[Audyssey] Monte Level Editor was super liam versus danger city

2009-08-06 Thread Thomas Ward

Hi Bryan,
yes, James North was sighted. His level editor was completely mouse 
driven. you used the mouse to draw the level maps, and then it would be 
saved to an array. Which could be serialized and saved to a binary map 
file. AS a result I couldn't use it.




Bryan Peterson wrote:
I assume then that he was sighted if he was working on a graphical 
level editor? I imagine one of those would be hard to design with 
sound only. You'd probably have to make it screen reader friendly I'd 
imagine.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.



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Re: [Audyssey] Monte Level Editor was super liam versus danger city

2009-08-06 Thread James Dietz
Hey Thomas,

I'd actually be interested to know some of the technical details
behind that editor. I've been contemplating a side-scroller engine for
a while. I'm currently creating a maze game in Lua using a 2d array to
represent the tile/ground data, and a table of objects/tables with x
and y coordinates among its' fields for each non-tile object. (this
game is being written in Lua for the Klango environment; tables are
basically associative arrays or dictionaries... structs if you will).
It would be cool if my sidescroller could somehow support images, or
at least represent each enemy as a rectangle or square.  As I
understand it, most sidescrollers use tile-based maps, where each
tile is a set width and height (32x32 usuauly) and one just drops them
in a level.  Tiles would represent ground types (acid, lava, etc). Is
this how James handled the original Monty levels?  I think such an
editor could be easily doable using audio, as unless I'm mistaken, the
tiles just need to be placed rather than actually drawn. Objects (like
weird-shaped enemy creatures) are usually drawn once and re-used (much
like sounds are created once and re-used).  Sometimes one might draw a
weird looking entity and use it only once or twice in a level.  I
think they use colision boxes where the player picture is checked to
be hitting a box belonging to the picture of the level or the enemy.
In a perfect world I'd look at the monty source, but NDAs and legal
issues would probably get in the way even if you did want to release
it.  I know this is scattered, but I'm still a little confused on
this, and the Alchemy Monty (despite glitches related to passing
through walls) seemed pretty well coded to support a visual display as
well as more realistic handling of objects and movement.

Thanks,
James

On 8/6/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Bryan,
 yes, James North was sighted. His level editor was completely mouse
 driven. you used the mouse to draw the level maps, and then it would be
 saved to an array. Which could be serialized and saved to a binary map
 file. AS a result I couldn't use it.



 Bryan Peterson wrote:
 I assume then that he was sighted if he was working on a graphical
 level editor? I imagine one of those would be hard to design with
 sound only. You'd probably have to make it screen reader friendly I'd
 imagine.
 You have acquired the skill of Weaponry Theremin.
 Your current level of mastery is 10 Apprentice.


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Re: [Audyssey] /monte fun stuff with tomb hunter

2008-02-16 Thread Thomas Ward
Hi Andy and all,
I don't mind if you play with the sounds. All I ask is that you don't 
use them for your own comercial use since I either created the sounds 
myself, purchased them, or received them as part of my Alchemy deal.
I suppose one  form of security I might use is simply add water marks 
into the files so that when it is opened in Media Player or Real Player 
it will show the file is registered to me.
However, my views are quite different from other developers. I usually 
don't care if you tinker with the files or put in your own sounds if it 
makes you happy playing the game.

Andy Smith wrote:
 Hi tom I hope this is ok, since the sounds were not encrypted I opened them 
 in gold wave 
 and played with the pitch settings. And lol I found something funny. The 
 lava, when sped up, 
 sort of sounds like a running sink. Kinda funny. The fire slowed down sounds 
 a little bit like 
 clapping. Lol experimenting with these sounds is cool.

 I also discovered that each key made a different pitch. I always knew that 
 but I know why now. 
 It's for the colors. There's blue key red key and white key I think. I didn't 
 steal the 
 sounds, just opened them up in goldwave and sped them up, then restored them 
 to the original 
 settings. It's kinda cool actually how creative people can do.

 As I said the lava sounds like a running sink with an echo when sped up. 
 Kinda cool.
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[Audyssey] Monte Beta 9 status.

2007-12-28 Thread Thomas Ward
Hello everyone,
Some of you have been asking us about the status of Beta 9 so I have 
decided to respond to your questions publically on list so I can 
hopefully address most of you if not all of you at once.
Some of you have been asking us when will the next update for 
Montezuma's Return be available for paid users. At this point we can't 
give a specific date, and time but it should be out in the next too 
weeks. We have had some set backs that we have had to cope with that has 
set our schedule back a couple of weeks or so. First, I had a serious 
system crash on my laptop, which I primarily use for development, and 
was forced to reinstall the entire system from scratch. Then, I had to 
restore the Montezuma's Return source from backups which was fortunately 
only a couple days old. So between those two insodents I lost arounda 
week and a half of time. By the time my laptop was back up and running  
again it was time to go on Christmas vacation and visit my relatives for 
the holidays. So that further set back any kind of release schedule I 
may have had. So I don't really expect my daily schedule to get back to 
normal until January 2 or so.
Another popular question we have been asked about is weather or not Beta 
9 will have all 11 levels. The answer is no. One of the things we are 
working on in Beta 9 that is going to take some time is monster 
invincibility. In the classic Montezuma's Revenge game from Parker 
Brothers monsters couldn't be killed with a sword after level 6. This 
made each level very difficult and very challenging to beat. In addition 
the rooms got darker and darker so we have had to upgrade Montezuma's 
Revenge quite allot to adapt to the more difficult levels.
Third, many of you have reported to us the issue with the ledges. I can 
assure you we are working on the issue, and hope to have it solved in 
Beta 9.
Fourth, some of you have reported to us the strange bug where you can 
walk over the spikes. We are also working on this bug, and hope to have 
it fixed soon.
Fifth, as for the boss we are working on turning the guardian into a 
giant firebird, an eagle, based on what Native American documentation we 
can find on the subject. While the information isn't specifically  Aztec 
in origen we know that firebirds, giant eagles, and such played a 
dominit roll in many Native American beliefs in South-Western North 
America and Central America.
I hope this has answered allot of your questions, and as always I will 
report new news when it becomes available.

Cheers.


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Re: [Audyssey] Monte Beta 9 status.

2007-12-28 Thread Charles Rivard
Thanks for the update, and I hope the Christmas vacation visiting relatives 
was a good one?
---
Shepherds are the best beasts.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Friday, December 28, 2007 10:46 AM
Subject: [Audyssey] Monte Beta 9 status.


 Hello everyone,
 Some of you have been asking us about the status of Beta 9 so I have
 decided to respond to your questions publically on list so I can
 hopefully address most of you if not all of you at once.
 Some of you have been asking us when will the next update for
 Montezuma's Return be available for paid users. At this point we can't
 give a specific date, and time but it should be out in the next too
 weeks. We have had some set backs that we have had to cope with that has
 set our schedule back a couple of weeks or so. First, I had a serious
 system crash on my laptop, which I primarily use for development, and
 was forced to reinstall the entire system from scratch. Then, I had to
 restore the Montezuma's Return source from backups which was fortunately
 only a couple days old. So between those two insodents I lost arounda
 week and a half of time. By the time my laptop was back up and running
 again it was time to go on Christmas vacation and visit my relatives for
 the holidays. So that further set back any kind of release schedule I
 may have had. So I don't really expect my daily schedule to get back to
 normal until January 2 or so.
 Another popular question we have been asked about is weather or not Beta
 9 will have all 11 levels. The answer is no. One of the things we are
 working on in Beta 9 that is going to take some time is monster
 invincibility. In the classic Montezuma's Revenge game from Parker
 Brothers monsters couldn't be killed with a sword after level 6. This
 made each level very difficult and very challenging to beat. In addition
 the rooms got darker and darker so we have had to upgrade Montezuma's
 Revenge quite allot to adapt to the more difficult levels.
 Third, many of you have reported to us the issue with the ledges. I can
 assure you we are working on the issue, and hope to have it solved in
 Beta 9.
 Fourth, some of you have reported to us the strange bug where you can
 walk over the spikes. We are also working on this bug, and hope to have
 it fixed soon.
 Fifth, as for the boss we are working on turning the guardian into a
 giant firebird, an eagle, based on what Native American documentation we
 can find on the subject. While the information isn't specifically  Aztec
 in origen we know that firebirds, giant eagles, and such played a
 dominit roll in many Native American beliefs in South-Western North
 America and Central America.
 I hope this has answered allot of your questions, and as always I will
 report new news when it becomes available.

 Cheers.


 ---
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Re: [Audyssey] Monte Beta 9 status.

2007-12-28 Thread Thomas Ward
Hi Charles,
My vacation was so so. Most of the relatives mentioned were in-laws so I 
hung out with them with enough time not to seam rude, and the rest of 
the time I spent catching up with some reading on some Star Wars books I 
wanted to read, but didn't since I spent the time before Christmas 
trying to get Monte finished.
Anyway, now that the holidays are nearly over I can get on a schedule 
and begin finishing up on Monte. I can't wait to get it out of my hair.


