Re: [Audyssey] MOTA News

2010-05-17 Thread Jim Kitchen

Hi Yohandy,

That is what I do, but for something different.  That is the game title song 
plays and is interruptible but not until things like the sapi5 voice loads etc.

BFN

- Original Message -
   I have an idea, but not sure if it's possible. Perhaps when we press 
escape to skip a cutscene instead of immediately skipping it, the game could 
wait until the level loads before that happens? would that actually be 
possible?


Jim

All true wisdom is discovered in tag lines.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MOTA News

2010-05-16 Thread Yohandy
   I have an idea, but not sure if it's possible. Perhaps when we press 
escape to skip a cutscene instead of immediately skipping it, the game could 
wait until the level loads before that happens? would that actually be 
possible?


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 14, 2010 6:29 AM
Subject: Re: [Audyssey] MOTA News



Hi Philip,
That's very true. So what would you suggest I do from a design aspect.
I mean it is true that the level intros etc are generally longer than
they need to be for a level to load, but since they are there they
might as well  be used to tie the story together. I could use
something generic instead like a big door closing or opening instead
which would be shorter, but in my opinion isn't quite as professional.
So I'm open to some suggestions here.


On 5/14/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

If I may add my two cents to the discussion quickly, I guess that the 
reason
why people were wanting this feature was because the intro is 
considerably
longer than the game would ever take to load. While it might take, say, 3 
to
5 seconds on an average to slow machine, the intro is 31 seconds. People 
are

impatient, after all, including myself in many respects. Smile.

Kind regards,

Philip Bennefall


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Re: [Audyssey] MOTA News

2010-05-15 Thread Muhammed Deniz
Me to. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 15 May 2010 02:31
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA News

I fully agree with haiden here.

The cutscenes are great and provide atmosphere and direction to the game,
all that's necessary is a method of skipping them. 3-4 seconds of silence
while the level loads is afterall better than a 30 second cutscene you've
heard a bunch of times playing yet again.

Btw, When I was quite young and we had an amstrad cpc tape drive computer,
the average loading time was 5-10 minutes, sometimes as much as 20 for some
games.

so this modern concern about having to wait a hole five! seconds for
something to lode always makes me laugh a bit. ;D.

Beware the Grue!

Dark.
- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, May 14, 2010 11:04 PM
Subject: Re: [Audyssey] MOTA News


 Hi Thomas,
 Please keep the cut scenes. No reason to get rid of them, it's simply as
 Carl said--after the 15th time, you just want to skip them.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Karl Belanger
 Sent: Friday, May 14, 2010 10:07 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA News

 Cut scenes are very fun and interesting to listen to the first few times.
 It's when you're playing the game for the fifteenth time and know them by
 heart that we want to skip them.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Thomas Ward
 Sent: Friday, May 14, 2010 9:25 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA News

 Hi Phil,
 OkayI can think about that. Although, while it is not exactly a
 one or the other thing I'd prefer  knowing in advance if people aren't
 going to listen to the cut-scenes why bother making them in the first
 place? I can easily yank them out and just use the sound of the stone
 door closing instead. Simple, not too long, and no complaints that
 this or that level intro is too long whatever.

 On 5/14/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I am the other Philip but have a comment.
 As you need to close the door at the end of the level, a door closing
 squeak
 and bang is very appropriate.
 As they may be large doors a slow 3 or 4 second sound to me is 
 acceptable.
 You could still have the cut scene that should have the ability to be
 stopped by hitting escape but the door would hide the dead silence.

 Phil

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Re: [Audyssey] MOTA News

2010-05-15 Thread Thomas Ward
Hi,
Well, the problem with the alt key is it attempts to open the menubar
at the top of the screen when you press it and I'm not sure how to
disassociate it from the menus.

On 5/14/10, Willem Venter dwill...@gmail.com wrote:
 Hi. What about using the alt key for the toggling key?

 btw I'm glad you are keeping the cut seens, it gives the game a much
 more professional and real feel.

