I like the menus as they are now

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Monday, April 12, 2010 7:45 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
Obviously there is no way to tell for sure, but can you give us an estimate
as to MOTA's release date?
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Monday, April 12, 2010 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
I know in BGT there are two functions - key_pressed and key_down. That 
suggests to me that there is a way to check whether a given key has just at 
that moment been pressed, or is being held down. I'm not sure whether this 
is a manual check or whether this is built into DirectInput, but I know that

the equivalent of key_pressed will come in handy for the menus and jump 
problem.
Regards,
Damien.



----- Original Message ----- 
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, April 12, 2010 11:32 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions


> Hi Damien,
> As for panning it actually isn't using a pan control but FMOD'S 3d
> audio processing which is why it sounds a little strange right now.
> This is an issue I plan to be working on in beta 12 when i rewrite the
> sound core using XAudio2. FMOD happens to be something I introduced
> into the engine back when I was thinking about going cross-platform
> and didn't want to take several days or a couple of extra weeks to
> rewrite the sound core and test it. So it is on the todo list to fix.
> As for walking through doors the reason Angela pauses is she has to
> wait for the door to completely slide open before stepping through.
> This was actually a bug fix for beta 10 where she could run through
> the door before it fully opened. I could put it back that way if
> people want, but that's why that is happening.
> As for menu keys as I explained earlier there isn't a happy medium
> here. If I put the delay in the menus don't jump around like a flea on
> a frying pan. If I take that out and don't wait for you to release the
> key the menus skip items and you might hit down arrow on new game and
> end up on exit program. That's worse than the delay in my book.
> As for jumping I've noticed if you hold the keys down for very long
> she will sort of leap frog with several jumps in a row. I guess I've
> gotten use to not holding them down long so she only does a single
> jump. Practice with it some and see if you really need me to prevent
> her from doing that.
>
> Cheers!
>
>
> On 4/12/10, Damien Pendleton <dam...@x-sight-interactive.net> wrote:
>> Hi Thomas,
>> Seems like you have put a lot of work into this new engine.
>> However, I am afraid to still bring some bugs to your attention:
>>
>> 1. Panning.
>> When you are walking towards an object, the sound doesn't pan until you 
>> are
>> directly centre. Same when you walk away, it goes straight to the left, 
>> so
>> you never know just how close or far away the object is.
>>
>> 2. Keyboard response
>> It seems like the menus are very slow to respond when pressing keys, and
>> also it is slow going when you try to walk through a door.
>>
>> 3. Jumping
>> If you hold down your jump combination it keeps simulating a jump.
>>
>> Thanks.
>> Regards,
>> Damien.
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