Charles Rivard wrote:
 Thanks for the update, and I hope the Christmas vacation visiting relatives 
 was a good one?
 ---
 Shepherds are the best beasts.
   


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Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Thomas Ward
Hi Kuvvosh,

Quote
 Anyway, when I enter intoo Level 3, it started of hit white door and I 
havn't even moved.
End quote

Ok, that is really, really, really weird. I have played this game 
forward and backward looking for bugs and I have never seen that bug. 
Glad for the report. Let me know if you see this bug again. It sounds as 
though sometimes the game doesn't cancel the jump after warping to a new 
level. Though, that code works on my end perfectly 100% of the time.

Quote
 Also, I suggest, a warning when you are about to die from poison for 
the easy level.
End quote

I guess I could do that, but it needs more discussion on the part of the 
registered gamers as a whole. I for one would find such an announcement 
kind of annoying, but perhaps some would not. Part of the game is just 
knowing if you have been snake bitten or spider bitten you need a magic 
potion pretty quick or you are going to die. This is outlined in the 
manual so most newbies i would think would draw a conclusion sooner or 
later to use or find a magic potion to keep from dying from a snake bite 
or spider bite. A case in point were reading the manual first really 
does come in handy.

Quote
 oh, and please please change the guardian starting sound,
as it closely resembles the normal skulls to me.
End quote


Yeah, I understand that, but I don't have any more sounds in my 
collection to use for the Guardian right now. If you have a sound you 
would think would work please donate it, and I will see if I could use 
it. The Guardian is suppose to be a skull, but I suppose it could be 
turned into a spirit or something else given the right sound effect.



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Re: [Audyssey] Monte beta7 or 8?

2007-12-12 Thread Thomas Ward
Hi Karl and all,
Uninstalling Beta 7 before installing Beta 8 is manditory. It was 
written on the download page where everyone got the download, but 
apparently not everyone saw the notice.

Karl wrote:
 Hi,
 You should probably uninstall beta 7 first.
   


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Re: [Audyssey] Monte beta7 or 8?

2007-12-12 Thread Thomas Ward
Hi Claudio,
Did you uninstall Beta 7 before installing Beta 8? It is absolutely 
necessary that you remove all references to the previous version before 
installing or upgrading to the latest betas. i suspect you forgot to 
uninstall Beta 7 so the version on your system is still Beta 7. Beta 8 
will not install until Beta 7 is removed.
FYI, here is the information found on my download page in case you 
missed when downloading Beta 8.
Please remember to uninstall any beta or test releases of the product 
before installing
one of the following downloads below unless indicated otherwise as a 
patch or upgrade.

Claudio wrote:
 Hello!
 I have a problem with monte.
 If i start the game the Sapi says welcome to beta7
 But i have installed the beta8.
 The intro is another like beta7 also is it beta8.
 But why sapi says 7?
 Best regards, Claudio.


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Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Damien Sadler

my suggestion is if you're going to use the skull sound for the guardian, it 
should be slowed down a lot more than it is currently, and maybe reversed or 
something.
regards,
damien
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 12, 2007 2:32 PM
Subject: Re: [Audyssey] Monte, a couple suggestions


 Hi Kuvvosh,

 Quote
 Anyway, when I enter intoo Level 3, it started of hit white door and I
 havn't even moved.
 End quote

 Ok, that is really, really, really weird. I have played this game
 forward and backward looking for bugs and I have never seen that bug.
 Glad for the report. Let me know if you see this bug again. It sounds as
 though sometimes the game doesn't cancel the jump after warping to a new
 level. Though, that code works on my end perfectly 100% of the time.

 Quote
 Also, I suggest, a warning when you are about to die from poison for
 the easy level.
 End quote

 I guess I could do that, but it needs more discussion on the part of the
 registered gamers as a whole. I for one would find such an announcement
 kind of annoying, but perhaps some would not. Part of the game is just
 knowing if you have been snake bitten or spider bitten you need a magic
 potion pretty quick or you are going to die. This is outlined in the
 manual so most newbies i would think would draw a conclusion sooner or
 later to use or find a magic potion to keep from dying from a snake bite
 or spider bite. A case in point were reading the manual first really
 does come in handy.

 Quote
 oh, and please please change the guardian starting sound,
 as it closely resembles the normal skulls to me.
 End quote


 Yeah, I understand that, but I don't have any more sounds in my
 collection to use for the Guardian right now. If you have a sound you
 would think would work please donate it, and I will see if I could use
 it. The Guardian is suppose to be a skull, but I suppose it could be
 turned into a spirit or something else given the right sound effect.



 ---
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Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Thomas Ward
Hi,
The problem is that The skull sound I am currently using if slowed down 
sounds really really terrible. It sounds like a dull clack, clack, 
clack, in extreme slow motion. I don't have an answer, but you guys are 
hoping for more than I am able to deliver at the moment.
As for reversing the sound I will try it, but i am not hopeful it will 
sound good. If you guys truly want something better for the Guardian 
please chip in and find me sound effects to use. I don't have allot of 
useful options to use for that particular skull at the moment. Though, I 
will continue looking.

Damien Sadler wrote:
 my suggestion is if you're going to use the skull sound for the guardian, it 
 should be slowed down a lot more than it is currently, and maybe reversed or 
 something.
 regards,
 damien
   


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Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Damien Sadler
are you after free sounds? i've found something that may work on ljudo.com 
called breakingbones1b. looped it would sort of sound like a bouncing skull.
hth.
regards,
damien
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 12, 2007 4:50 PM
Subject: Re: [Audyssey] Monte, a couple suggestions


 Hi,
 The problem is that The skull sound I am currently using if slowed down
 sounds really really terrible. It sounds like a dull clack, clack,
 clack, in extreme slow motion. I don't have an answer, but you guys are
 hoping for more than I am able to deliver at the moment.
 As for reversing the sound I will try it, but i am not hopeful it will
 sound good. If you guys truly want something better for the Guardian
 please chip in and find me sound effects to use. I don't have allot of
 useful options to use for that particular skull at the moment. Though, I
 will continue looking.

 Damien Sadler wrote:
 my suggestion is if you're going to use the skull sound for the guardian, 
 it
 should be slowed down a lot more than it is currently, and maybe reversed 
 or
 something.
 regards,
 damien



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Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Charles Rivard
As far as a warning that you are about to die from poison, I would think 
that the use of the h key would suffice?
---
Shepherds are the best beasts.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 12, 2007 6:32 AM
Subject: Re: [Audyssey] Monte, a couple suggestions


 Hi Kuvvosh,

 Quote
 Anyway, when I enter intoo Level 3, it started of hit white door and I
 havn't even moved.
 End quote

 Ok, that is really, really, really weird. I have played this game
 forward and backward looking for bugs and I have never seen that bug.
 Glad for the report. Let me know if you see this bug again. It sounds as
 though sometimes the game doesn't cancel the jump after warping to a new
 level. Though, that code works on my end perfectly 100% of the time.

 Quote
 Also, I suggest, a warning when you are about to die from poison for
 the easy level.
 End quote

 I guess I could do that, but it needs more discussion on the part of the
 registered gamers as a whole. I for one would find such an announcement
 kind of annoying, but perhaps some would not. Part of the game is just
 knowing if you have been snake bitten or spider bitten you need a magic
 potion pretty quick or you are going to die. This is outlined in the
 manual so most newbies i would think would draw a conclusion sooner or
 later to use or find a magic potion to keep from dying from a snake bite
 or spider bite. A case in point were reading the manual first really
 does come in handy.

 Quote
 oh, and please please change the guardian starting sound,
 as it closely resembles the normal skulls to me.
 End quote


 Yeah, I understand that, but I don't have any more sounds in my
 collection to use for the Guardian right now. If you have a sound you
 would think would work please donate it, and I will see if I could use
 it. The Guardian is suppose to be a skull, but I suppose it could be
 turned into a spirit or something else given the right sound effect.



 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 [EMAIL PROTECTED]
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Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Karl
Hi,
The two map things:
What I'm referring to with the move to next different objects is that 
it's kind of annoying to have to scroll over twenty or 30 empty spaces 
to find a gem or warp platform in the room.
As for the other thing, It would be nice to have it announce when you 
are above or below a gem, but in the same room as it.
The to many of an item announcements work fine. It's just that it can 
get annoying if you jump off a rope, or unlock n area to get something, 
only to find out that you are already maxed out.
Original message:
 Hi Karl,

 Quote
  I think that the gems and gold totals should not be reset between
 levels. This would add a little more
 value to the standard game, by allowing the player to see how much
 treasure they've gained so far.
 End quote

 Hmmm Ok, I can do that. I can completely understand why you would
 want to know how many gems and gold coins you have found in the game
 total as aposed to just that level. I'll put this down on the things to
 do list for todays work.