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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi Dark,
Smile. As I said in my update message I have recieved several e-mails
for that particular request, and I felt rather than to continue
recieving e-mails on it I'd go ahead and look into it and fix it once
and for all. It wasn't because of you or anyone else specifically. It
was more a matter of having gotten several requests both on and off
list regarding the same thing, and rather than saying, I'll get to it
when I can, I can now tell everyone, I fixed it. Fixing the problem
tends to be the best way to resolve the large number of requests, and
I'm sure will make my customers happy when I eventually release beta
13.

Cheers!

On 5/13/10, dark d...@xgam.org wrote:
 Hi tom.

 As I said, I wasn't demanding an instant fix, --- but you've done one
 anyway! which is great.

 Beware the grue!

 Dark.

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Re: [Audyssey] MOTA News

2010-05-14 Thread william lomas
will there be cut scenes between each level?
Looking forward seeing what else is coming up for us. I  assume traps and 
puzzles get harder?

On May 14, 2010, at 10:21 AM, Thomas Ward wrote:

 Hi Dark,
 Smile. As I said in my update message I have recieved several e-mails
 for that particular request, and I felt rather than to continue
 recieving e-mails on it I'd go ahead and look into it and fix it once
 and for all. It wasn't because of you or anyone else specifically. It
 was more a matter of having gotten several requests both on and off
 list regarding the same thing, and rather than saying, I'll get to it
 when I can, I can now tell everyone, I fixed it. Fixing the problem
 tends to be the best way to resolve the large number of requests, and
 I'm sure will make my customers happy when I eventually release beta
 13.
 
 Cheers!
 
 On 5/13/10, dark d...@xgam.org wrote:
 Hi tom.
 
 As I said, I wasn't demanding an instant fix, --- but you've done one
 anyway! which is great.
 
 Beware the grue!
 
 Dark.
 
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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi Phil,
That's just it though. One of the reasons the level intros are there
in the first place is to stream some audio while the level is loading
in the background.  Sometimes it happens very quickly, and on some
systems not so quickly. However, I am having people complaining that
they can't skip the intro and get into level 1 or level 2 quickly. I
don't think they realise if they skip the intro the level still may
have to load giving them dead silence for a couple of seconds or so
while it fully loads up. So if they skip it and have nothing but
silence it is their own fault for asking me to allow them to skip the
intro.
Basically, your having Sarah climb or decend the staircases between
levels is what the level intros are doing in Mysteries of the
Ancients. While Angela is reading the inscription on the wall or
entering level 2 with a burning torch it is loading stuff in the
background. Skip it and you may get dead silence while it loads that
level.  All I can do is document this fact and tell them if they don't
like the length of silence buy a faster computer, because how fast the
level loads really depends on their processor speed. It isn't my fault
they want to exit the level intro  before the level is fully loaded.
If they complain about the silence   I'll just have to ttell them
that's what they asked for. They wanted to exit the level intro, but I
can't make the level load faster than their CPU will allow. So from my
opinion they have no right to complain about it.

On 5/13/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 The dead silence while loading levels once troubled people when playing
 earlier versions of Sarah.
 So I have her walking up the staircase to cover most of the delay while the
 next level is loaded.
 So far no one has complained about the walking up staircase sound.
 Phil

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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi William,
I'll likely have scenes between each level for the primary fact they
give the player something to listen to while the game is loading the
new level.  One fact I think a lot of gamers miss is they are more
than just extra filler for the game. They are there to give you, the
player, something to listen too instead of dead silence while level x
loads. Skipping those scenes may or may not result in you immediately
going into the next level depending on the speed of your computer.
As for traps and alike there certainly will be more traps, and a few
may be slightly more challenging. However, as I am now working on a
tight schedule I'm not sure how complicated the puzzles will be. Sorry
to say, but I'm just burned out on the game. I want it done and over
with.  I'm ready to work on something else, and I'm not going to spend
an extra six months or a year trying to find better traps, puzzles,
etc than those I initially designed. Remember James North took several
pre-orders for this game, kept the money for those pre-orders, and
I'll never make that money back. I'm not going to make much money off
this title so I'm not going to put my best into it. I've decided
future games in the series can be more complex and have the better
traps and puzzles.

