You took the words right off my fingertips.

----- Original Message ----- 
From: "Brandon Cole" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, August 09, 2006 7:48 AM
Subject: Re: [Audyssey] Monty news and updates.


>I think I speak for quite a few folks when I say that, although all this
> will take some time, your effort is very much appreciated. Keep it up,
> brotha! Haha.
> ----- Original Message ----- 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Wednesday, August 09, 2006 5:52 AM
> Subject: [Audyssey] Monty news and updates.
>
>
>> Hello gamers,
>> Early this week, Monday, I began the process of updating Montezuma's
>> Revenge to the 2.0 .NET Framework. In the process I have decided to also
>> make a drastic alteration in the way game audio is handled.
>> In Alpha 1 I used a standard stereo pan control, via DirectX, to pan the
>> sound effects. While that is generally ok allot of testers felt that the
>> handling of sound effects just isn't quite right, and the roll off
>> factor for sounds sounds fake and unnatural. I plan to correct this by
>> rewriting the audio class for the game and will be using full virtual 3D
>> buffers which will correct this issue. It should sound much more natural
>> when the job is complete.
>> Another major change I have planned is using DirectX DirectInput to
>> handle game movement and keyboard control. In Alpha 1 allot of folks
>> were discontent with the way keyboard input was handled. True I was just
>> using a standard Windows form event to handle input. Again while
>> functional the major problem with that was it couldn't support multiple
>> keyboard controls such as control+right arrow to speed run or space
>> arrow key to jump. As a result this will be changed to be more flexable
>> with keyboard commands.
>> So what can you expect in the updated release? In the upcoming release I
>> plan to really overhall the core engine. This is going to take a quite a
>> long time to do. Not sure when Alpha 2 will be out, but it won't be soon
>> with this stuff in the works.
>>
>>
>>
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>
>
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