Regarding sensativity that's pretty hard to do in an audio game.
Especially, one using a keyboard because something like DirectX only
cares if the key is pressed or released. How hard you hold it down is
irrelavant. So that is certainly a drawback to creating a game for the
As for moving/vanishing platforms, hanging ledges, etc I had all that
in Montezuma's Revenge. if I hadn't gottn my butt chewed on for
copyrights we would have a game like that right now. So when I wrote
MOTA I wanted to step away from the Monte desaster and do something
different. Although, I could probably include some of Monte's
On 11/4/10, Yohandy <yohand...@gmail.com> wrote:
> The problem I find with audio games that doesn't exist in mainstream games
> is the fact there's no velocity sensitivity when pressing buttons. Meaning
> you can press the keys as hard or softly as you want and it won't make the
> slightest difference for jump distances etc. in mainstream platforming games
> sometimes you need to press and hold down the button if you're doing a
> really high jump. we don't have such control for audio games. is this
> because this wouldn't be possible to do on a keyboard? Also you guys mention
> ledges hanging out above the lava. I'd so love to see something like this in
> an audio game. this is definitely something sighted folks had to worry about
> when playing. in games like supermario there were also levels where you had
> various platforms that appeared above lava or pits or such similar hazards
> that would disappear if you didn't get across them fast enough. some levels
> even had a whole bunch of them that you had to make it through in succession
> without falling to your doom. These types of things is what I'd love to
> experience in an audio game.
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