 Quote
  Also, in the map, I would like to see
 a way to move to each next different object.
 End quote


 Ok, what do you have in mind? I am not real clear on what your asking,
 and I am not at all sure this would be an easy request to do under the
 circumstances.

 Quote
  Also, I feel the map should announce treasure when you are vertically
 alligned with it and
 in the same room while viewing the map.
 End quote

 I'm afraid I don't understand this request at all. All you need to do in
 map mode is press up arrow three times to see what is there, and then
 move left or right to scan if there is any treasure items on the wall
 above you. That's pretty simple as it is. The o key will also announce
 what treasures are in the room.
 So can you explain your concept a little more in depth. I really don't
 know what you are suggesting/requesting.

 Quote
  Finally, it would make things
 slightly simpler to handle if there was some type of announcement when
 you max out on swords or potions.
 End quote

 When you attempt to grab an item like a potion, and you have the maximum
 limit the game already will make this announcement. At least it should
 be. Are you telling me this no longer works in Beta 8?
 Thanks.


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Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Thomas Ward
Hi Karl,

Quote
What I'm referring to with the move to next different objects is that
it's kind of annoying to have to scroll over twenty or 30 empty spaces
to find a gem or warp platform in the room.
End quote

I see. Well, i certainly think it would be possible to add, but it would 
require that the entire map movement feature be rewritten from scratch 
to move by object rather than examine every coordinate. Are you certain 
you want me to do this?
By moving by object you wouldn't necessarily be able to view the layout 
of the map. Just the location of walls, floors, platforms, and visible 
objects.

Quote
The to many of an item announcements work fine. It's just that it can
get annoying if you jump off a rope, or unlock n area to get something,
only to find out that you are already maxed out.
End quote

Well, I am not sure what else I can do to help you with this. The hot 
keys w and p already indicate how close you are to the maximum, and the 
game identifies if you are trying to take too many items than you can 
carry. What else would you have me do?
Even though this is a remake, and it doesn't completely follow the 
original I don't want to lift the limits. It is one of the challenges of 
the original, and it proves to be as challenging in this version as the 
classic keeping your weapons and potions to a minimum amount you can 
have and use at any time.


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Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Thomas Ward
Hi Charles,
On that point I can't agree more. When I want to know how close Angela 
is to death I press h to get a health status update. If Angela is 25% 
health or less it is time to have a potion real quick or the next breath 
or two Angela takes will be her last.


Charles Rivard wrote:
 As far as a warning that you are about to die from poison, I would think 
 that the use of the h key would suffice?
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Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Charles Rivard
The w and p keys will always tell you how many of that object you have, so I 
don't think anything else has to be done in this regard.  As far as the 
objects in a room, am I missing what is being discussed?, or does the o key 
cover what's being sought.  A thought on the map:  How about if coordinates 
of objects are given when a gamer chooses to read a map instead of having to 
arrow around the layout?
---
Shepherds are the best beasts.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 12, 2007 2:23 PM
Subject: Re: [Audyssey] Monte, a couple suggestions


 Hi Karl,

 Quote
 What I'm referring to with the move to next different objects is that
 it's kind of annoying to have to scroll over twenty or 30 empty spaces
 to find a gem or warp platform in the room.
 End quote

 I see. Well, i certainly think it would be possible to add, but it would
 require that the entire map movement feature be rewritten from scratch
 to move by object rather than examine every coordinate. Are you certain
 you want me to do this?
 By moving by object you wouldn't necessarily be able to view the layout
 of the map. Just the location of walls, floors, platforms, and visible
 objects.

 Quote
 The to many of an item announcements work fine. It's just that it can
 get annoying if you jump off a rope, or unlock n area to get something,
 only to find out that you are already maxed out.
 End quote

 Well, I am not sure what else I can do to help you with this. The hot
 keys w and p already indicate how close you are to the maximum, and the
 game identifies if you are trying to take too many items than you can
 carry. What else would you have me do?
 Even though this is a remake, and it doesn't completely follow the
 original I don't want to lift the limits. It is one of the challenges of
 the original, and it proves to be as challenging in this version as the
 classic keeping your weapons and potions to a minimum amount you can
 have and use at any time.


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[Audyssey] Monte, a couple suggestions

2007-12-11 Thread Karl
Hi,
Here are a few thoughts for Monte. I think that the gems and gold 
totals should not be reset between levels. This would add a little more 
value to the standard game, by allowing the player to see how much 
treasure they've gained so far.  Also, in the map, I would like to see 
a way to move to each next different object. Also, I feel the map 
should announce treasure when you are vertically alligned with it and 
in the same room while viewing the map. Finally, it would make things 
slightly simpler to handle if there was some type of announcement when 
you max out on swords or potions.
Just a few more ideas.

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Re: [Audyssey] Monte, a couple suggestions

2007-12-11 Thread Kuvvosh Suggs
I have to say, beta 8 is great, found a few bugs.  First itme I played it I
got to level 3, and just quit cause I wanted to.  Anyway, when I enter into
Level 3, it started of hit white door and I havn't even moved.  Also, I
suggest, a warning when you are about to die from poison for the easy level.

Other then that, oh, and please please change the guardian starting sound,
as it closely resembles the normal skulls to me.

Kuvvosh


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[Audyssey] Monte beta7 or 8?

2007-12-11 Thread Claudio
Hello!
I have a problem with monte.
If i start the game the Sapi says welcome to beta7
But i have installed the beta8.
The intro is another like beta7 also is it beta8.
But why sapi says 7?
Best regards, Claudio.


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Re: [Audyssey] Monte beta7 or 8?

2007-12-11 Thread Karl
Hi,
You should probably uninstall beta 7 first.
Original message:
 Hello!
 I have a problem with monte.
 If i start the game the Sapi says welcome to beta7
 But i have installed the beta8.
 The intro is another like beta7 also is it beta8.
 But why sapi says 7?
 Best regards, Claudio.


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[Audyssey] monte beta7 impressions

2007-12-09 Thread nicol
Thom I like beta7. the screaming sound is cool.
Its much better than the screaming sound used in alpha1.
Also I like the sound when angela is   injured by electricity. The sound
used in the previous betas was frightening.
I  strongly feel you should revert back to the previous sound used for
completing a level.
That sound gave me the feeling I'm playing an Atari game.
When I played tv games way back with the help of my sighted friends many of
those games made more or less the same sound when completing a level than
was used in betas 1 to 6. the blind gamer must have the feeling that he is
playing a console game and  the end of level sound used in betas 1 to 6
gives that feeling.
I also feel the  menu sound used in previous betas  sounds better than the
step sound.
The menu sound used in previous betas  gives a feeling of playing a console
game. If I hear the  menu and end of level sounds used in betas 1 to 6  it
feels like I'm sitting in front of a console. I'm living myself into it, it
doesn't feel like I'm sitting in front of my pc. That sounds lets me feel
I'm in the console game world, that moment my pc feels like a console to me.
Those sounds makes the accessible  Atari  gaming experience more natural.
But I like the drum beat and intro sound, its cool.
I also like the new warp sound and invincibility music.
And please keep the sound when angela dies as its currently, I really like
it a lot.
Great job!


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Re: [Audyssey] monte beta7 impressions

2007-12-09 Thread Thomas Ward
Hi Nicol,
I know where you are coming from with the end of level sounds and menu 
beeps, but I removed them, because they didn't really seam to fit in 
with the other high quality sound effects. It is not really a console 
game, and I felt using gongs and things like that would fit in better 
with the temple of doom type of theme Angela apparently is in.
As for the menu sounds I am examining possibilities. Allot of people 
didn't like the step sounds for menus, which is an idea I got from Tomb 
Raider, so I am looking at other possabilities for Beta 8.

nicol wrote:
 Thom I like beta7. the screaming sound is cool.
 Its much better than the screaming sound used in alpha1.
 Also I like the sound when angela is   injured by electricity. The sound
 used in the previous betas was frightening.
 I  strongly feel you should revert back to the previous sound used for
 completing a level.
 That sound gave me the feeling I'm playing an Atari game.
 When I played tv games way back with the help of my sighted friends many of
 those games made more or less the same sound when completing a level than
 was used in betas 1 to 6. the blind gamer must have the feeling that he is
 playing a console game and  the end of level sound used in betas 1 to 6
 gives that feeling.
 I also feel the  menu sound used in previous betas  sounds better than the
 step sound.
 The menu sound used in previous betas  gives a feeling of playing a console
 game. If I hear the  menu and end of level sounds used in betas 1 to 6  it
 feels like I'm sitting in front of a console. I'm living myself into it, it
 doesn't feel like I'm sitting in front of my pc. That sounds lets me feel
 I'm in the console game world, that moment my pc feels like a console to me.
 Those sounds makes the accessible  Atari  gaming experience more natural.
 But I like the drum beat and intro sound, its cool.
 I also like the new warp sound and invincibility music.
 And please keep the sound when angela dies as its currently, I really like
 it a lot.
 Great job!


