I agree. I've fired enough guns in my life to be able to say that as well. And I've done enough archery to know that the bow sounds are more or less spot on also. Granted most of my experience was with a much smaller bow than what I imagine the bow Angela finds would be. And that one sounded qite different. Given my shall we say, small stature I'd probably still need a child's bow since I don't know if I could draw a full-sized one effectively.
We are the Knights who saaaaay...Ni!
----- Original Message ----- From: "Valiant8086" <valiant8...@lavabit.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, August 16, 2011 10:37 PM
Subject: Re: [Audyssey] mota beta 22 thoughts


Hi.
I like the newer sounds myself. I've recorded gunshots myself and they sound more like the newer ones than what the original mota gunshots sounded like.

Sent with Thunderbird 3.1.10 portable.

On 8/16/2011 12:08 PM, Bryan Peterson wrote:
Maybe release the Beta 18 sounds as a separate sound pack? That way those who wanted it could have it while those who, like me, are happy with the newer sounds, could stick with those. It's the sae idea that was discussed with regard to speech packs with different voices.
We are the Knights who saaaaay...Ni!
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts


Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and fire spells
are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you
need to play the game on a higher difficulty setting. That's all I can
really suggest at the moment.

As for multiple enemies though its a good idea, but that feature will
not be in the side-scroller version of the game. I can say, however,
that the 3D FPS version I am working on does have multiple enemies in
a room. If that is a feature you really want then I suggest you check
out the FPS version as soon as that version is released.

Cheers!

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