Actually, there have been a few accessible games to use a true
analogue system for jumping. If you remember the original Montezuma's
Revenge written by Alchemy Game Studios used an analogue jump system.
For the life of me I can't remember why I didn't go ahead and use it
in the USA Games version, but I do know that the original version
James North wrote definitely had an analogue jump system in place.
Which is one of the few accessible games I know of to use that type of
However, as I've mentioned several times today Mysteries of he
Ancients beta 18 has had a huge improvement and major upgrade to its
own jump mechanics. It now uses a true analogue jump system analogous
to games like Super Mario Brothers or Tomb Raider Prophecy. So what
you are hoping for is just around the corner as far as the next
generation of accessible games are concerned. All of my future games
will likely use an analogue jump system from now on.
As for adding more dinamic effects to sounds is something I've aded to
my todo.txt file. So if it doesn't get done in beta 18 it should
hopefully be done before final release. For one thing I'm waiting on
Philip Bennefall to release the new Streemway update to me so I can
get my grubby paws on XAudio2. However, I'm one developer who is
listening to you and am trying to implament as many of these things as
On 3/16/11, dark <d...@xgam.org> wrote:
> Hello Darren.
> Actually thinking about it, you've probably hit the nail exactly on the
> You talk about "showing in audio how far to jump" ---- say like in Jim's
> golf game where your told what a shot is and then must judge the distance.
> However, in a graphical game you are never "told" this at all you are merely
> presented with an obstacle and it's up to you to work out how to get round
> it, rather than there being a set way.
> For instance, you might get over a long pit either by doing a normal jump
> from directly on the edge, or by doing a running jump from further back.
> While I do agree a more analogue and free form system in audio is more work
> to come up with, I certainly don't think it's impossible, and the bennifits
> to making addictive games are hugely worth it.
> To take your example, look at these two different situations:
> 1: you press a key once to jump over a pit, then are attacked and must
> defend yourself the instance after.
> or 2: you can here! a monster on the other side of the pit and must either
> use a ranged attack, or wait until the monster backs off to jump across.
> the first situation is similar to a game like Q9 or superliam, and just
> perpetuates the issue we have now. yes, the first time it will probably be a
> surprise, but after only a couple of playthroughs, you'll be expecting that
> attack once your across the pit.
> The second case however gives you more options, and indeed forces you to
> take into account the environment around you.
> I actually think not enough has really been done with the possibilities of
> environmental sound in a 2D contex, for instance, ---- using the pitch of
> wind to show the depths of a pit, or being abel to here monsters before
> engagin in attacks with them.
> Also, to my knolidge no audio game has ever used the more analogue style
> movement which has been in mainstream games sinse the early 80's, where by
> your characters' jump high or walking speed are tied to holding down a
> button not merely pressing it.
> This is quite possible to do in audio (look at the rai racer jets), I'm just
> rather confused as to why nobody has yet implemented it in a game.
> Beware the Grue!
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