getting the really major parts ironed 
out

first before he adds anymore user suggestions.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Phil Vlasak

Hi Thomas,
A few suggestions about the intro.
Instead of trying to have a key to skip it, you could have the game detect 
how many times the game was run, and then at the third or fourth play, have 
the game automatically skip the intro.

Or have the intro skip as one of the options.
Or have a random intro file played and the long one only once every ten 
plays.
Phil 



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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Muhammed Deniz
Yeah. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 May 2010 20:14
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Bryan,
Well, excluding third-party headers, libraries, and such Visual C++ says the
main source files is 39,268 lines of code.  That's roughly
654 pages of single spaced tightly typed text. Oh, and it isn't done yet.
Answer your question for yeah?

Smile.

On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Good lord no. LOL. Although I would be curious to know how many lines 
 of code MOTA equals out to.
 He who is valiant and pure of spirit may find the holy grail in the 
 castle of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi,
Well, I think the on/off setting in the program settings menu is
probably the easiest, and the most practical solution as well.

On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 I would say have it only on easy and/or medium but not on the higher
 settings. Either that or make it a setting to be toggled on or off according
 to each individual player's preferences, assuming of course that could be
 coded relatively easily.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi Michael,
Yes. As I said to Dark earlier I certainly hope so. However, the
problem is that the game is failing to accept keyboard input when that
particular cutscene is playing. Sometime between and final release I'd
like to be able to fix that so you can skip it if you wish. It is just
one of those things I'd like to fix, but is something of a low
priority bug at the moment.

HTH


On 5/10/10, Michael Feir michael.f...@gmail.com wrote:
 I would definitely go for an on/off setting approach here. I would tend not
 to use them myself. That intro gets pretty annoying after the fourth of
 fifth time you hear it. Will we be able to skip that in the full version?
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Lori Duncan
Goodness I thought Lord of the Rings was bad enough!!  Will stick to both 
audio codes and audio Lord of the Rings.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 8:32 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
Now, that would be scary.  How many braille volumes do you want. Grin.
If I am not mistaken usually a standard print page equals about three
braille pages.  That's usually with contractions though. Since my code
couldn't use contractions, and would have to be done in grade 1
braille you are talking a massive load of pages. More than I want to
count.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
Wow. I'd hate to see all that in print or even braille. I shudder to 
imagine

how much space it would take up in braille.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi Muhammed,
Well,obviously I'm not about to share my source code, but I can tell
you how many lines are in the game at present. As I told Bryan a
little while ago Visual C++ reports 39,286  lines of code total. Quite
a lot eh?

On 5/10/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 A question for you Thomas. Could I please look at how many lines you have
 for tomb hunter in coding lines? Don't worry, not going to change the code,
 just going to look at how many lines the code has.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Thomas Ward
Hi Bryan,
I think it is more a matter of semantics than anything else.
Technically speaking, undead can refer to any type of living dead
creature be it a vampire, zombie, skeleton,  or ghost.  Some authors,
particularly those in the RPG genre, tend to make some sort of
distinction between undead and living dead. However, depending on
religion, culture, and where the mythology began you can find some
major differences in the description of the same kind of mythical
creature.
For example, in Entombed a Kobold is some sort of humanoid creature
that can subdivide etc. However, while this type of Kobold is popular
in Dungeons and Dragons type adventures it is completely unlike the
original historical description of a Kobold. For historians, like me,
a Kobold is a small mischievous type of creature, kind of like an elf,
that was popular in Germanic folklore.  Completely different from what
people think kobolds are today.
The same kind of confusing twist applies to this subject of the undead
and living dead.  A skeleton is generally regarded as a dull witted
undead creature controlled by a necromancer or spell caster. However,
there are plenty of skeleton creatures in mythology where it is a
cruel and an intelligent creature of the undead.
For example, the Grim Reaper is always shown as a skeleton dressed in
black robes who comes to claim the souls of the dead, and also rides a
pale horse.  The Grim Reaper is considered to be dead, but also alive
and intelligent. If that isn’t confusing I don’t know what is.
As for Zombies again this depends on which legend you hold to be true
for your story. In Voodoo zombies are creatures where the body dies,
but its spirit is alive and under the control of the person who
enslaved the zombie.  They are not completely mindless creatures, but
they are under the direct control of a master.
In modern horror films and games zombies are completely different.
They tend to be mindless creatures with no will of their own but to
kill and feed on the living.  The may or may not have a master. In
movies like Night of the Living Dead they hunt for humans in hordes,
moaning, and are not very intelligent monsters.  Again, not at all
like what the original stories and mythology says about them.
So what is the difference between living dead and undead? Beats me. I
think the two terms are pretty much one and the same.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Sorry for the off-topic question but what's the real difference between a
 creature that's just dead one that's undead. Zombies I've heard would be
 considered undead but I've heard skeletons and ghosts aren't.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Bryan Peterson

That would be my suggestion.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, May 10, 2010 1:27 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
H...That could be done easily enough, but I've got a warning
system in the engine that will let you know when a trap is close by.
The only thing is I haven't quite figured out what is the best way to
finish adding it to the engine. I'm thinking an option in the
settings menu to turn it on/off for those who want it and those who
don't.

