That would depend on the surface itself. But in a temple that old, it
would logically be pretty reasonable to assume that you would hear it
if you stepped on a ledge with bits of broken stone and cracked edges.
At 04:52 PM 04/11/2010, you wrote:
Hi Charles,
No, you certainly wouldn't see it, but I would think you would hear it when
you stepped on it?
Best Regards,
Hayden
-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, November 04, 2010 7:50 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game difficulties wasbestsidescroller?-Re:Q9version
1.2.
You would, if you didn't know where the edge is. But my thought would be
that you could see it, and the other items in the room, if a torch were lit.
If the room were still dark, you wouldn't see the treasures or dangers.
---
Shepherds are the best beasts!
----- Original Message -----
From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 7:21 PM
Subject: Re: [Audyssey] game difficulties wasbestsidescroller?-Re:Q9version
1.2.
> Hi Charles,
> Personally I think that's a little unrealistic. Granted, we only hear a
> weapon or whatever when the torch is on, but that's just a substitute for
> angela seeing it. But if we had a ledge by a chasm, you would still
> stepon
> it, would you not?
>
> Best Regards,
> Hayden
>
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Charles Rivard
> Sent: Thursday, November 04, 2010 12:10 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] game difficulties was
> bestsidescroller?-Re:Q9version
> 1.2.
>
> Hmm. I was thinking it would something as simple as only one variable.
> The
>
> warnings would either be on or off, just like I picture the torches to
> work.
>
> You can still find weapons and treasures whether the torch is lit or not,
> but just have to do it differently. With the torch lit, you hear that
> something is there, with it not utilized, you hear nothing. Wouldn't the
> same apply with trap warnings? Or, I just thought of this, could trap
> warnings be included in what you hear or do not hear, based on whether a
> torch is being used or not? This would greatly emphasize the torch's
> value.
>
> ---
> Shepherds are the best beasts!
> ----- Original Message -----
> From: "Thomas Ward" <thomasward1...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Thursday, November 04, 2010 12:01 PM
> Subject: Re: [Audyssey] game difficulties was
> bestsidescroller?-Re:Q9version
>
> 1.2.
>
>
>> Hi charles,
>> Unfortunately, to do that I'd have to redraw multiple versions of the
>> same level. Not hard to do, but requires extra work of course.
>>
>>
>> On 11/4/10, Charles Rivard <woofer...@sbcglobal.net> wrote:
>>> I wonder if a good compromise would be to eliminate the warnings on the
>>> highest difficulty and leave them in the lower ones? Thoughts, Thomas?
>>>
>>> ---
>>> Shepherds are the best beasts!
>>
>> ---
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>
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