HTH

On 5/14/10, william lomas lomaswill...@googlemail.com wrote:
 will there be cut scenes between each level?
 Looking forward seeing what else is coming up for us. I  assume traps and
 puzzles get harder?

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Re: [Audyssey] MOTA News

2010-05-14 Thread Philip Bennefall

Hi Thomas,

If I may add my two cents to the discussion quickly, I guess that the reason 
why people were wanting this feature was because the intro is considerably 
longer than the game would ever take to load. While it might take, say, 3 to 
5 seconds on an average to slow machine, the intro is 31 seconds. People are 
impatient, after all, including myself in many respects. Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 14, 2010 11:41 AM
Subject: Re: [Audyssey] MOTA News



Hi Phil,
That's just it though. One of the reasons the level intros are there
in the first place is to stream some audio while the level is loading
in the background.  Sometimes it happens very quickly, and on some
systems not so quickly. However, I am having people complaining that
they can't skip the intro and get into level 1 or level 2 quickly. I
don't think they realise if they skip the intro the level still may
have to load giving them dead silence for a couple of seconds or so
while it fully loads up. So if they skip it and have nothing but
silence it is their own fault for asking me to allow them to skip the
intro.
Basically, your having Sarah climb or decend the staircases between
levels is what the level intros are doing in Mysteries of the
Ancients. While Angela is reading the inscription on the wall or
entering level 2 with a burning torch it is loading stuff in the
background. Skip it and you may get dead silence while it loads that
level.  All I can do is document this fact and tell them if they don't
like the length of silence buy a faster computer, because how fast the
level loads really depends on their processor speed. It isn't my fault
they want to exit the level intro  before the level is fully loaded.
If they complain about the silence   I'll just have to ttell them
that's what they asked for. They wanted to exit the level intro, but I
can't make the level load faster than their CPU will allow. So from my
opinion they have no right to complain about it.

On 5/13/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
The dead silence while loading levels once troubled people when playing
earlier versions of Sarah.
So I have her walking up the staircase to cover most of the delay while 
the

next level is loaded.
So far no one has complained about the walking up staircase sound.
Phil


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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi Philip,
That's very true. So what would you suggest I do from a design aspect.
 I mean it is true that the level intros etc are generally longer than
they need to be for a level to load, but since they are there they
might as well  be used to tie the story together. I could use
something generic instead like a big door closing or opening instead
which would be shorter, but in my opinion isn't quite as professional.
So I'm open to some suggestions here.


On 5/14/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 If I may add my two cents to the discussion quickly, I guess that the reason
 why people were wanting this feature was because the intro is considerably
 longer than the game would ever take to load. While it might take, say, 3 to
 5 seconds on an average to slow machine, the intro is 31 seconds. People are
 impatient, after all, including myself in many respects. Smile.

 Kind regards,

 Philip Bennefall

---
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Re: [Audyssey] MOTA News

2010-05-14 Thread Phil Vlasak

Hi Thomas,
I am the other Philip but have a comment.
As you need to close the door at the end of the level, a door closing squeak
and bang is very appropriate.
As they may be large doors a slow 3 or 4 second sound to me is acceptable.
You could still have the cut scene that should have the ability to be 
stopped by hitting escape but the door would hide the dead silence.


Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 14, 2010 6:29 AM
Subject: Re: [Audyssey] MOTA News



Hi Philip,
That's very true. So what would you suggest I do from a design aspect.
I mean it is true that the level intros etc are generally longer than
they need to be for a level to load, but since they are there they
might as well  be used to tie the story together. I could use
something generic instead like a big door closing or opening instead
which would be shorter, but in my opinion isn't quite as professional.
So I'm open to some suggestions here.


On 5/14/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

If I may add my two cents to the discussion quickly, I guess that the
reason
why people were wanting this feature was because the intro is
considerably
longer than the game would ever take to load. While it might take, say, 3
to
5 seconds on an average to slow machine, the intro is 31 seconds. People
are
impatient, after all, including myself in many respects. Smile.