Smile.

On 5/10/10, Lori Duncan lori_dunca...@hotmail.com wrote:
Well I just managed to complete the demo, spikes and all!  I wonder 
though
if it'd be possible to put a mettle edge around the spike traps, and 
maybe

mud round the fires?  I think this has been said before but I thought I'd
double check.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread dark
I'm really in two minds here. the fires were a right royal pain when i 
started, but now I've got the positioning right  and can check with the view 
command I don't mind as much. Maybe the option of a wooow sound before 
walking down harzards rather like tj had (sinse Tom's got himself such a 
good voice actress), --- but I'm not even certainly if this would make 
things too easy.


Beware the grue!

Dark.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 4:59 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


Well I just managed to complete the demo, spikes and all!  I wonder though 
if it'd be possible to put a mettle edge around the spike traps, and maybe 
mud round the fires?  I think this has been said before but I thought I'd 
double check.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 4:55 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I seriously doubt Thomas is going to share the code even for that purpose. 
I would guess several hundred lines though if not more. Probably more 
would be my guess though, thusands in fact.
He who is valiant and pure of spirit may find the holy grail in the 
castle of ggh.
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:33 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



A question for you Thomas. Could I please look at how many lines you have
for tomb hunter in coding lines? Don't worry, not going to change the 
code,

just going to look at how many lines the code has.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Bryan Peterson
Sent: 10 May 2010 03:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

That would be my call as well Thomas. If I'd spent as much time as a 
project
as you have, once I got the game to a more or less stable configuration 
and
was more or less closing in on a release date, even if tentative, I 
would

focus on that more than anything.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 09, 2010 5:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Phil,
Yes, I've been thinking of adding some reverb/echo to the player
comments as well. In fact, i did do it for a test release, but then
decided against it and put the regular files back in. However, if this
is something you really want I can certainly add the ones with echo
next time since it is just a matter of copying in the new ones from a
backup directory.
As far as the centaur's goes I like them the way they are. Not to be
rude or anything, but the next couple of months I am going to be
soully focused on  actually completing the game itself. As a result
I'm not going to be  spending a lot of time on adjusting sounds or
handling a lot of miner suggestions or requests.  I'll put them in a
todo list, and I'll get to them if and when I can. However, I am
totally focused on just getting the game completed right now. I just
thought I'd let everyone know where I stand.

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
Great work in beta 12!
I have two comments.
I think the Centaur Move sounds are too fast.
It sounds like full gallop which should have the creature on you in
about
2
seconds.
It would sound more realistic if it was slowed down a bit such as 75
percent of the current pitch.
My second comment is  Angela's voice has echo on the first file when
entering the tomb, but not much on the comments in the tomb.
I think a little more echo would make her voice sound like she was in
an echoing tomb.
Thanks,
Phil


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread dark
Nice thought Bryan, an option on beginner as a training aide, which you lose 
later for more challenge, this would also help people sort their positioning 
out without having to spend so many lives geting flamed or spiked just while 
learning the properties of the game.


Beware the Grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, May 10, 2010 5:06 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


Or maybe the character warning you when you get within jumping distance, 
though perhaps only on the easy setting. I know Thomas had that set up 
that way in one of the prior Betas where it would warn you on easy but not 
on higher difficulties. Or maybe you could have the option to turn those 
on or off in the settings menu. Guess it depends on what Thomas is willing 
to do. And anyway he's going to focus on getting the really major parts 
ironed out first before he adds anymore user suggestions.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 9:59 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


Well I just managed to complete the demo, spikes and all!  I wonder 
though if it'd be possible to put a mettle edge around the spike traps, 
and maybe mud round the fires?  I think this has been said before but I 
thought I'd double check.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 4:55 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I seriously doubt Thomas is going to share the code even for that 
purpose. I would guess several hundred lines though if not more. Probably 
more would be my guess though, thusands in fact.
He who is valiant and pure of spirit may find the holy grail in the 
castle of ggh.
- Original Message - 
From: Muhammed Deniz muhamme...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:33 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


A question for you Thomas. Could I please look at how many lines you 
have
for tomb hunter in coding lines? Don't worry, not going to change the 
code,

just going to look at how many lines the code has.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Bryan Peterson
Sent: 10 May 2010 03:25
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

