I have a feeling he's going to stear clear of even that just in case he can't meet that deadline. I mean I imagine once he's confident he's closing in on a release date he'll be more open but I doubt he'll say anything before then. I certainly wouldn't in his position. It's a matter of giving yourself as much breathing room as possible. He who is valiant and pure of spirit may find the holy grail in the castle of aaaaggh. ----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Monday, April 12, 2010 6:45 PM
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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