Kind regards,

Philip Bennefall


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No virus found in this incoming message.
Checked by AVG - www.avg.com
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Re: [Audyssey] MOTA News

2010-05-14 Thread Philip Bennefall

Hi Thomas,

Oh I don't think it calls for anything drastic. People wanted a skipping 
feature, now they've got one, and that's that. You could make it a little 
extra elegant by performing a half second fadeout while it's being skipped, 
then you not only gain some time in which the data can load but you also 
make a much nicer trancission from one level to another even with a skip.


As a side note, now that you're using Streemway, try to make use of the 
cloning feature whenever you can. It improves loading times significantly. 
For example, I have the gorilla sound in Q9 which is about 4 or 5 seconds 
long in Ogg Vorbis format. The first gorilla takes some 1 or 200 
milliseconds to load, whilst the second and third and fourth and seventeenth 
take some 5 or 10 milliseconds because the data is already there. And yet, I 
get an entirely independent object.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, May 14, 2010 12:29 PM
Subject: Re: [Audyssey] MOTA News



Hi Philip,
That's very true. So what would you suggest I do from a design aspect.
I mean it is true that the level intros etc are generally longer than
they need to be for a level to load, but since they are there they
might as well  be used to tie the story together. I could use
something generic instead like a big door closing or opening instead
which would be shorter, but in my opinion isn't quite as professional.
So I'm open to some suggestions here.


On 5/14/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

If I may add my two cents to the discussion quickly, I guess that the 
reason
why people were wanting this feature was because the intro is 
considerably
longer than the game would ever take to load. While it might take, say, 3 
to
5 seconds on an average to slow machine, the intro is 31 seconds. People 
are

impatient, after all, including myself in many respects. Smile.

Kind regards,

Philip Bennefall


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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi Phil,
OkayI can think about that. Although, while it is not exactly a
one or the other thing I'd prefer  knowing in advance if people aren't
going to listen to the cut-scenes why bother making them in the first
place? I can easily yank them out and just use the sound of the stone
door closing instead. Simple, not too long, and no complaints that
this or that level intro is too long whatever.

On 5/14/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I am the other Philip but have a comment.
 As you need to close the door at the end of the level, a door closing squeak
 and bang is very appropriate.
 As they may be large doors a slow 3 or 4 second sound to me is acceptable.
 You could still have the cut scene that should have the ability to be
 stopped by hitting escape but the door would hide the dead silence.

 Phil

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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi Philip,
Thanks. That will definitely come in handy.  Especially, for improving
load times.  I recently just switched over to ogg in beta 13 myself,
and found some of the load times slower than I'd like. Perhaps doing
some cloning will help here.

On 5/14/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Oh I don't think it calls for anything drastic. People wanted a skipping
 feature, now they've got one, and that's that. You could make it a little
 extra elegant by performing a half second fadeout while it's being skipped,
 then you not only gain some time in which the data can load but you also
 make a much nicer trancission from one level to another even with a skip.

 As a side note, now that you're using Streemway, try to make use of the
 cloning feature whenever you can. It improves loading times significantly.
 For example, I have the gorilla sound in Q9 which is about 4 or 5 seconds
 long in Ogg Vorbis format. The first gorilla takes some 1 or 200
 milliseconds to load, whilst the second and third and fourth and seventeenth
 take some 5 or 10 milliseconds because the data is already there. And yet, I
 get an entirely independent object.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] MOTA News

2010-05-14 Thread Casey Mathews
My view on these scenes is that they do make the game authentic, but once 
it's heard 10 times, it does loose it's appeal. After all, I want to get 
back to playing the game, and while listening to an intro that is 10 seconds 
long for the 15th time, my fingers get really itchy. That's kind of what 
goes through my mind.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, May 14, 2010 9:24 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA News


Hi Phil,
OkayI can think about that. Although, while it is not exactly a
one or the other thing I'd prefer  knowing in advance if people aren't
going to listen to the cut-scenes why bother making them in the first
place? I can easily yank them out and just use the sound of the stone
door closing instead. Simple, not too long, and no complaints that
this or that level intro is too long whatever.

On 5/14/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I am the other Philip but have a comment.
As you need to close the door at the end of the level, a door closing 
squeak

and bang is very appropriate.
As they may be large doors a slow 3 or 4 second sound to me is 
acceptable.