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Re: [Audyssey] monte beta7 impressions

2007-12-09 Thread Bryan
I personally feel the new sound is fine. Leave it.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: nicol [EMAIL PROTECTED]
To: gamers Gamers@audyssey.org
Sent: Sunday, December 09, 2007 4:42 AM
Subject: [Audyssey] monte beta7 impressions


 Thom I like beta7. the screaming sound is cool.
 Its much better than the screaming sound used in alpha1.
 Also I like the sound when angela is   injured by electricity. The sound
 used in the previous betas was frightening.
 I  strongly feel you should revert back to the previous sound used for
 completing a level.
 That sound gave me the feeling I'm playing an Atari game.
 When I played tv games way back with the help of my sighted friends many 
 of
 those games made more or less the same sound when completing a level than
 was used in betas 1 to 6. the blind gamer must have the feeling that he is
 playing a console game and  the end of level sound used in betas 1 to 6
 gives that feeling.
 I also feel the  menu sound used in previous betas  sounds better than the
 step sound.
 The menu sound used in previous betas  gives a feeling of playing a 
 console
 game. If I hear the  menu and end of level sounds used in betas 1 to 6  it
 feels like I'm sitting in front of a console. I'm living myself into it, 
 it
 doesn't feel like I'm sitting in front of my pc. That sounds lets me feel
 I'm in the console game world, that moment my pc feels like a console to 
 me.
 Those sounds makes the accessible  Atari  gaming experience more natural.
 But I like the drum beat and intro sound, its cool.
 I also like the new warp sound and invincibility music.
 And please keep the sound when angela dies as its currently, I really like
 it a lot.
 Great job!


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Re: [Audyssey] monte beta7 impressions

2007-12-09 Thread Mike Reiser
Congrads on an awesome game.  When I first started playing I thought I 
wouldn't enjoy it but now I'm hooked.  I just completed the first level 
yesterday and will purchase the game tomorrow..  I like the sounds just 
fine, I'm to young to remember consel games so can't comment on it feeling 
like an atari game.  Thanks for an awesome game and keep up the good work.

Mike
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 09, 2007 10:37
Subject: Re: [Audyssey] monte beta7 impressions


 Hi Nicol,
 I know where you are coming from with the end of level sounds and menu
 beeps, but I removed them, because they didn't really seam to fit in
 with the other high quality sound effects. It is not really a console
 game, and I felt using gongs and things like that would fit in better
 with the temple of doom type of theme Angela apparently is in.
 As for the menu sounds I am examining possibilities. Allot of people
 didn't like the step sounds for menus, which is an idea I got from Tomb
 Raider, so I am looking at other possabilities for Beta 8.

 nicol wrote:
 Thom I like beta7. the screaming sound is cool.
 Its much better than the screaming sound used in alpha1.
 Also I like the sound when angela is   injured by electricity. The sound
 used in the previous betas was frightening.
 I  strongly feel you should revert back to the previous sound used for
 completing a level.
 That sound gave me the feeling I'm playing an Atari game.
 When I played tv games way back with the help of my sighted friends many 
 of
 those games made more or less the same sound when completing a level than
 was used in betas 1 to 6. the blind gamer must have the feeling that he 
 is
 playing a console game and  the end of level sound used in betas 1 to 6
 gives that feeling.
 I also feel the  menu sound used in previous betas  sounds better than 
 the
 step sound.
 The menu sound used in previous betas  gives a feeling of playing a 
 console
 game. If I hear the  menu and end of level sounds used in betas 1 to 6 
 it
 feels like I'm sitting in front of a console. I'm living myself into it, 
 it
 doesn't feel like I'm sitting in front of my pc. That sounds lets me feel
 I'm in the console game world, that moment my pc feels like a console to 
 me.
 Those sounds makes the accessible  Atari  gaming experience more natural.
 But I like the drum beat and intro sound, its cool.
 I also like the new warp sound and invincibility music.
 And please keep the sound when angela dies as its currently, I really 
 like
 it a lot.
 Great job!


 ---
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Re: [Audyssey] Monte, registered version, first thoughts

2007-12-07 Thread Thomas Ward
Hi,
Monte is currently selling for $35.00 USD.
Cheers.


Brandon Armstrong wrote:
 how much is montie Brandon
   


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[Audyssey] Monte, registered version, first thoughts

2007-12-06 Thread Karl
Hi,
I have played some of the registered version, and here are some thoughts:
1. I noticed the second level isn't a bonus level any more. Will there 
still be bonus levels later?
2. I like what is now level 4. It's a lot of fun.
3. There needs! to be a yes/no prompt when loading or saving games. I 
had a really good game going on level 4, and accidentally hit f3 instead of f4.
Karl

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Re: [Audyssey] Monte, registered version, first thoughts

2007-12-06 Thread Thomas Ward
Hello Karl,
In order to introduce the standard mode of game play we had to convert 
the bonus levels into standard levels of game play. So no there won't be 
any bonus levels unless we remove the standard game play option.
As for a yes/no prompt to save and load games that is possible. We will 
look into adding it to Beta 8.

Karl wrote:
 Hi,
 I have played some of the registered version, and here are some thoughts:
 1. I noticed the second level isn't a bonus level any more. Will there 
 still be bonus levels later?
 2. I like what is now level 4. It's a lot of fun.
 3. There needs! to be a yes/no prompt when loading or saving games. I 
 had a really good game going on level 4, and accidentally hit f3 instead of 
 f4.
 Karl

   


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Re: [Audyssey] Monte, registered version, first thoughts

2007-12-06 Thread Brandon Armstrong
how much is montie Brandon
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 06, 2007 8:23 PM
Subject: Re: [Audyssey] Monte, registered version, first thoughts


 Hello Karl,
 In order to introduce the standard mode of game play we had to convert
 the bonus levels into standard levels of game play. So no there won't be
 any bonus levels unless we remove the standard game play option.
 As for a yes/no prompt to save and load games that is possible. We will
 look into adding it to Beta 8.

 Karl wrote:
 Hi,
 I have played some of the registered version, and here are some thoughts:
 1. I noticed the second level isn't a bonus level any more. Will there
 still be bonus levels later?
 2. I like what is now level 4. It's a lot of fun.
 3. There needs! to be a yes/no prompt when loading or saving games. I
 had a really good game going on level 4, and accidentally hit f3 instead 
 of f4.
 Karl




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Re: [Audyssey] Monte: speed/chalenge game

2007-12-03 Thread Yohandy
Why pick up potions? keys only would make it more interesting! hehe

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 02, 2007 4:29 PM
Subject: Re: [Audyssey] Monte: speed/chalenge game


 Hi Karl,
 Interesting. Once I release Beta 7 tomorrow I will have to record my
 speed challenge. I imagine it would offer a great look into the first
 five levels of the game.


 Karl wrote:
 Hi,
 Here's a chalenge: play Monte. Pick up only potions and keys. No
 swords, no torches, no treasure. I got a score of 17300 doing this on
 easy, but I unfortunately picked up 1 gem by mistake on level 1.
 Karl




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Re: [Audyssey] Monte: speed/chalenge game

2007-12-03 Thread Thomas Ward
Hi,
Dude, that would be extremely hard to beat. You better hope no monsters 
get near you or you are dead meet with no magic potions to restore your 
health.
Though, I admit that is an interesting challenge.


Yohandy wrote:
 Why pick up potions? keys only would make it more interesting! hehe
   


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Re: [Audyssey] Monte: speed/chalenge game

2007-12-02 Thread Thomas Ward
Hi Karl,
Interesting. Once I release Beta 7 tomorrow I will have to record my 
speed challenge. I imagine it would offer a great look into the first 
five levels of the game.


Karl wrote:
 Hi,
 Here's a chalenge: play Monte. Pick up only potions and keys. No 
 swords, no torches, no treasure. I got a score of 17300 doing this on 
 easy, but I unfortunately picked up 1 gem by mistake on level 1.
 Karl

   


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Re: [Audyssey] Monte: speed/chalenge game

2007-12-02 Thread william lomas
hi

are there any other traps and other obstacles int he full monty or are
fire pits, laval pits, burning ropes, chains and spikes the main ones?
and spiders, skulls and snakes the main enemies of the game?

On 2 Dec 2007, at 21:29, Thomas Ward wrote:

 Hi Karl,
 Interesting. Once I release Beta 7 tomorrow I will have to record my
 speed challenge. I imagine it would offer a great look into the first
 five levels of the game.


 Karl wrote:
 Hi,
 Here's a chalenge: play Monte. Pick up only potions and keys. No
 swords, no torches, no treasure. I got a score of 17300 doing this on
 easy, but I unfortunately picked up 1 gem by mistake on level 1.
 Karl




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Re: [Audyssey] Monte: speed/chalenge game

2007-12-02 Thread shaun everiss
yeah sounds good tom.
Unfortunately the main headphones are partually busted, the material for the 
head part is old and warn out.  I have smaller phones but the game sounds 
rather bad with them so does everything else.
But I hope to have the materials to repair them, I should have what I need this 
week.
At 10:29 a.m. 3/12/2007, you wrote:
Hi Karl,
Interesting. Once I release Beta 7 tomorrow I will have to record my 
speed challenge. I imagine it would offer a great look into the first 
five levels of the game.


