Hi Tom

  I was planning to keep out of the debate here but have to point out.

  Granted Montezooma was something beyond your control.  Then you took the 
Mota angle with the game.  You've been up front about the development of it 
with everyone.  People have access to the betas you have released.
  You've taken the community view into consideration.
  I've no clue who the below person is but I think They're way out of line. 
Be happy that you've actually continued the project, and as for myself I am.
  Our devs deserve encouragement, not being shot down like that message.  On 
the upside there's always going to be someone to complain regardless of what 
you do.
  I don't know the more technical aspects of programming so can't really 
comment there.  However as has been said no dev is getting rich off our 
market so it's all in your hands.  I personally think you've done great with 
the cross platform game, keep it up!

Ron

----- Original Message ----- 
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, June 12, 2011 4:15 PM
Subject: Re: [Audyssey] MOTA Audio Support


Hi Lirin,

You are certainly welcome to your opinions, but I don't consider the
fact I have written Star Trek Final Conflict, got screwed over
Montezuma's Revenge just about a month from final release, and writing
a cross-platform game engine exactly nothing. Yes it is true I have
released  several betas of Mysteries of the Ancients and that is only
because I am testing out various APIs before settling on one for all
of my  productions. That does not mean I have jumped from language to
language as you describe below. I've only switched languages once when
I decided to move from C# .Net to C++ to make a more open
cross-platform design. The way you talk I've done it 20 times which is
simply not true. So if you want to send me a negative comment like the
one below get your facts straight ok?

The facts are that Mysteries of the Ancients 1.0 is almost complete.
I'm in the process of adding additional levels, finalizing some game
mechanics, and working on a licensing system. However, the entire
point of this thread was to figure out what would be the best way to
handle audio with the G3D engine since it is A, cross-platform, and B,
because if not for this issue I could finish up MOTA and have it out
before the end of summer.

As for me not focussing on one project I think you are missing one
vital piece of information how I work. I may come on list and discuss
a  wrestling game or whatever, I'll take down notes, but it does not
necessarily mean I run off to my PC and start coding the thing. I am
merely writing down thoughts, ideas, and useful information for that
potential project. At the time being I only have two projects in
active development and that is MOTA and Raceway. With the majority of
my free time being spent specifically on MOTA so like I said get your
facts straight before running your mouth.

Cheers!

On 6/12/11, lirin <seal11...@gmail.com> wrote:
> Weel, the most funny thing here is fact, the game is developed from a
> few years and we have nothing, and what is really incredibly
> interesting, you haven't nothing.
>
>
> Think about me what you want, not my case, but it's true, little
> offtopic, but when i read tons of messages from you regarding your
> products it is more and more fun.
>
>
> Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc
>
> You can't concentrate on anything at all, so you are doing something and
> nothing. You want to support Win, linux, mac, and in results you have
> really nothing in your hands. You will be forever changing programming
> language, dropping and bringing the same ideas and nothing still.
>
> Sorry if i am writing something rude for you, as i wrote, not my case.
> Probably i'm and many others from my groups friend don't get it in
> future, cause we don't know if we get something. Every beta is like the
> same, sometimes more buggy, sometimes not.
>
> Anyway, good luck with developing
>
> PS.
>
> It's final fantasy really, in real life lol
>
>
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