You could still have the cut scene that should have the ability to be
stopped by hitting escape but the door would hide the dead silence.

Phil


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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi,
Yeah, that's understandable. For the moment I think I'll leave the
cut-scenes in beta 13, but allow you to skip them with the escape key.
If it takes a second or so for the level to fully load after that so
be it. I can take Philip's idea to fade the sound out for a second or
so to make an easier transition which might help cover the silence of
loading the levels on slower machines.

On 5/14/10, Casey Mathews csm...@cfl.rr.com wrote:
 My view on these scenes is that they do make the game authentic, but once
 it's heard 10 times, it does loose it's appeal. After all, I want to get
 back to playing the game, and while listening to an intro that is 10 seconds
 long for the 15th time, my fingers get really itchy. That's kind of what
 goes through my mind.


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Re: [Audyssey] MOTA News

2010-05-14 Thread Karl Belanger
Cut scenes are very fun and interesting to listen to the first few times. It's 
when you're playing the game for the fifteenth time and know them by heart that 
we want to skip them.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Thomas Ward
Sent: Friday, May 14, 2010 9:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA News

Hi Phil,
OkayI can think about that. Although, while it is not exactly a
one or the other thing I'd prefer  knowing in advance if people aren't
going to listen to the cut-scenes why bother making them in the first
place? I can easily yank them out and just use the sound of the stone
door closing instead. Simple, not too long, and no complaints that
this or that level intro is too long whatever.

On 5/14/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I am the other Philip but have a comment.
 As you need to close the door at the end of the level, a door closing squeak
 and bang is very appropriate.
 As they may be large doors a slow 3 or 4 second sound to me is acceptable.
 You could still have the cut scene that should have the ability to be
 stopped by hitting escape but the door would hide the dead silence.

 Phil

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Re: [Audyssey] MOTA News

2010-05-14 Thread Muhammed Deniz
Hi Thomas,
Grait job! I can't wait intil Beta 13 comes out? Also a suggestion, please
could you add basalisks in the game? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 14 May 2010 00:01
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA News

Hi tom.

As I said, I wasn't demanding an instant fix, --- but you've done one
anyway! which is great.

Beware the grue!

Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: gamers@audyssey.org
Sent: Thursday, May 13, 2010 11:37 PM
Subject: [Audyssey] MOTA News


 Hi all,
 As I've practically been bombarded by this request non-stop since beta
 12 came out I thought I'd let everyone know that as of this afternoon
 I've managed to fix the problem were you couldn't skip the cut-scenes
 when entering levels 1 and 2. When I release beta 13 you should be
 able to press escape and in a second or two the level will load and
 play. I say a second or two because sometimes you have to wait for the
 level to fully load and skipping the intro won't necessarily make it
 load any faster. However, on my laptop, which has a 3.6 GHZ Intel
 processor, it is almost instantanious. On my older desktop I sometimes
 notice a second or two of dead silence between the time I kill the
 cut-scene and when the level fully loads. So just thought you might
 like to know it is fixed, and to inform you that if you are running an
 older system killing the cut-scene doesn't mean the level will load
 immediately on all systems because how fast it loads is up to your
 CPU.

 HTH

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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi Muhammed,
To my knoledge I don't believe the basilisk ever shows up in Greek
mythology. The first time I believe it was mentioned in mythology was
by the Romans. While the Romans do share some mythology with the
Greeks they do have things in their myth and legends that were never
adopted by the Greeks, or shall I say in classical Greek mythology.


On 5/14/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Hi Thomas,
 Grait job! I can't wait intil Beta 13 comes out? Also a suggestion, please
 could you add basalisks in the game?

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Re: [Audyssey] MOTA News

2010-05-14 Thread Hayden Presley
Hi Thomas,
Please keep the cut scenes. No reason to get rid of them, it's simply as
Carl said--after the 15th time, you just want to skip them.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Friday, May 14, 2010 10:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA News

Cut scenes are very fun and interesting to listen to the first few times.
It's when you're playing the game for the fifteenth time and know them by
heart that we want to skip them.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, May 14, 2010 9:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA News

Hi Phil,
OkayI can think about that. Although, while it is not exactly a
one or the other thing I'd prefer  knowing in advance if people aren't
going to listen to the cut-scenes why bother making them in the first
place? I can easily yank them out and just use the sound of the stone
door closing instead. Simple, not too long, and no complaints that
this or that level intro is too long whatever.

