Hi Nicol, Quote 1. it happens that 2 torches is used after each other. I went into a dark room, there was a spider and gems or keys, and when I went out of that room the torch went dead and the next one immediately lights up. End quote
Well, from looking at that code it is unlikely you were actually out of the room, but you are not the first to complain about multiple torches being used in a room. I'm currently looking at an alternative approach to torches. Rather than timing them it will put the torch out only when you leave a room or die in the room. Obviously, this takes a little more thought and work to put in place and I will probably take on this task after I finish work on the product key system. Quote 2. it once happened to me that I was unable to get through the red door on level2. End quote My guess is you didn't have all the keys you needed. If you have the wrong key or no key for that door you can't open it and pass through it. Quote 3. I personally think one should be able to jump up a burning rope, one should rather loose health than being killed instantly. End quote In this case I differ in opinion. The reason it is the way it is it adds difficulty and challenge to the game. If there is a sword, potion, or other item you missed before coming down the burning rope you can't go back to get it. The moral of the story is you have to try and take it when you can or leave it behind. Quote 4. next I want to ask a strategy question. How is one supposed to navigate in monte? Is it important to move in both sides of a room or is it all right to only move in the direction where one hears a key or potion? End quote Good question. In most cases you only have to look for the items you can here. However if you are in a room with no sounds playing you might want to explore it for hidden items that requires a torch to find. Usually, though if you have a torch it will light and the sounds will begin playing leading you directly to the hidden item. Quote Removed auto save game feature from code. What does this mean? Are you taking away the ability for registered users to save a game? We will need to save a game if we have to go and do something important, go to bed etc. End quote For the moment yes. There are a couple of reasons I did so for the last beta release. First, arcade games did not offer a save game feature, and including one offers the ability to cheat. So the newly designed save game feature will have to put in safe gards from cheating. I'm currently evaluating how this can be done and maintain security against cheating. Second, the method of saving the game files is by the book based on good documentation on saving games. The problem was all of it assumes you are the typical non-security conscious user who runs his XP or Vista system as administrator, and doing that as I have said many many times is just plane bad security practice. So I am currently researching how I can allow saving games and meet a high standard of security. It is doubtful given the time left to release I will find a solution for this, and may have to restore the original low security save game feature until a better one can be found in the future. However, there is a work around. If a user is running with non-admin rights he can install the game locally which will give them smooth operating of the game and high security. Quote Why these changes? It never presented a problem in previous betas if the skulls and gems were in room17, the game works fine now, I'm just curious as to why you made these changes. End quote It has nothing to do with any runtime or game play error. It is just that in the original Montezuma's Revenge for Atari the last room on every level contained gems which you could collect before leaving the level. In this case by accident I placed the skull and gems in the wrong room. I corrected my coding error. Quote Replaced mono dirt step sounds with stereo dirt step sounds. It still sounds like mono dirt step sounds to me. I'm understanding sterio as left right, in other words if the dirt steps were sterio the first step panama gives I will hear in my left and the next step he gives in my right, etc. but the step sound is in the middle of the sound field. End quote You are not the first to be confused by this entry, and unfortunately most took a different meaning than the actual meaning of that entry. Simply, I imported the effects into Goldwave and resaved them as 16 byt stereo effects rather than using mono ones. All that does is make the sounds sound a bit higher quality. It doesn't add things like echo, left right panning, and other things people thought it meant. Basically, it is one of those miner changes that no one notices unless they are looking for it. This is completely different from panning or a virtual 3D effect where a sound is passed from speaker to speaker. In that case those sounds are actually mono, not stereo, and are easily shifted around from speaker to speaker using DirectX. Quote Removed JumpUp() from player controls. Why? Isn't it sometimes necessary to jump up? End quote I am sure it is necessary, but there is a known bug in that code where it hangs the player or the game for some reason I can not explain. I felt it was better to restrict the player from the command at all rather than run face first into a bug they will write in about, and I can't immediately fix. Basically, I do not intend keeping this feature gone forever, but I do plan to keep it unaccessible until such time as I fix the bug. Anyway,I will answer more questions in another email following this one. --- 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. 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