why not use the scroll wheel for forward and back motion?
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, December 16, 2005 12:31 PM
Subject: Re: audyssey: Darn it, James!


> Hi,
> That assumes the player has a two button mouse. What would work better
> is a three button mouse. They are quite inexpensive, and would allow the
> player to have one button for firing, another for forward motion, and
> one for backward motion.
> As it happens the more expensive mice even have buttons on the sides for
> other things. My nmouse has 5 buttons, and I have know idea what the
> other two buttons do.
>
>
> Gary Whittington wrote:
>> Hi James.
>>
>> I have not tried the demo, but must say the ones who have the right
>> equipment are enjoying it.  A fine break through on the sound and mouse
>> input.  But here some ideas for just having the mouse during combat and
>> movement.
>>
>> Using the the right button two o options can be down for movement..  Just
>> holding down the key can tell the hero to move.  Single clicks and tell 
>> the
>> hero to start moving or stop, in this case a toggle.  For moving backward
>> can be a Double click to set the hero going back.  You may even just set 
>> a
>> triple toggle where click one be forward, second cli pause and third 
>> click
>> backward..  So  if our hero is moving forward one click would stip and a
>> double click will make him go backward.  If the hero is not moveing 
>> double
>> click makes him move forward and a sinlge click backward.  If the hero is
>> going back then one click for forward and double click stop.  If hard to 
>> get
>> a triple click from the mosue, so a double lick toggle may be an idea to
>> help in just using the mouse.  Also by using the hold down the right 
>> button
>> this could be for running if going forward or backward.  If the button is
>> held while the hero is stopped, he then could be jumping or duckingc. 
>> The
>> demo of cause is may be a simple method of movement and shooting and you 
>> my
>> have your own ideas for more things for the mouse and the demo is only 
>> the
>> beginning and a testing platform.  My last idea is for the sound of the 
>> hero
>> moving backwards.  As I mentioned had not done the demo, dont have the
>> speakers and would not want to judge the demo with out the right stuff. 
>> If
>> there is a walking sound for the hero going forward and another walking 
>> or
>> same.  I found that a total type should be done.  My thoughts is when 
>> moving
>> backward instead of footsteps but a more of shuffling of the feet.  When
>> using the mouse methods above with the shuffle of the feet,  the player 
>> be
>> more well informed if the hero is going backwards.
>>
>> Smiles, hey what not a tip toe sound when your sneaking around the bad
>> zombees.  Thinking more of a cartoon sound effect then Tiny Tim's music.
>>
>> Well have fun blasting the heads of those zombees.
>>
>> There all messed up!
>> A Quote from Night of the Living Dead.
>> Gary aka Crash
>> ps.  Have not seen my most awaited RaceWay..  O where O where, O when O
>> when, O why O why.  I am not going to pre order this game no third time.
>>
>> ----- Original Message ----- 
>> From: "James from Alchemy" <[EMAIL PROTECTED]>
>> To: <[email protected]>
>> Sent: Thursday, December 15, 2005 10:04 AM
>> Subject: RE: audyssey: Darn it, James!
>>
>>
>>
>>> Hi, Ken.
>>>
>>> Thanks.  How have you guys been?  Haven't seen you around in ages.
>>>
>>> The music position is actually right behind the player.  The reason I 
>>> did
>>> this was so the main game sounds would be in the front channel speakers
>>> and
>>> offer separation between the two.  One of the problems I've noticed in
>>> most
>>> accessible games that use music is that it can very easily get out of 
>>> hand
>>> to where it all mushes together and detracts from the
>>> accessibility/playability.  By moving the music back, you can still have
>>> loud music while still maintaining playability.  Of course, you only
>>> benefit
>>> from that with surround sound speakers. *grin*
>>>
>>> The frontward and backward mouse idea could work if moving it ahead set
>>> the
>>> player at a constant forward motion and pulling it back stopped the
>>> player,
>>> but if you had to continually slide the mouse forward and backward and
>>> restart the origin of the mouse, it'd make the rest of the movements
>>> inaccurate.
>>>
>>> - James
>>>
>>> -----Original Message-----
>>> From: [email protected] [mailto:[EMAIL PROTECTED] 
>>> On
>>> Behalf Of ken downey
>>> Sent: Wednesday, December 14, 2005 11:34 PM
>>> To: [email protected]
>>> Subject: audyssey: Darn it, James!
>>>
>>> Darn you James!  You have once again sucked me into game addiction. 
>>> I've
>>> been sort of obsessed with mouse control for a while now, and right when 
>>> I
>>> was getting bored with the games I have, you put out this awesome demo.
>>> I'm
>>> using stereo headphones because I don't have surround sound yet.  Guess 
>>> I
>>> know what I want for Christmas.  Anyway, the heavy metal music doesn't
>>> seem
>>> to correspond to where the zombies are.  Also, it seems like they're on
>>> the
>>> right side when I'm actually hitting them.  Is that how it's supposed to
>>> be?
>>> The only improvement I'd like to see is that you take out the keyboard
>>> commands altogether so that moving the mouse up moves you forward, down
>>> moves you backwards.  It also seems that the ammo indicator sound 
>>> doesn't
>>> disappear when you pick up the ammo box.
>>> Absolutely love this game.  I know you say it's not a game, but it's
>>> definitely game enough for me.  In short, all I have to say is wow.
>>> By the way, for those of you who haven't experimented much with the 
>>> game,
>>> c
>>> gives you coordinates and direction you're facing.  Very well done, 
>>> James.
>>> Ken Downey
>>> DreamtechInteractive
>>>
>>>
>>> [Non-text portions of this message have been removed]
>>>
>>>
>>>
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