Karl wrote:
 Hi,
 Here's a chalenge: play Monte. Pick up only potions and keys. No 
 swords, no torches, no treasure. I got a score of 17300 doing this on 
 easy, but I unfortunately picked up 1 gem by mistake on level 1.
 Karl

   


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Re: [Audyssey] Monte: speed/chalenge game

2007-12-02 Thread Thomas Ward
Hi,
All of the enemies and traps are discussed at length in chapter 7 of the 
manual. The Beta 7 manual has a new section, 7.10, which gives a short 
description of the Guardian, the boss skull, you have to fight to beat 
the game.
However, the basic enemies and traps you see in Beta 6 are all the 
enemies and traps there are. The spikes you won't see until level 4, but 
from there on out the spikes are in the levels as well as the other traps.



william lomas wrote:
 hi

 are there any other traps and other obstacles int he full monty or are
 fire pits, laval pits, burning ropes, chains and spikes the main ones?
 and spiders, skulls and snakes the main enemies of the game?
   


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[Audyssey] Monte: speed/chalenge game

2007-11-29 Thread Karl
Hi,
Here's a chalenge: play Monte. Pick up only potions and keys. No 
swords, no torches, no treasure. I got a score of 17300 doing this on 
easy, but I unfortunately picked up 1 gem by mistake on level 1.
Karl

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Re: [Audyssey] Monte bosses.

2007-11-26 Thread Thomas Ward
Hi Bryan,
The idea of a sequel version at some point might not be a bad idea. In 
the sequel I wouldn't necessarily follow strict guidelines of the 
original since Monte does that well enough.
In the sequel I can bring Angela back, but make all new temples, add in 
things that got dropped through development, add bosses, and generally 
do a bang up job that I couldn't do in this version.
I like the concept. Especially, if I add many of the feature requests 
given to me that I didn't take for one reason or another.

Bryan wrote:
 Or option #3, you could release the game as is on the date you've set, then 
 perhaps release an upgrade later on down the road or even a sequel, which 
 would feature the bosses. I'll be honest. I like a good boss fight but I've 
 been waiting for Monty for two years. And i wasn't even one of the ones who 
 preordered the game from Alchemy. I'd say release it as is and then do an 
 upgrade later. I personally feel people have waited too long for this game 
 and I know how much you want to get it out the door.
   


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Re: [Audyssey] Monte bosses.

2007-11-26 Thread Thomas Ward
Hi Charles,
That is currently my plan. I am having troubles compiling level 4 and I 
am far from a complete and ready product. I'm going to have to sell the 
game as is, with no bosses, and then make some sort of optional upgrade 
in the future. A 2.0 version or something down the road those who like 
the changes can buy it, and those who don't won't.


Charles Rivard wrote:
 I personally perfer no bosses.  I think you should sell the game as 
 currently planned, then make an upgrade optional, for a price, or maybe put 
 the feature as a toggle into the next version, again, for a price.  By that 
 time, other features can also be included.
   


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Re: [Audyssey] Monte bosses.

2007-11-26 Thread Thomas Ward
Hi Dark,
Thanks for the suggestions. Though even thetype of bosses you mentioned 
are currently out of m time range for 1.0. Though, I am still logging 
suggestions for some future update.


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[Audyssey] Monte bosses.

2007-11-25 Thread Thomas Ward
Hi all,
Over the last couple of days or so a few of you have suggested some sort 
of bosses for the game. Especially, for the final level. I will be 
honest about this and state I honestly had not considered this for the 
game so there is no code in place to make this possible without 
reworking the attack and combat systems for the game. Something that 
requires a major rewrite of a few things in the game. Since Dec 15, 2007 
is my scheduled go date I can't possably make that dead line and add 
bosses. Now, what should I do?
I have two options as I see it. Either forego bosses, and sell the game 
as is which may result in a los of sales because I failed to add 
something people want. On the other hand I could begin taking pre-orders 
this Christmas and ship product keys, but release the release when it 
gets done.
Any thoughts?


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Re: [Audyssey] Monte bosses.

2007-11-25 Thread Bryan
Or option #3, you could release the game as is on the date you've set, then 
perhaps release an upgrade later on down the road or even a sequel, which 
would feature the bosses. I'll be honest. I like a good boss fight but I've 
been waiting for Monty for two years. And i wasn't even one of the ones who 
preordered the game from Alchemy. I'd say release it as is and then do an 
upgrade later. I personally feel people have waited too long for this game 
and I know how much you want to get it out the door.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 25, 2007 11:11 AM
Subject: [Audyssey] Monte bosses.


 Hi all,
 Over the last couple of days or so a few of you have suggested some sort
 of bosses for the game. Especially, for the final level. I will be
 honest about this and state I honestly had not considered this for the
 game so there is no code in place to make this possible without
 reworking the attack and combat systems for the game. Something that
 requires a major rewrite of a few things in the game. Since Dec 15, 2007
 is my scheduled go date I can't possably make that dead line and add
 bosses. Now, what should I do?
 I have two options as I see it. Either forego bosses, and sell the game
 as is which may result in a los of sales because I failed to add
 something people want. On the other hand I could begin taking pre-orders
 this Christmas and ship product keys, but release the release when it
 gets done.
 Any thoughts?


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Re: [Audyssey] Monte bosses.

2007-11-25 Thread Shadow Dragon
I can honestly say you'd get my money for the game even if there were the 
promise of bosses. AKA you released it before christmas, but then released 
some sort of major version upgrade later that added bosses to the game and 
the like. I really do think bosses would add a whole new level of challenge 
to this game, and it'd also give us more of something we haven't seen much 
in the audiogames community to date, boss battles in general. Sure there's 
the final boss at the end of judgement day, the super liam bosses, the 
troopanum boss, but that's really about it. Almost every sighted game to 
date has bosses in some form or other, and according to my brother, there's 
a huge sense of accomplishment when you finally manage to beat that super 
hard boss you've been trying to kill for the last day or so. I want to feel 
that sense of accomplishment, though it'd probably be hard to make a boss 
that hard in audio form. Honestly I'd really like to see swords be unlimited 
too and you could just kill all monsters that came at you, but either you'd 
have to make that a sepperate mode entirely, like some kind of story mode 
rather than arcade mode, or it'd take away the classic feel of the game 
entirely. It'd be really interesting to see what kinds of bosses you could 
come up with to put in here, how to defeat them and the like, but I'm sort 
of at a neutral opinion. I wouldn't buy the game at this point because just 
walking through a temple, jumping over monsters and collecting things just 
doesn't get my adrenaline up, I'm more of a fast paced gamer, but something 
about boss fights has always interested me in a game. Still, its your game, 
its sort of up to you. 


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Re: [Audyssey] Monte bosses.

2007-11-25 Thread Dark
Hello tom.

Given the way the game works, you might considder bosses of a slightly 
different style which would nevertheless be easier to code into the game. 
I'm thinking, of the way bosses worked in the playstation platform games 
Pandemonium and Pandemonium 2.

these were basically large game levels, where you were either being chased 
or occasionally shot at by a large boss, and had to find certain objects 
scattered around the level to defeat it. for example, one boss chased you 
over a large amount of swompy terain (with you jumping swamps en route), and 
to defeat him you had to run over several flaming catapults scattered 
through the level. Another boss would chase you down with a large hammer 
through a saw mill (taking swipes at you when close enough), and you had to 
find balloons which would shoot you high into the air so that you could come 
down on the boss's head. Also, sinse he was hell to avoid, you had to 
remember to grab extra hearts scattered around the level.

Given the fact that monti is much more an exploration gameI wonder if this 
sort of thing would be both easier to code, and more appropriate than having 
anjella smith slash something up with her sword.

You would after all not need to code boss health, or too many attacks, 
simply standard level with either a time switch (for an instant kill style 
boss), or intermitant damage to your character if not performing a specific 
action (as in the laser bot battle in superliam, though obviously for a 
monti boss you'd be finding items or switches to defeat the enemy, not 
attacking them directly).

As to game keys etc, well like everyone here I would of course like to play 
the game Asap, but equally would want to see a finished game.

One question though is how much work were you planning to do with monti post 
this christmas? if you were thinking of releasing the finished game and 
moving onto other stuff, then personally I'd go for putting the bosses in, 
if you were thinking of in fact releasing some kind of expantions for the 
game, then they can probably wait, and I for one would be happpy to pay the 
money and simply be able to play all the levels.