On 5/14/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I am the other Philip but have a comment.
 As you need to close the door at the end of the level, a door closing
squeak
 and bang is very appropriate.
 As they may be large doors a slow 3 or 4 second sound to me is acceptable.
 You could still have the cut scene that should have the ability to be
 stopped by hitting escape but the door would hide the dead silence.

 Phil

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Re: [Audyssey] MOTA News

2010-05-14 Thread Hayden Presley
Hi Thomas,
Also, I'd suggest assigning the control key to interrupt speech. When I'm
jumping the spikes, and I have the info I need, Idon't want to have to hear
the entire set of information Iwon't need anyway.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, May 14, 2010 8:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA News

Hi,
Yeah, that's understandable. For the moment I think I'll leave the
cut-scenes in beta 13, but allow you to skip them with the escape key.
If it takes a second or so for the level to fully load after that so
be it. I can take Philip's idea to fade the sound out for a second or
so to make an easier transition which might help cover the silence of
loading the levels on slower machines.

On 5/14/10, Casey Mathews csm...@cfl.rr.com wrote:
 My view on these scenes is that they do make the game authentic, but once
 it's heard 10 times, it does loose it's appeal. After all, I want to get
 back to playing the game, and while listening to an intro that is 10
seconds
 long for the 15th time, my fingers get really itchy. That's kind of what
 goes through my mind.


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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi Hayden,
Oh, I plan on keeping the cut-scenes. After all, it makes it more
professional, and more like a mainstream title that way. I'm trying to
figure out what I'm going to do for the beginning of level 3  as I
plan to work on it pretty soon. It is just that I am tied up once
again fixing a few things in the engine, but once this is done
hopefully I can get on with writing more levels.

Smile.

On 5/14/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Please keep the cut scenes. No reason to get rid of them, it's simply as
 Carl said--after the 15th time, you just want to skip them.
 Best Regards,
 Hayden

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Re: [Audyssey] MOTA News

2010-05-14 Thread Thomas Ward
Hi,
Unfortunately, that's easier said than done.  There is a very good
reason why you can't interrupt speech at the moment. Big reason it
crashes the game. It is one of those bugs I'm working on right now,
and as of yet haven't had much luck fixing it. Although, I think I
have an idea on how to fix it.
As for asigning the control key to silence speech I see one problem
with that. Some of the commands like speak potions, speak torches, etc
use the control key. If you use the control key with either of those
it will never speak unless I reassign those status commands to
something else or use a different key other than control. Got any
ideas?


On 5/14/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Also, I'd suggest assigning the control key to interrupt speech. When I'm
 jumping the spikes, and I have the info I need, Idon't want to have to hear
 the entire set of information Iwon't need anyway.
 Best Regards,
 Hayden

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Re: [Audyssey] MOTA News

2010-05-14 Thread Willem Venter
Hi. What about using the alt key for the toggling key?

btw I'm glad you are keeping the cut seens, it gives the game a much
more professional and real feel.

On 5/15/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,
 Unfortunately, that's easier said than done.  There is a very good
 reason why you can't interrupt speech at the moment. Big reason it
 crashes the game. It is one of those bugs I'm working on right now,
 and as of yet haven't had much luck fixing it. Although, I think I
 have an idea on how to fix it.
 As for asigning the control key to silence speech I see one problem
 with that. Some of the commands like speak potions, speak torches, etc
 use the control key. If you use the control key with either of those
 it will never speak unless I reassign those status commands to
 something else or use a different key other than control. Got any
 ideas?


 On 5/14/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Also, I'd suggest assigning the control key to interrupt speech. When I'm
 jumping the spikes, and I have the info I need, Idon't want to have to
 hear
 the entire set of information Iwon't need anyway.
 Best Regards,
 Hayden

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Re: [Audyssey] MOTA News

2010-05-14 Thread dark

I fully agree with haiden here.