That would be my call as well Thomas. If I'd spent as much time as a 
project
as you have, once I got the game to a more or less stable configuration 
and
was more or less closing in on a release date, even if tentative, I 
would

focus on that more than anything.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 09, 2010 5:53 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Phil,
Yes, I've been thinking of adding some reverb/echo to the player
comments as well. In fact, i did do it for a test release, but then
decided against it and put the regular files back in. However, if this
is something you really want I can certainly add the ones with echo
next time since it is just a matter of copying in the new ones from a
backup directory.
As far as the centaur's goes I like them the way they are. Not to be
rude or anything, but the next couple of months I am going to be
soully focused on  actually completing the game itself. As a result
I'm not going to be  spending a lot of time on adjusting sounds or
handling a lot of miner suggestions or requests.  I'll put them in a
todo list, and I'll get to them if and when I can. However, I am
totally focused on just getting the game completed right now. I just
thought I'd let everyone know where I stand.

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
Great work in beta 12!
I have two comments.
I think the Centaur Move sounds are too fast.
It sounds like full gallop which should have the creature on you in
about
2
seconds.
It would sound more realistic if it was slowed down a bit such as 75
percent of the current pitch.
My second comment is  Angela's voice has echo on the first file when
entering the tomb, but not much on the comments in the tomb.
I think a little more echo would make her voice sound like she was in
an echoing tomb.
Thanks,
Phil


---
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread dark

Hi tom.

As I said to bryan, my vote goes to the beginner mode setting. This lets 
people get used to the game and it's position, but stil preserves the 
challenge of accurate sound positioning of ledges.


for a really good example of how this can change challenge look at 
superliam. Fans on the waterworks have no audio step warning, which makes 
them much harder to calculate.


I'm not particularly dogmatic on this, and if people would prefer it 
available when playing on expert,  well fine, it's just personal opinion 
that the game should be made easy at easy  difficulty levels, and hard at 
harder ones, and sinse warning contribute to ease of game play this seems 
logical to me.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 8:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Bryan,
Actually, that is something I was meaning to ask the list about. The
feature to warn the player a trap is near is still in the game engine,
but temperarily disabled.  I've even got most of the warnings ready to
go, but was wondering how you, the game player's would like me to add
this feature into the game.
First, we could set it up that those warnings are available on the
beginner level. That works, but there may be times you want it on a
higher difficulty to.
Second, we could have an on/off setting in the program settings to
enable/disable those warnings which makes the most sense to me.
Third, we could do something like a training mode option that pops up
when you start the game like do you want training messages to warn you
of traps, monsters, etc. That is also doable, but option two seams
better to me.
I guess what do you think. I'm willing to do it however you guys think
it would work best in the engine. I state the engine here as once I
add it will be available for just about any game I build unless I
disable it of course.

Smile.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Or maybe the character warning you when you get within jumping distance,
though perhaps only on the easy setting. I know Thomas had that set up 
that

way in one of the prior Betas where it would warn you on easy but not on
higher difficulties. Or maybe you could have the option to turn those on 
or
off in the settings menu. Guess it depends on what Thomas is willing to 
do.
And anyway he's going to focus on getting the really major parts ironed 
out

first before he adds anymore user suggestions.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread dark
hmmm, tom,  maybe a the subject for a new trucker game? decide how many 
volumes fof braille coding to load onto your truck, --- too many and you 
risk lines getting squashed by the weight, to few and your game may not be 
ready in time and you end up being linched by a rampaging mob of angry fans! 
;D.


That is a truly staggering! amount of code, I'm impressed.

I did suspect the game would've been large, but I would've guessed more like 
ten thousand lines at most,  or does this also count internal coding for 
running the genesis engine?


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 8:32 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
Now, that would be scary.  How many braille volumes do you want. Grin.
If I am not mistaken usually a standard print page equals about three
braille pages.  That's usually with contractions though. Since my code
couldn't use contractions, and would have to be done in grade 1
braille you are talking a massive load of pages. More than I want to
count.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
Wow. I'd hate to see all that in print or even braille. I shudder to 
imagine

how much space it would take up in braille.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Yohandy

Thomas,
I'd vote against such a feature. We need this game to be hard and 
challenging, and such warnings will make things much easier which is not a 
good thing. you did say that from now on you weren't gonna incorporate any 
more user suggestions, and I think you should stick to that. Games great how 
it is now. except for that speed idea you mentioned. monsters with various 
speed rates would definitely make the game more fun, and more difficult 
which is what we need. yes I know there's the toggle option for the traps 
but once that option is available, it will be real tempting to try it if 
we're having problems. better to remove such temptations by not including 
the feature at all.



- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 3:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Bryan,
Actually, that is something I was meaning to ask the list about. The
feature to warn the player a trap is near is still in the game engine,
but temperarily disabled.  I've even got most of the warnings ready to
go, but was wondering how you, the game player's would like me to add
this feature into the game.
First, we could set it up that those warnings are available on the
beginner level. That works, but there may be times you want it on a
higher difficulty to.
Second, we could have an on/off setting in the program settings to
enable/disable those warnings which makes the most sense to me.
Third, we could do something like a training mode option that pops up
when you start the game like do you want training messages to warn you
of traps, monsters, etc. That is also doable, but option two seams
better to me.
I guess what do you think. I'm willing to do it however you guys think
it would work best in the engine. I state the engine here as once I
add it will be available for just about any game I build unless I
disable it of course.

Smile.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Or maybe the character warning you when you get within jumping distance,
though perhaps only on the easy setting. I know Thomas had that set up 
that

way in one of the prior Betas where it would warn you on easy but not on
higher difficulties. Or maybe you could have the option to turn those on 
or
off in the settings menu. Guess it depends on what Thomas is willing to 
do.
And anyway he's going to focus on getting the really major parts ironed 
out

first before he adds anymore user suggestions.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Bryan Peterson
I disagree. It will give new players something to help them learn the best 
position to jump. True there are going to be those who come to use that as a 
crutch I'll admit but that's true of anything in life. And anyway it 
wouldn't even be an option for the higher difficulty settings.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 7:27 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Thomas,
I'd vote against such a feature. We need this game to be hard and 
challenging, and such warnings will make things much easier which is not a 
good thing. you did say that from now on you weren't gonna incorporate any 
more user suggestions, and I think you should stick to that. Games great 
how it is now. except for that speed idea you mentioned. monsters with 
various speed rates would definitely make the game more fun, and more 
difficult which is what we need. yes I know there's the toggle option for 
the traps but once that option is available, it will be real tempting to 
try it if we're having problems. better to remove such temptations by not 
including the feature at all.



- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 3:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Bryan,
Actually, that is something I was meaning to ask the list about. The
feature to warn the player a trap is near is still in the game engine,
but temperarily disabled.  I've even got most of the warnings ready to
go, but was wondering how you, the game player's would like me to add
this feature into the game.
First, we could set it up that those warnings are available on the
beginner level. That works, but there may be times you want it on a
higher difficulty to.
Second, we could have an on/off setting in the program settings to
enable/disable those warnings which makes the most sense to me.
Third, we could do something like a training mode option that pops up
when you start the game like do you want training messages to warn you
of traps, monsters, etc. That is also doable, but option two seams
better to me.
I guess what do you think. I'm willing to do it however you guys think
it would work best in the engine. I state the engine here as once I
add it will be available for just about any game I build unless I
disable it of course.

Smile.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Or maybe the character warning you when you get within jumping distance,
though perhaps only on the easy setting. I know Thomas had that set up 
that

way in one of the prior Betas where it would warn you on easy but not on
higher difficulties. Or maybe you could have the option to turn those on 
or
off in the settings menu. Guess it depends on what Thomas is willing to 
do.
And anyway he's going to focus on getting the really major parts ironed 
out

first before he adds anymore user suggestions.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Hayden Presley
Hi Yohandy,
I personally don't like a game to be hard. I consider that completely
different from challenging. Hard sounds quite spiteful, like the developer
is saying, let's make this game impossible to beat! Sorry if I'm being
knitpicky  here...grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, May 10, 2010 8:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

I disagree. It will give new players something to help them learn the best 
position to jump. True there are going to be those who come to use that as a

crutch I'll admit but that's true of anything in life. And anyway it 
wouldn't even be an option for the higher difficulty settings.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 7:27 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Thomas,
 I'd vote against such a feature. We need this game to be hard and 
 challenging, and such warnings will make things much easier which is not a

 good thing. you did say that from now on you weren't gonna incorporate any

 more user suggestions, and I think you should stick to that. Games great 
 how it is now. except for that speed idea you mentioned. monsters with 
 various speed rates would definitely make the game more fun, and more 
 difficult which is what we need. yes I know there's the toggle option for 
 the traps but once that option is available, it will be real tempting to 
 try it if we're having problems. better to remove such temptations by not 
 including the feature at all.


 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 3:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Bryan,
 Actually, that is something I was meaning to ask the list about. The
 feature to warn the player a trap is near is still in the game engine,
 but temperarily disabled.  I've even got most of the warnings ready to
 go, but was wondering how you, the game player's would like me to add
 this feature into the game.
 First, we could set it up that those warnings are available on the
 beginner level. That works, but there may be times you want it on a
 higher difficulty to.
 Second, we could have an on/off setting in the program settings to
 enable/disable those warnings which makes the most sense to me.
 Third, we could do something like a training mode option that pops up
 when you start the game like do you want training messages to warn you
 of traps, monsters, etc. That is also doable, but option two seams
 better to me.
 I guess what do you think. I'm willing to do it however you guys think
 it would work best in the engine. I state the engine here as once I
 add it will be available for just about any game I build unless I
 disable it of course.