If you don't mind me asking another related question please Thom, at one 
stage you mentioned a Monti map editer, with perhaps even the ability to add 
background and or monster sounds so as to create different levels and 
environments to explore. As an exploration freak, I'd personally love to see 
something like this, though given everything you've put into Monti thus far, 
I'd understand if you want to give it a rest for a while.

all the best,

Dark. 


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Re: [Audyssey] Monte bosses.

2007-11-25 Thread shaun everiss
i honestly never thought about bosses, I say leave it as is.
At 07:11 a.m. 26/11/2007, you wrote:
Hi all,
Over the last couple of days or so a few of you have suggested some sort 
of bosses for the game. Especially, for the final level. I will be 
honest about this and state I honestly had not considered this for the 
game so there is no code in place to make this possible without 
reworking the attack and combat systems for the game. Something that 
requires a major rewrite of a few things in the game. Since Dec 15, 2007 
is my scheduled go date I can't possably make that dead line and add 
bosses. Now, what should I do?
I have two options as I see it. Either forego bosses, and sell the game 
as is which may result in a los of sales because I failed to add 
something people want. On the other hand I could begin taking pre-orders 
this Christmas and ship product keys, but release the release when it 
gets done.
Any thoughts?


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Re: [Audyssey] Monte bosses.

2007-11-25 Thread Charles Rivard
I personally perfer no bosses.  I think you should sell the game as 
currently planned, then make an upgrade optional, for a price, or maybe put 
the feature as a toggle into the next version, again, for a price.  By that 
time, other features can also be included.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 25, 2007 12:11 PM
Subject: [Audyssey] Monte bosses.


 Hi all,
 Over the last couple of days or so a few of you have suggested some sort
 of bosses for the game. Especially, for the final level. I will be
 honest about this and state I honestly had not considered this for the
 game so there is no code in place to make this possible without
 reworking the attack and combat systems for the game. Something that
 requires a major rewrite of a few things in the game. Since Dec 15, 2007
 is my scheduled go date I can't possably make that dead line and add
 bosses. Now, what should I do?
 I have two options as I see it. Either forego bosses, and sell the game
 as is which may result in a los of sales because I failed to add
 something people want. On the other hand I could begin taking pre-orders
 this Christmas and ship product keys, but release the release when it
 gets done.
 Any thoughts?


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Re: [Audyssey] Monte bosses.

2007-11-25 Thread Raul A. Gallegos
Forget the bosses and release the game sooner than later is my vote. 
Most everyone has been waiting long enough.


Thomas Ward wrote:
 Hi all,
 Over the last couple of days or so a few of you have suggested some sort 
 of bosses for the game. Especially, for the final level. I will be 
 honest about this and state I honestly had not considered this for the 
 game so there is no code in place to make this possible without 
 reworking the attack and combat systems for the game. Something that 
 requires a major rewrite of a few things in the game. Since Dec 15, 2007 
 is my scheduled go date I can't possably make that dead line and add 
 bosses. Now, what should I do?
 I have two options as I see it. Either forego bosses, and sell the game 
 as is which may result in a los of sales because I failed to add 
 something people want. On the other hand I could begin taking pre-orders 
 this Christmas and ship product keys, but release the release when it 
 gets done.
 Any thoughts?
 
 
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Re: [Audyssey] MONTE

2007-11-24 Thread nicol
Hi htom
This happens each time I specifically run through a room when  I've drinked
a  potion.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Thomas Ward
Sent: Saturday, November 24, 2007 4:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MONTE


Hi Nicol,

Quote
I'm holding down shift while moving but each time when I drink a magical
potion and I walk through a room with monsters in it, its as if I am unable
to run.
End quote

Personally,I can't see anything in the code to account for this problem.
Does this happen all the time or just sometimes. For example, I've
noticed on my laptop when my system resources, memory, etc is low do to
other background processes on Vista the game will begin acting weird.
Step sounds will slow, etc for a while. On my desktop still runnning XP
no problems like that happen.
However, I most often find this issue when you are running any processor
intensive tsr applications like antivirous, screen readers, antispyware
software that slows down cpu processes. I generally turn those
applications off while gaming, and restart them after I am done gaming.
Hth.


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Re: [Audyssey] MONTE

2007-11-24 Thread nicol
Carl I only now saw your post, you already answered my question.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of nicol
Sent: Saturday, November 24, 2007 12:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MONTE

Hi htom
This happens each time I specifically run through a room when  I've drinked
a  potion.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Thomas Ward
Sent: Saturday, November 24, 2007 4:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MONTE


Hi Nicol,

Quote
I'm holding down shift while moving but each time when I drink a magical
potion and I walk through a room with monsters in it, its as if I am unable
to run.
End quote

Personally,I can't see anything in the code to account for this problem.
Does this happen all the time or just sometimes. For example, I've
noticed on my laptop when my system resources, memory, etc is low do to
other background processes on Vista the game will begin acting weird.
Step sounds will slow, etc for a while. On my desktop still runnning XP
no problems like that happen.
However, I most often find this issue when you are running any processor
intensive tsr applications like antivirous, screen readers, antispyware
software that slows down cpu processes. I generally turn those
applications off while gaming, and restart them after I am done gaming.
Hth.


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Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Karl
Hi,
The only thing we are complaining about is when two torches get 
activated immediately after entering a dark room.
Karl
Original message:
 Hi Charles,
 Yeah, I have struggled with the right answer to the torches for a while
 now. I am personally in agreement with you if you remain in a room too
 long one should burn out and the other will light after it. However,
 enough people have complained about it that changing the behavior of the
 torches seams necessary.
 As for saving a game immediately at the beginning of a level is secure
 enough from cheating, but under Windows vista if you are not running as
 admin the game will crash. That is a rather serious bug, and one I'd
 hate to have to answer to when someone comes banging on my email door
 asking why does the game crash everytime a level starts. Then, saying
 See, well, you have to install the game locally to play it because
 Vista is security conscious and I haven't solved the issue of saving
 games locally without compromising Vista's security.
 Btw, I mentioned Vista here, but XP SP2 will do this as well if you are
 using a standard user account.
 I'm not happy about forcing a user to run the game as administrator
 though I think most customers do this anyway because they aren't as
 security conscious as some of us who have delt with hacking on a first
 hand level, and know some of the secrets in compromising a system.


 Charles Rivard wrote:
 I personally like the timed torches as they currently are.  It's sort of a
 penalty for not getting out of a dark room quickly enough.  And, after all,
 torches don't last forever, so it's realistic.

 As for saving a game, I think the game should not be able to be saved unless
 you're at the beginning of a level.  This would prevent someone from
 cheating, wouldn't it?



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Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Thomas Ward
Hi Karl,

Quote
The only thing we are complaining about is when two torches get
activated immediately after entering a dark room.
End quote

Interesting. I haven't been able to track down this bug yet let alone a 
reason in the code for this, but I will certainly keep an eye out for it.
Just for everyones information I have currently put a freeze on miner 
bug  fixing for the moment while I handle the product registration 
system, and get the remaining levels scripted. After that I can go back 
in to the games engine source and correct these bugs at my leasure.

Cheers.


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Re: [Audyssey] MONTE

2007-11-23 Thread Thomas Ward
Hi Karl,

Quote
What is happening is that you are running up against a monster that is
moving the same direction as you. Because the game doesn't let you run
past monsters, you must wait until they move.
End quote

After checking I think you are correct about this. It seams while 
invincibility is on you can keep running into the same monster, which of 
course slows you down, and Nicol and others experiencing this issue are 
simply not jumping over the monster. Good call.

Quote
BTW, Tom, any chance of bringing back different monster speeds based on
difficulty now that there is no problem with autoactivating swords?
End quote

I'll certainly leave that option open for future upgrades. It is 
something I would like to add myself, and it would certainly effect game 
play.
Cheers.


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Re: [Audyssey] MONTE

2007-11-23 Thread Karl
Hi,
This happens regardless of invincibility status.
Karl
Original message:
 Hi Karl,

 Quote
 What is happening is that you are running up against a monster that is
 moving the same direction as you. Because the game doesn't let you run
 past monsters, you must wait until they move.
 End quote

 After checking I think you are correct about this. It seams while
 invincibility is on you can keep running into the same monster, which of
 course slows you down, and Nicol and others experiencing this issue are
 simply not jumping over the monster. Good call.

 Quote
 BTW, Tom, any chance of bringing back different monster speeds based on
 difficulty now that there is no problem with autoactivating swords?
 End quote

 I'll certainly leave that option open for future upgrades. It is
 something I would like to add myself, and it would certainly effect game
 play.
 Cheers.


