Personally I don't believe there needs to be a ""paused" or "unpaused" announcement when you hit the pause button. The pause sound and the response from te arrows depending on the state of the game should be enough. Or would that be something too difficult to code? That was one thing I hated about Alien Outback from Draconis, not to mention a few of their other games as well. It would have the little pause music, but then every five seconds or so the game would say Paused, as though the different music and the lack of response from the controls wasn't enough indication. Kelly Sapergia made mention of this same thing in his Main Menu review of the game. ----- Original Message ----- From: "Thomas Ward" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <[email protected]> Sent: Saturday, November 17, 2007 9:29 AM Subject: Re: [Audyssey] Monte beta thoughts
> Hi Karl, > > Quote > I like the new joystick support. I assume there will be a remapping > feature in future versions? > End quote > > > At some point there will be a joystick mapping feature, but at the > moment I don't know just when that feature will be added. I am mainly > going to focus on registration and scripting levels the next couple of > weeks and joystick mapping has been put on the back burner. the good > news is that the joystick code is generic enough to be remapped to some > degree so adding one shouldn't be too rough when I get around to it. > > Quote > Also, I didn't notice any stereo footstep sounds. > End quote > > All footsteps are in stereo in the game rather than mono. However, it > isn't really something you would notice much unless extra effects like > echo were applied. > > Quote > One bug I've found so far, if you unplug the joystick while the game is > messing, it crashes with a "an unhandled exception has occured" message. > End quote > > Ok, I think I know what is happening. Once the game detects a joystick > it assumes naturally it is still connected. I need to add some error > trapping code to constantly check if the joystick is connected. > > Quote > Lastly, there needs to be some "power on" and "power off" sound effect > for the invincibility effect of potions. > End quote > > Hmmm... Not sure what those sounds will be, but I will look around for > some effects to do this. I'm trying to remember how the original game > indicated when your invincibility was used up. > I know for certain when invincibility was over that skulls, snakes, and > spiders decided you were fun to attack, but I don't recall other than > that any indicator that invincibility was finished. > > > > --- > Gamers mailing list __ [email protected] > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > 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/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [EMAIL PROTECTED] > --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [EMAIL PROTECTED] 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/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