 Smile.


 On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping distance,
 though perhaps only on the easy setting. I know Thomas had that set up 
 that
 way in one of the prior Betas where it would warn you on easy but not on
 higher difficulties. Or maybe you could have the option to turn those on

 or
 off in the settings menu. Guess it depends on what Thomas is willing to 
 do.
 And anyway he's going to focus on getting the really major parts ironed 
 out
 first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the 
 castle
 of ggh.

 ---
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 If you have any questions or concerns regarding the management of the 
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 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Hayden Presley
Hi Thomas,
Ditto. I like option 2.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Monday, May 10, 2010 8:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Thomas,
I'd vote against such a feature. We need this game to be hard and 
challenging, and such warnings will make things much easier which is not a 
good thing. you did say that from now on you weren't gonna incorporate any 
more user suggestions, and I think you should stick to that. Games great how

it is now. except for that speed idea you mentioned. monsters with various 
speed rates would definitely make the game more fun, and more difficult 
which is what we need. yes I know there's the toggle option for the traps 
but once that option is available, it will be real tempting to try it if 
we're having problems. better to remove such temptations by not including 
the feature at all.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 3:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Bryan,
 Actually, that is something I was meaning to ask the list about. The
 feature to warn the player a trap is near is still in the game engine,
 but temperarily disabled.  I've even got most of the warnings ready to
 go, but was wondering how you, the game player's would like me to add
 this feature into the game.
 First, we could set it up that those warnings are available on the
 beginner level. That works, but there may be times you want it on a
 higher difficulty to.
 Second, we could have an on/off setting in the program settings to
 enable/disable those warnings which makes the most sense to me.
 Third, we could do something like a training mode option that pops up
 when you start the game like do you want training messages to warn you
 of traps, monsters, etc. That is also doable, but option two seams
 better to me.
 I guess what do you think. I'm willing to do it however you guys think
 it would work best in the engine. I state the engine here as once I
 add it will be available for just about any game I build unless I
 disable it of course.

 Smile.


 On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping distance,
 though perhaps only on the easy setting. I know Thomas had that set up 
 that
 way in one of the prior Betas where it would warn you on easy but not on
 higher difficulties. Or maybe you could have the option to turn those on 
 or
 off in the settings menu. Guess it depends on what Thomas is willing to 
 do.
 And anyway he's going to focus on getting the really major parts ironed 
 out
 first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the 
 castle
 of ggh.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Hayden Presley
Hi,
That's how many lines, but how many statements do you have? I don't really
want to think about that.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Monday, May 10, 2010 2:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Thomas,
A few suggestions about the intro.
Instead of trying to have a key to skip it, you could have the game detect 
how many times the game was run, and then at the third or fourth play, have 
the game automatically skip the intro.
Or have the intro skip as one of the options.
Or have a random intro file played and the long one only once every ten 
plays.
 Phil 


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Hayden Presley
Hi Lori,
Personally, I agree with this--after all, the chasms have them.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Monday, May 10, 2010 11:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Well I just managed to complete the demo, spikes and all!  I wonder though 
if it'd be possible to put a mettle edge around the spike traps, and maybe 
mud round the fires?  I think this has been said before but I thought I'd 
double check.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 4:55 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I seriously doubt Thomas is going to share the code even for that purpose. 
I would guess several hundred lines though if not more. Probably more would

be my guess though, thusands in fact.
 He who is valiant and pure of spirit may find the holy grail in the castle

 of ggh.
 - Original Message - 
 From: Muhammed Deniz muhamme...@googlemail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Monday, May 10, 2010 9:33 AM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


A question for you Thomas. Could I please look at how many lines you have
 for tomb hunter in coding lines? Don't worry, not going to change the 
 code,
 just going to look at how many lines the code has.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Bryan Peterson
 Sent: 10 May 2010 03:25
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

 That would be my call as well Thomas. If I'd spent as much time as a 
 project
 as you have, once I got the game to a more or less stable configuration 
 and
 was more or less closing in on a release date, even if tentative, I would
 focus on that more than anything.
 He who is valiant and pure of spirit may find the holy grail in the 
 castle
 of ggh.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, May 09, 2010 5:53 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Phil,
 Yes, I've been thinking of adding some reverb/echo to the player
 comments as well. In fact, i did do it for a test release, but then
 decided against it and put the regular files back in. However, if this
 is something you really want I can certainly add the ones with echo
 next time since it is just a matter of copying in the new ones from a
 backup directory.
 As far as the centaur's goes I like them the way they are. Not to be
 rude or anything, but the next couple of months I am going to be
 soully focused on  actually completing the game itself. As a result
 I'm not going to be  spending a lot of time on adjusting sounds or
 handling a lot of miner suggestions or requests.  I'll put them in a
 todo list, and I'll get to them if and when I can. However, I am
 totally focused on just getting the game completed right now. I just
 thought I'd let everyone know where I stand.

