that's what I do too, but I also have a thign that will check the step 
generated to see if it was played previously, if so I go in to a loop, 
randomly choose a step, and then exit the loop when the step is different. 
I suppose you can forgo the first step, but.. shrugs.  I never said I was a 
good programmer.

----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Monday, April 03, 2006 5:04 PM
Subject: Re: [Audyssey] Montezuma's Revenge Preview.


> Hmmm... I suppose that can be done.
> At the moment I randomly generate which step is selected when the player
> moves left and right.
>
>
>
> Liam Erven wrote:
>> Let me make a rather geeky suggestion.
>> With the dirt footsteps, write a check to make sure it won't play the 
>> last
>> footstep it just played again.
>> this will make it sound a tad more realistic.
>> Just a thought
>>
>> ----- Original Message ----- 
>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" <[email protected]>
>> Sent: Sunday, April 02, 2006 10:56 PM
>> Subject: [Audyssey] Montezuma's Revenge Preview.
>>
>>
>>
>>> Hi list,
>>> I have just recorded a new preview file for Montezuma's Revenge using
>>> the new game engine. In case you wonder why the enemies don't seam to do
>>> anything I haven't programmed the AI for the enemy characters and
>>> monsters yet. However, this preview will allow you to here the
>>> completely new sound design, new effects, and get a feel for the real
>>> first level up to the red door. Check it out at
>>> http://www.usagames.us
>>> and it can be found on our downloads page.
>>> Smile.
>>>
>>>
>>> _______________________________________________
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>>> any subscription changes via the web.
>>>
>>>
>>>
>>
>>
>> _______________________________________________
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>>
>>
>
>
> _______________________________________________
> Gamers mailing list .. [email protected]
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>
> 


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