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Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Thomas Ward
Hi Charles,
Yeah, I have struggled with the right answer to the torches for a while 
now. I am personally in agreement with you if you remain in a room too 
long one should burn out and the other will light after it. However, 
enough people have complained about it that changing the behavior of the 
torches seams necessary.
As for saving a game immediately at the beginning of a level is secure 
enough from cheating, but under Windows vista if you are not running as 
admin the game will crash. That is a rather serious bug, and one I'd 
hate to have to answer to when someone comes banging on my email door 
asking why does the game crash everytime a level starts. Then, saying 
See, well, you have to install the game locally to play it because 
Vista is security conscious and I haven't solved the issue of saving 
games locally without compromising Vista's security.
Btw, I mentioned Vista here, but XP SP2 will do this as well if you are 
using a standard user account.
I'm not happy about forcing a user to run the game as administrator 
though I think most customers do this anyway because they aren't as 
security conscious as some of us who have delt with hacking on a first 
hand level, and know some of the secrets in compromising a system.


Charles Rivard wrote:
 I personally like the timed torches as they currently are.  It's sort of a 
 penalty for not getting out of a dark room quickly enough.  And, after all, 
 torches don't last forever, so it's realistic.

 As for saving a game, I think the game should not be able to be saved unless 
 you're at the beginning of a level.  This would prevent someone from 
 cheating, wouldn't it?
   


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Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Thomas Ward
Hi,
here is several more questions I will answer below
.
Quote
300 points times difficulty.
Does this mean that easy is 1, medium is 2, hard is 3 and insane is 4?
End quote

Yes, that is correct. An item on easy worth 300 points will be 1200 
points on insane. I get that value simply doing 300 times 4.

Quote
Added 20 seconds of  invincibility from monsters
when a magic potion is drankk.
Instead of 20 seconds invincibility it only protects me from a monster in
the current room. If I go to the next room before the 20 seconds ran out I
get injured as if I haven't drank a potion.
End quote

The problem here is not that you aren't getting the full 20 seconds of 
invincibility. I have timed it and it actually does give you 20 seconds 
of invincibility. The problem in Beta 6 was there was now way of knowing 
when the 20 seconds were up. As a result the invincibility would ware 
off and you would go into danger assuming it was still active when it 
was not. In the current test buildsI am working on there is a magic 
sound that plays while invincibility is on and you know when it is 
active and it is not by that sound.

Quote
Added PauseGame() function.
Will it also pause the game if I view the map?
What makes the pause function actually different?
End quote

When you are viewing the map in beta 6 the game is actually [paused. 
However, the difference is it was never intended to be a pause feature. 
In  future builds it no longer pauses the game while the map is open. 
The pause feature is a true pause feature meaning it pauses everything 
while active and you can use the pause key or a movement key to unpause 
the game state.
Just another instance of players picking up bad habits before the games 
internal workings are finalised and debugged. The game going into a 
paused state while in map mode was a debugging feature not intended to 
stay in 1.0.





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Re: [Audyssey] MONTE

2007-11-23 Thread Thomas Ward
Hi,
Smile That goes with out saying. All I meant was you are allowed to 
get closer to the monster without harm while invincibility is on and you 
are more likely to notice when you are not escaping for your life.


Karl wrote:
 Hi,
 This happens regardless of invincibility status.
 Karl
   


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Re: [Audyssey] MONTE

2007-11-23 Thread Thomas Ward
Hi AC,
Originally, when James North had the game he included whips in it 
because he was basing his Arizona Smith carachter off of Indiana Jones. 
As you may remember Indiana Jones is of course very famous for his 
trusty whip and 45 revolver. Which you will be seeing allot more of 
those in the new Indiana Jones movie coming out next spring in theaters 
here in the US. Woo who!
Anyway, when I got the game I decided to base the game off of classic 
Monte which did not have whips. So I removed them. However, after 1.0 
goes to press I have plans of a 1.2 upgrade sometime next spring or so 
with some cool changes. Perhaps adding whips and other things might be a 
nice addition to that upgrade.
As for the boulders i have the effects but not the time to code them 
into the game. Again this is a trap I'd like to add at a  future point.
Bottom line, don't be looking for them in 1.0, but I don't plan for 1.0 
to be the end of the game. There are features I'd like to add, but I 
want to do them later with no pressure or time crunch. I want to move on 
to new projects, put Monte for the time being on the back burner, and 
let bug reports, new ideas, acumilate before providing an upgrade.
Smile


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Re: [Audyssey] MONTE

2007-11-23 Thread Karl
Hi,
What is happening is that you are running up against a monster that is 
moving the same direction as you. Because the game doesn't let you run 
past monsters, you must wait until they move.
BTW, Tom, any chance of bringing back different monster speeds based on 
difficulty now that there is no problem with autoactivating swords?
Karl
Original message:

 Hi Nicol,

 Quote
 I'm holding down shift while moving but each time when I drink a magical
 potion and I walk through a room with monsters in it, its as if I am unable
 to run.
 End quote

 Personally,I can't see anything in the code to account for this problem.
 Does this happen all the time or just sometimes. For example, I've
 noticed on my laptop when my system resources, memory, etc is low do to
 other background processes on Vista the game will begin acting weird.
 Step sounds will slow, etc for a while. On my desktop still runnning XP
 no problems like that happen.
 However, I most often find this issue when you are running any processor
 intensive tsr applications like antivirous, screen readers, antispyware
 software that slows down cpu processes. I generally turn those
 applications off while gaming, and restart them after I am done gaming.
 Hth.


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Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Thomas Ward
Hi Nicol,

Quote
1.  it happens that 2 torches is used after each other. I went into a dark
room, there was a spider and gems or keys, and when I went out of that room
the torch went dead and the next one immediately lights up.
End quote


Well, from looking at that code it is unlikely you were actually out of 
the room, but you are not the first to complain about multiple torches 
being used in a room. I'm currently looking at an alternative approach 
to torches. Rather than timing them it will put the torch out only when 
you leave a room or die in the room.
Obviously, this takes a little more thought and work to put in place and 
I will probably take on this task after I finish work on the product key 
system.

Quote
2.   it once happened to me that I was unable to get through the red door on
level2.
End quote

My guess is you didn't have all the keys you needed. If you have the 
wrong key or no key for that door you can't open it and pass through it.

Quote
3.  I personally think one should be able to jump up a  burning rope, one
should rather loose health than being killed instantly.
End quote

In this case I differ in opinion. The reason it is the way it is it adds 
difficulty and challenge to the game. If there is a sword, potion, or 
other item you missed before coming down the burning rope you can't go 
back to get it. The moral of the story is you have to try and take it 
when you can or leave it behind.

Quote
4.  next I want to ask a strategy question. How is one supposed to navigate
in monte? Is it important to move in both sides of a room or is it all right
to  only  move in the direction where one hears a key or potion?
End quote

Good question. In most cases you only have to look for the items you can 
here. However if you are in a room with no sounds playing you might want 
to explore it for hidden items that requires a torch to find. Usually, 
though if you have a torch it will light and the sounds will begin 
playing leading you directly to the hidden item.

Quote
Removed auto save game feature from code.
What does this mean? Are you taking away the ability for registered users
to save a game? We will need to save a game if we have to go and do
something important, go to bed etc.
End quote

For the moment yes. There are a couple of reasons I did so for the last 
beta release.
First, arcade games did not offer a save game feature, and including one 
offers the ability to cheat. So the newly designed save game feature 
will have to put in safe gards from cheating. I'm currently evaluating 
how this can be done and maintain security against cheating.
Second, the method of saving the game files is by the book based on good 
documentation on saving games. The problem was all of it assumes you are 
the typical non-security conscious user who runs his XP or Vista system 
as administrator, and doing that as I have said many many times is just 
plane bad security practice. So I am currently researching how I can 
allow saving games and meet a high standard of security. It is doubtful 
given the time left to release I will find a solution for this, and may 
have to restore the original low security save game feature until a 
better one can be found in the future.
However, there is a work around. If a user is running with non-admin 
rights he can install the game locally which will give them smooth 
operating of the game and high security.

Quote
Why these changes? It never presented a problem in  previous betas if the
skulls and gems were in room17, the game works fine now, I'm just curious as
to why you made these changes.
End quote

It has nothing to do with any runtime or game play error. It is just 
that in the original Montezuma's Revenge for Atari the last room on 
every level contained gems which you could collect before leaving the 
level. In this case by accident I placed the skull and gems in the wrong 
room. I corrected my coding error.