 Smile.

 On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 Great work in beta 12!
 I have two comments.
 I think the Centaur Move sounds are too fast.
 It sounds like full gallop which should have the creature on you in
 about
 2
 seconds.
 It would sound more realistic if it was slowed down a bit such as 75
 percent of the current pitch.
 My second comment is  Angela's voice has echo on the first file when
 entering the tomb, but not much on the comments in the tomb.
 I think a little more echo would make her voice sound like she was in
 an echoing tomb.
 Thanks,
 Phil


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 You can

Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Yohandy
and why couldn't they simply use the options included with the game? why 
should the game be simplified when there's no need? if we're gonna analyze 
things this way, then I guess enemies have to be slowed down also cause they 
kill you too fast, and statues should be removed automatically for the 
average player to have an easy time. perhaps there shouldn't be any pits to 
make things easier? where do we draw the line?



- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I disagree. It will give new players something to help them learn the best 
position to jump. True there are going to be those who come to use that as 
a crutch I'll admit but that's true of anything in life. And anyway it 
wouldn't even be an option for the higher difficulty settings.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 7:27 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Thomas,
I'd vote against such a feature. We need this game to be hard and 
challenging, and such warnings will make things much easier which is not 
a good thing. you did say that from now on you weren't gonna incorporate 
any more user suggestions, and I think you should stick to that. Games 
great how it is now. except for that speed idea you mentioned. monsters 
with various speed rates would definitely make the game more fun, and 
more difficult which is what we need. yes I know there's the toggle 
option for the traps but once that option is available, it will be real 
tempting to try it if we're having problems. better to remove such 
temptations by not including the feature at all.



- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 3:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Bryan,
Actually, that is something I was meaning to ask the list about. The
feature to warn the player a trap is near is still in the game engine,
but temperarily disabled.  I've even got most of the warnings ready to
go, but was wondering how you, the game player's would like me to add
this feature into the game.
First, we could set it up that those warnings are available on the
beginner level. That works, but there may be times you want it on a
higher difficulty to.
Second, we could have an on/off setting in the program settings to
enable/disable those warnings which makes the most sense to me.
Third, we could do something like a training mode option that pops up
when you start the game like do you want training messages to warn you
of traps, monsters, etc. That is also doable, but option two seams
better to me.
I guess what do you think. I'm willing to do it however you guys think
it would work best in the engine. I state the engine here as once I
add it will be available for just about any game I build unless I
disable it of course.

Smile.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
Or maybe the character warning you when you get within jumping 
distance,
though perhaps only on the easy setting. I know Thomas had that set up 
that
way in one of the prior Betas where it would warn you on easy but not 
on
higher difficulties. Or maybe you could have the option to turn those 
on or
off in the settings menu. Guess it depends on what Thomas is willing to 
do.
And anyway he's going to focus on getting the really major parts ironed 
out

first before he adds anymore user suggestions.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


---
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please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Hayden Presley
Hi Yohandy,
While we're thinking this way--heck, why do we need four difficulty levels?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Monday, May 10, 2010 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

and why couldn't they simply use the options included with the game? why 
should the game be simplified when there's no need? if we're gonna analyze 
things this way, then I guess enemies have to be slowed down also cause they

kill you too fast, and statues should be removed automatically for the 
average player to have an easy time. perhaps there shouldn't be any pits to 
make things easier? where do we draw the line?


- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I disagree. It will give new players something to help them learn the best 
position to jump. True there are going to be those who come to use that as 
a crutch I'll admit but that's true of anything in life. And anyway it 
wouldn't even be an option for the higher difficulty settings.
 He who is valiant and pure of spirit may find the holy grail in the castle

 of ggh.
 - Original Message - 
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 7:27 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Thomas,
 I'd vote against such a feature. We need this game to be hard and 
 challenging, and such warnings will make things much easier which is not 
 a good thing. you did say that from now on you weren't gonna incorporate 
 any more user suggestions, and I think you should stick to that. Games 
 great how it is now. except for that speed idea you mentioned. monsters 
 with various speed rates would definitely make the game more fun, and 
 more difficult which is what we need. yes I know there's the toggle 
 option for the traps but once that option is available, it will be real 
 tempting to try it if we're having problems. better to remove such 
 temptations by not including the feature at all.