The cutscenes are great and provide atmosphere and direction to the game, 
all that's necessary is a method of skipping them. 3-4 seconds of silence 
while the level loads is afterall better than a 30 second cutscene you've 
heard a bunch of times playing yet again.


Btw, When I was quite young and we had an amstrad cpc tape drive computer, 
the average loading time was 5-10 minutes, sometimes as much as 20 for some 
games.


so this modern concern about having to wait a hole five! seconds for 
something to lode always makes me laugh a bit. ;D.


Beware the Grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, May 14, 2010 11:04 PM
Subject: Re: [Audyssey] MOTA News



Hi Thomas,
Please keep the cut scenes. No reason to get rid of them, it's simply as
Carl said--after the 15th time, you just want to skip them.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Friday, May 14, 2010 10:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA News

Cut scenes are very fun and interesting to listen to the first few times.
It's when you're playing the game for the fifteenth time and know them by
heart that we want to skip them.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, May 14, 2010 9:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA News

Hi Phil,
OkayI can think about that. Although, while it is not exactly a
one or the other thing I'd prefer  knowing in advance if people aren't
going to listen to the cut-scenes why bother making them in the first
place? I can easily yank them out and just use the sound of the stone
door closing instead. Simple, not too long, and no complaints that
this or that level intro is too long whatever.

On 5/14/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I am the other Philip but have a comment.
As you need to close the door at the end of the level, a door closing

squeak

and bang is very appropriate.
As they may be large doors a slow 3 or 4 second sound to me is 
acceptable.

You could still have the cut scene that should have the ability to be
stopped by hitting escape but the door would hide the dead silence.

Phil


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Re: [Audyssey] MOTA News

2010-05-14 Thread Hayden Presley
HI Thomas,
Ah yes...I recall you mentioning that. Sorry for the question again. Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem Venter
Sent: Friday, May 14, 2010 8:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA News

Hi. What about using the alt key for the toggling key?

btw I'm glad you are keeping the cut seens, it gives the game a much
more professional and real feel.

On 5/15/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,
 Unfortunately, that's easier said than done.  There is a very good
 reason why you can't interrupt speech at the moment. Big reason it
 crashes the game. It is one of those bugs I'm working on right now,
 and as of yet haven't had much luck fixing it. Although, I think I
 have an idea on how to fix it.
 As for asigning the control key to silence speech I see one problem
 with that. Some of the commands like speak potions, speak torches, etc
 use the control key. If you use the control key with either of those
 it will never speak unless I reassign those status commands to
 something else or use a different key other than control. Got any
 ideas?


 On 5/14/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Also, I'd suggest assigning the control key to interrupt speech. When I'm
 jumping the spikes, and I have the info I need, Idon't want to have to
 hear
 the entire set of information Iwon't need anyway.
 Best Regards,
 Hayden

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[Audyssey] MOTA News

2010-05-13 Thread Thomas Ward
Hi all,
As I've practically been bombarded by this request non-stop since beta
12 came out I thought I'd let everyone know that as of this afternoon
I've managed to fix the problem were you couldn't skip the cut-scenes
when entering levels 1 and 2. When I release beta 13 you should be
able to press escape and in a second or two the level will load and
play. I say a second or two because sometimes you have to wait for the
level to fully load and skipping the intro won't necessarily make it
load any faster. However, on my laptop, which has a 3.6 GHZ Intel
processor, it is almost instantanious. On my older desktop I sometimes
notice a second or two of dead silence between the time I kill the
cut-scene and when the level fully loads. So just thought you might
like to know it is fixed, and to inform you that if you are running an
older system killing the cut-scene doesn't mean the level will load
immediately on all systems because how fast it loads is up to your
CPU.

HTH

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Re: [Audyssey] MOTA News

2010-05-13 Thread dark

Hi tom.

