--- Shepherds are the best beasts!----- Original Message ----- From: "Dakotah Rickard" <dakotah.rick...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Sunday, August 21, 2011 10:01 AM Subject: Re: [Audyssey] archery without looking - Re: mota beta 22 thoughts
Aiming's not so hard, really. I love that targeting system you figured out though Charles. It is really quite imaginative. On 8/17/11, Darren Duff <duff...@gmail.com> wrote:Wow that's pretty cool! I'd love to try that some time... -----Original Message----- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Charles Rivard Sent: Wednesday, August 17, 2011 6:47 PM To: Gamers Discussion list Subject: [Audyssey] archery without looking - Re: mota beta 22 thoughts What kind of archery equipment did you use and how did you aim? I shot a 60-pound White Tail Hunter made by Bear. It was a compound bow with areduction in weight after you pulled the bow over the cam. I pulled 60 and held about 42 while aiming. My arrows were 31 inch aluminum shafts with 150grain field points for target archery. A large spotlight was positionedabove the backstop and a light probe was mounted onto the bow where sightedpeople would put a sight. The light probe was built into a piece ofsprinkler pipe. I listened to the received signal through an earphone. I aimed for the highest tone, then released the arrow. On a good day, I could hit a paper plate 3 out of 5 times at a distance of 20 yards, equivalent to 18 meters. This was indoor archery. The light probe focused on an 18-inchcircle, and it was then up to me to judge the center of that area. --- "Security is not the absence of danger. It is the presence of the Lord." ----- Original Message ----- From: "Bryan Peterson" <bpeterson2...@cableone.net> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Wednesday, August 17, 2011 1:10 AM Subject: Re: [Audyssey] mota beta 22 thoughtsI 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 thoughtsHi. 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 thoughtsHi John,Thanks for your thoughts and comments. However, I have a few responcesof 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 lowfidelity 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 onesI'll see what other people have to say about them before I put the oldsounds 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 saybeta 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 nochoice 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 inthe process of fixing the bigger problem this was a side effect of thefix. 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 fixthis 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 youneed to play the game on a higher difficulty setting. That's all I canreally 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! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. 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