 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 3:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Bryan,
 Actually, that is something I was meaning to ask the list about. The
 feature to warn the player a trap is near is still in the game engine,
 but temperarily disabled.  I've even got most of the warnings ready to
 go, but was wondering how you, the game player's would like me to add
 this feature into the game.
 First, we could set it up that those warnings are available on the
 beginner level. That works, but there may be times you want it on a
 higher difficulty to.
 Second, we could have an on/off setting in the program settings to
 enable/disable those warnings which makes the most sense to me.
 Third, we could do something like a training mode option that pops up
 when you start the game like do you want training messages to warn you
 of traps, monsters, etc. That is also doable, but option two seams
 better to me.
 I guess what do you think. I'm willing to do it however you guys think
 it would work best in the engine. I state the engine here as once I
 add it will be available for just about any game I build unless I
 disable it of course.

 Smile.


 On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping 
 distance,
 though perhaps only on the easy setting. I know Thomas had that set up 
 that
 way in one of the prior Betas where it would warn you on easy but not 
 on
 higher difficulties. Or maybe you could have the option to turn those 
 on or
 off in the settings menu. Guess it depends on what Thomas is willing to

 do.
 And anyway he's going to focus on getting the really major parts ironed

 out
 first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the 
 castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Hayden Presley
Hi Phil,
Also, that may be waling speed for the centaur. Possibly it just gallops
very fast?
Best Reagrds,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, May 10, 2010 3:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Phil,
By the way, before you do change the centaur sounds you might want to
take acount of an idea I just had for beta 13.  When you mentioned
that you wondered why the centaur's sounded like they are at a full
run when in actuality they are only walking. That got me thinking
about the relative speed of all of the enemies, and that I probably
should change it to give each enemy a different rate of speed when
attacking. Centaurs could indeed be running at you, and  would cover
much ground very quickly.  Harpies can fly so also could move pretty
quickly. Skeletons and zombies would obviously move much slower and
not be too quick on their feet. Undead creatures usually are pretty
slow in games. This way each enemy would be more realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I did notice the sounds are in .wav non-encrypted format.
 Do you plan to keep them in that format in the final release.
 And if so could I adjust the sound of the Centaur to my liking and put the
 lower pitch sound in the game?

 And also create a mod pack of sounds if others want the same change?
 thanks,
 Phil

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-10 Thread Ryan Chou
hi thomas,
I like the on/off setting the most

On 5/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Phil,
 Also, that may be waling speed for the centaur. Possibly it just gallops
 very fast?
 Best Reagrds,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Monday, May 10, 2010 3:51 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

 Hi Phil,
 By the way, before you do change the centaur sounds you might want to
 take acount of an idea I just had for beta 13.  When you mentioned
 that you wondered why the centaur's sounded like they are at a full
 run when in actuality they are only walking. That got me thinking
 about the relative speed of all of the enemies, and that I probably
 should change it to give each enemy a different rate of speed when
 attacking. Centaurs could indeed be running at you, and  would cover
 much ground very quickly.  Harpies can fly so also could move pretty
 quickly. Skeletons and zombies would obviously move much slower and
 not be too quick on their feet. Undead creatures usually are pretty
 slow in games. This way each enemy would be more realistic and unique.
 What do you think?

 Smile.

 On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I did notice the sounds are in .wav non-encrypted format.
 Do you plan to keep them in that format in the final release.
 And if so could I adjust the sound of the Centaur to my liking and put the
 lower pitch sound in the game?

 And also create a mod pack of sounds if others want the same change?
 thanks,
 Phil

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-09 Thread Thomas Ward
Hi Muhammed,
No, I haven't. In my opinion we are not yet ready for the game to
begin taking orders. I couldn't anyway since I'd have to upgrade the
shopping cart as well as get the registration system working first.


On 5/8/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Actually, I beat the demo. BTW, Thomas, did you start selling the game?

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-09 Thread Thomas Ward
Hi Lori,
Well, two reasons.
First, the game was only designed for one enemy per room. I could add
two enemies to each room, but that would greatly increase the
difficulty of the game.  There are some who say the game is too hard
already.
Second, for an enemy to attack another accidently or otherwise would
require a major rewrite of the enemy A.I. for the game. At this late
date I consider that area of the game closed to future development.
We're focusing on getting new levels added, game registration, etc. We
really can't afford to spend any more time on taking suggestions like
this at the current time.
 Finally, while such a stunt might work with some enemies it probably
wouldn't for all of them.  As someone else mentioned centaurs are
highly inteligent and aren't likely to fall for such a stunt. dull
witted skeletons and zombies might however.

HTH

On 5/8/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi Tom, why don't you put enimies from infront and from behinde, that way if
 Angela ducks or jumps out the way they'll hit each other!