As I said, I wasn't demanding an instant fix, --- but you've done one 
anyway! which is great.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, May 13, 2010 11:37 PM
Subject: [Audyssey] MOTA News



Hi all,
As I've practically been bombarded by this request non-stop since beta
12 came out I thought I'd let everyone know that as of this afternoon
I've managed to fix the problem were you couldn't skip the cut-scenes
when entering levels 1 and 2. When I release beta 13 you should be
able to press escape and in a second or two the level will load and
play. I say a second or two because sometimes you have to wait for the
level to fully load and skipping the intro won't necessarily make it
load any faster. However, on my laptop, which has a 3.6 GHZ Intel
processor, it is almost instantanious. On my older desktop I sometimes
notice a second or two of dead silence between the time I kill the
cut-scene and when the level fully loads. So just thought you might
like to know it is fixed, and to inform you that if you are running an
older system killing the cut-scene doesn't mean the level will load
immediately on all systems because how fast it loads is up to your
CPU.

HTH

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Re: [Audyssey] MOTA News

2010-05-13 Thread Phil Vlasak

Hi Thomas,
The dead silence while loading levels once troubled people when playing 
earlier versions of Sarah.
So I have her walking up the staircase to cover most of the delay while the 
next level is loaded.

So far no one has complained about the walking up staircase sound.
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, May 13, 2010 6:37 PM
Subject: [Audyssey] MOTA News



Hi all,
As I've practically been bombarded by this request non-stop since beta
12 came out I thought I'd let everyone know that as of this afternoon
I've managed to fix the problem were you couldn't skip the cut-scenes
when entering levels 1 and 2. When I release beta 13 you should be
able to press escape and in a second or two the level will load and
play. I say a second or two because sometimes you have to wait for the
level to fully load and skipping the intro won't necessarily make it
load any faster. However, on my laptop, which has a 3.6 GHZ Intel
processor, it is almost instantanious. On my older desktop I sometimes
notice a second or two of dead silence between the time I kill the
cut-scene and when the level fully loads. So just thought you might
like to know it is fixed, and to inform you that if you are running an
older system killing the cut-scene doesn't mean the level will load
immediately on all systems because how fast it loads is up to your
CPU.

HTH

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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.819 / Virus Database: 271.1.1/2872 - Release Date: 05/13/10 
14:26:00



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[Audyssey] MOTA News For Vista Users

2009-02-26 Thread Thomas Ward

Hi gamers,
For everyone currently running Windows Vista I have some good news for 
you. Many of you have installed the game to

c:\program files
and as a result Mysteries of the Ancients has had some compatibility 
issues with Vista's user account control management system. The good 
news is i know why this is happening and have resolved the compatibility 
issues with Vista's user account control late last night. So if you are 
running Windows Vista or Windows 7 Beta you will find MOTA Beta 2 
hopefully a lot more stable. Note, this issue also allows Windows XP 
users with limited user accounts to run the game as well without crashing.

HTH


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Re: [Audyssey] MOTA News For Vista Users

2009-02-26 Thread mmaslo1964
will this fix vista sixty four bit problem i an having?

-original message-
Subject: [Audyssey] MOTA News For Vista Users
From: Thomas Ward thomasward1...@gmail.com
Date: 02/26/2009 7:48 AM

Hi gamers,
For everyone currently running Windows Vista I have some good news for 
you. Many of you have installed the game to
c:\program files
and as a result Mysteries of the Ancients has had some compatibility 
issues with Vista's user account control management system. The good 
news is i know why this is happening and have resolved the compatibility 
issues with Vista's user account control late last night. So if you are 
running Windows Vista or Windows 7 Beta you will find MOTA Beta 2 
hopefully a lot more stable. Note, this issue also allows Windows XP 
users with limited user accounts to run the game as well without crashing.
HTH


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Re: [Audyssey] MOTA News For Vista Users

2009-02-26 Thread Thomas Ward

Hi Mike,
I'm not sure. My guess is probably since the game currently has some 
bugs with Win Vista in general, and the bug fixes I just introduced into 
the source should fix most if not all of the currently known bugswith 
Vista. If there is some compatibility error with Vista 64 I'll try and 
deal with that in a later patch but it is dificult not having a 64 byt 
machine to test with locally. So for your case let's play that one by ear.


mmaslo1...@swbell.net wrote:

will this fix vista sixty four bit problem i an having?



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