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-09 Thread Phil Vlasak

Hi Thomas,
Great work in beta 12!
I have two comments.
I think the Centaur Move sounds are too fast.
It sounds like full gallop which should have the creature on you in about 2 
seconds.
It would sound more realistic if it was slowed down a bit such as 75 percent 
of the current pitch.
My second comment is  Angela's voice has echo on the first file when 
entering the tomb, but not much on the comments in the tomb.
I think a little more echo would make her voice sound like she was in an 
echoing tomb.

Thanks,
Phil 



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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-09 Thread Bryan Peterson
Precisely. I seem to recall several weddings where Centaurs were invited, 
got pretty well hammered and smashed all the furniture.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 09, 2010 12:41 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
Exactly.  Centaur's are definitely one of the smarter enemies in the
game, are suppose to be highly inteligent fighters, but as you say
also have a fondness for wine. That image of the centaur is pretty
much universal through mithology as well as fantasy books.

On 5/8/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Especially since in every branch of mythology and folklore I've ever read
about that concerned Centaurs they were said to be highly intelectual. 
Their

biggest flaw was a bit too great of a fondness for wine.
He who is valiant and pure of spirit may find the holy grail in the 
castle

of ggh.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-09 Thread Bryan Peterson

Yeah. There's time for that in the sequels if you chose to do them that way.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, May 09, 2010 12:52 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Lori,
Well, two reasons.
First, the game was only designed for one enemy per room. I could add
two enemies to each room, but that would greatly increase the
difficulty of the game.  There are some who say the game is too hard
already.
Second, for an enemy to attack another accidently or otherwise would
require a major rewrite of the enemy A.I. for the game. At this late
date I consider that area of the game closed to future development.
We're focusing on getting new levels added, game registration, etc. We
really can't afford to spend any more time on taking suggestions like
this at the current time.
Finally, while such a stunt might work with some enemies it probably
wouldn't for all of them.  As someone else mentioned centaurs are
highly inteligent and aren't likely to fall for such a stunt. dull
witted skeletons and zombies might however.

HTH

On 5/8/10, Lori Duncan lori_dunca...@hotmail.com wrote:
Hi Tom, why don't you put enimies from infront and from behinde, that way 
if

Angela ducks or jumps out the way they'll hit each other!


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-09 Thread Bryan Peterson

I like the fact that she sounds just the teensiest bit sarcastic.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, May 09, 2010 12:55 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi,
Ahem...Nothing quite so laim.  Basically, just comments like the door
is locked, statue is locked, warnings, etc.

Smile.

On 5/8/10, Lori Duncan lori_dunca...@hotmail.com wrote:
Umm Tom, are they nice comments?  Or ones like Oh you silly player, 
that's

a spike I'm stuck on!!  Not just any spike, poisoned one! Smile


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-09 Thread Hayden Presley
Hi,
The only thing I don't like is saying out of amo every time you try to use a
gun with no amo in it.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Sunday, May 09, 2010 8:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Yeah. There's time for that in the sequels if you chose to do them that way.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Lori Duncan lori_dunca...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org
Sent: Sunday, May 09, 2010 12:52 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Lori,
 Well, two reasons.
 First, the game was only designed for one enemy per room. I could add
 two enemies to each room, but that would greatly increase the
 difficulty of the game.  There are some who say the game is too hard
 already.
 Second, for an enemy to attack another accidently or otherwise would
 require a major rewrite of the enemy A.I. for the game. At this late
 date I consider that area of the game closed to future development.
 We're focusing on getting new levels added, game registration, etc. We
 really can't afford to spend any more time on taking suggestions like
 this at the current time.
 Finally, while such a stunt might work with some enemies it probably
 wouldn't for all of them.  As someone else mentioned centaurs are
 highly inteligent and aren't likely to fall for such a stunt. dull
 witted skeletons and zombies might however.

 HTH

 On 5/8/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi Tom, why don't you put enimies from infront and from behinde, that way

 if
 Angela ducks or jumps out the way they'll hit each other!

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-09 Thread Hayden Presley
Hi Phil,
Hmmm...maybe she was reading the inscription aloud, but I highly doubt all
of those comments were spoken aloub by Angela.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Sunday, May 09, 2010 8:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Thomas,
Great work in beta 12!
I have two comments.
I think the Centaur Move sounds are too fast.
It sounds like full gallop which should have the creature on you in about 2 
seconds.
It would sound more realistic if it was slowed down a bit such as 75 percent

of the current pitch.
My second comment is  Angela's voice has echo on the first file when 
entering the tomb, but not much on the comments in the tomb.
I think a little more echo would make her voice sound like she was in an 
echoing tomb.
Thanks,
Phil 


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