Quote
Replaced mono dirt step sounds with stereo dirt step sounds.
It still sounds like mono dirt step sounds to me. I'm understanding sterio
as left right, in other words if the dirt steps were sterio  the first step
panama gives I will hear in my left and the next step he gives in my right,
etc. but the step sound is in the middle of the sound field.
End quote

 You are not the first to be confused by this entry, and unfortunately 
most took a different meaning than the actual meaning of that entry. 
Simply, I imported the effects into Goldwave and resaved them as 16 byt 
stereo effects rather than using mono ones. All that does is make the 
sounds sound a bit higher quality. It doesn't add things like echo, left 
right panning, and other things people thought it meant. Basically, it 
is one of those miner changes that no one notices unless they are 
looking for it.
This is completely different from panning or a virtual 3D effect where a 
sound is passed from speaker to speaker. In that case those sounds are 
actually mono, not stereo, and are easily 

[Audyssey] monte beta6 impressions

2007-11-23 Thread nicol
Hi thom
Beta6 is wonderful, the limitation of 4 swords and  potions  adds more
challenge to the game.
I have came across some bugs.
1.  it happens that 2 torches is used after each other. I went into a dark
room, there was a spider and gems or keys, and when I went out of that room
the torch went dead and the next one immediately lights up.
2.   it once happened to me that I was unable to get through the red door on
level2.
3.  I personally think one should be able to jump up a  burning rope, one
should rather loose health than being killed instantly. Reason for me saying
so is: it once happened to me that I had 4 swords, so there was one sword I
couldn't grab so I jumped down a rope and I was in a room with snakes and I
used a  sword and I wanted to jump up the rope again to grab that sowrd I
couldn't grab before, but then I was killed.
4.  next I want to ask a strategy question. How is one supposed to navigate
in monte? Is it important to move in both sides of a room or is it all right
to  only  move in the direction where one hears a key or potion? Say for
instance I'm in the beginning of the level and I hear a potion to my right,
is it  all right to go in that direction or do I have to move to my left
until I get a wall to make sure that I haven't missed anything.
Next I want to comment on some of the things in the  change log.
Removed auto save game feature from code.
What does this mean? Are you taking away the ability for registered users
to save a game? We will need to save a game if we have to go and do
something important, go to bed etc.
Limited swords and potions  to a maximum of 4 at any time.
This works great.
Moved gems from room 17 to room 18 on level 2.
Moved skull from room 17 to room 18 on level 2.
Why these changes? It never presented a problem in  previous betas if the
skulls and gems were in room17, the game works fine now, I'm just curious as
to why you made these changes.
Replaced mono dirt step sounds with stereo dirt step sounds.
It still sounds like mono dirt step sounds to me. I'm understanding sterio
as left right, in other words if the dirt steps were sterio  the first step
panama gives I will hear in my left and the next step he gives in my right,
etc. but the step sound is in the middle of the sound field.
300 points times difficulty.
Does this mean that easy is 1, medium is 2, hard is 3 and insane is 4?
So in other words if I'm playing on medium is it 300 times 2?
Restored original sword attack sound.
Thanks, I like this change.
Renamed healing potions to magic potions.
Yeh, magic potions is a more realistic name.
Added 20 seconds of  invincibility from monsters
when a magic potion is drankk.
Instead of 20 seconds invincibility it only protects me from a monster in
the current room. If I go to the next room before the 20 seconds ran out I
get injured as if I haven't drank a potion.
Updated spider movement effects.
Yeh, this works great! I can hear the spider further away.
Removed JumpUp() from player controls.
Why? Isn't it sometimes necessary to jump up?
Added PauseGame() function.
Will it also pause the game if I view the map?
What makes the pause function actually different?
I noticed when unpausing the game sappi says: unpouzed.
The sound that I hear if I pause the game sounds the same as the pause sound
in dark destroyer.
The comments I made about the pause function is not complaints, its just
interesting to mention this.
Added announcement to AnnounceObjects() that alerts the player there are no
objects in the room.
Yeh, this works great.
Added AnnounceMonsters() and added it to the m key
Yeh, this works great.






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[Audyssey] MONTE

2007-11-23 Thread nicol
Hi Thom
Something else which I have picked up. When I drink a magic potion and I
walk through a room where there is a monster while the magical potion is
still working, although I'm running, my footsteps sounds very slow and odd.
I'm holding down shift while moving but each time when I drink a magical
potion and I walk through a room with monsters in it, its as if I am unable
to run.


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Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Charles Rivard
I personally like the timed torches as they currently are.  It's sort of a 
penalty for not getting out of a dark room quickly enough.  And, after all, 
torches don't last forever, so it's realistic.

As for saving a game, I think the game should not be able to be saved unless 
you're at the beginning of a level.  This would prevent someone from 
cheating, wouldn't it?
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 23, 2007 3:55 PM
Subject: Re: [Audyssey] monte beta6 impressions


 Hi Nicol,

 Quote
 1.  it happens that 2 torches is used after each other. I went into a dark
 room, there was a spider and gems or keys, and when I went out of that 
 room
 the torch went dead and the next one immediately lights up.
 End quote


 Well, from looking at that code it is unlikely you were actually out of
 the room, but you are not the first to complain about multiple torches
 being used in a room. I'm currently looking at an alternative approach
 to torches. Rather than timing them it will put the torch out only when
 you leave a room or die in the room.
 Obviously, this takes a little more thought and work to put in place and
 I will probably take on this task after I finish work on the product key
 system.

 Quote
 2.   it once happened to me that I was unable to get through the red door 
 on
 level2.
 End quote

 My guess is you didn't have all the keys you needed. If you have the
 wrong key or no key for that door you can't open it and pass through it.

 Quote
 3.  I personally think one should be able to jump up a  burning rope, one
 should rather loose health than being killed instantly.
 End quote

 In this case I differ in opinion. The reason it is the way it is it adds
 difficulty and challenge to the game. If there is a sword, potion, or
 other item you missed before coming down the burning rope you can't go
 back to get it. The moral of the story is you have to try and take it
 when you can or leave it behind.

 Quote
 4.  next I want to ask a strategy question. How is one supposed to 
 navigate
 in monte? Is it important to move in both sides of a room or is it all 
 right
 to  only  move in the direction where one hears a key or potion?
 End quote

 Good question. In most cases you only have to look for the items you can
 here. However if you are in a room with no sounds playing you might want
 to explore it for hidden items that requires a torch to find. Usually,
 though if you have a torch it will light and the sounds will begin
 playing leading you directly to the hidden item.

 Quote
 Removed auto save game feature from code.
 What does this mean? Are you taking away the ability for registered users
 to save a game? We will need to save a game if we have to go and do
 something important, go to bed etc.
 End quote

 For the moment yes. There are a couple of reasons I did so for the last
 beta release.
 First, arcade games did not offer a save game feature, and including one
 offers the ability to cheat. So the newly designed save game feature
 will have to put in safe gards from cheating. I'm currently evaluating
 how this can be done and maintain security against cheating.
 Second, the method of saving the game files is by the book based on good
 documentation on saving games. The problem was all of it assumes you are
 the typical non-security conscious user who runs his XP or Vista system
 as administrator, and doing that as I have said many many times is just
 plane bad security practice. So I am currently researching how I can
 allow saving games and meet a high standard of security. It is doubtful
 given the time left to release I will find a solution for this, and may
 have to restore the original low security save game feature until a
 better one can be found in the future.
 However, there is a work around. If a user is running with non-admin
 rights he can install the game locally which will give them smooth
 operating of the game and high security.

 Quote
 Why these changes? It never presented a problem in  previous betas if the
 skulls and gems were in room17, the game works fine now, I'm just curious 
 as
 to why you made these changes.
 End quote

 It has nothing to do with any runtime or game play error. It is just
 that in the original Montezuma's Revenge for Atari the last room on
 every level contained gems which you could collect before leaving the
 level. In this case by accident I placed the skull and gems in the wrong
 room. I corrected my coding error.

 Quote
 Replaced mono dirt step sounds with stereo dirt step sounds.
 It still sounds like mono dirt step sounds to me. I'm understanding sterio
 as left right, in other words if the dirt steps were sterio  the first 
 step
 panama gives I will hear in my left and the next step he gives in my 
 right,
 etc. but the step sound is in the middle of the sound field.
 End quote

 You are not the first to be confused by this entry

Re: [Audyssey] MONTE

2007-11-23 Thread Thomas Ward

Hi Nicol,

Quote
I'm holding down shift while moving but each time when I drink a magical
potion and I walk through a room with monsters in it, its as if I am unable
to run.
End quote

Personally,I can't see anything in the code to account for this problem. 
Does this happen all the time or just sometimes. For example, I've 
noticed on my laptop when my system resources, memory, etc is low do to 
other background processes on Vista the game will begin acting weird. 
Step sounds will slow, etc for a while. On my desktop still runnning XP 
no problems like that happen.
However, I most often find this issue when you are running any processor 
intensive tsr applications like antivirous, screen readers, antispyware 
software that slows down cpu processes. I generally turn those 
applications off while gaming, and restart them after I am done gaming.
Hth.


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
Hi Phil,
Yeah, I do remember that now that you mention it. I haven't played 
Pacman in so long I almost forgot about that great game.
Now, where is Mrs. Pacman? I want it, I want it, I want it, I want it!!!
Lol!


Phil Vlasak wrote:
 Hi Tom,
 I almost forgot that the original Pacman and my Pacman Talks plays super 
 power music when you eat a super pill, and while it is in effect.
   


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
Hi Bryan,

Quote
Probably, but it just didn't make sense to me to have it say paused when the
little tone should be ample indication. Or maybe you could write it in as a
toggle in the options menu.
End quote

Well, I just removed those two lines of code so hopefully that should 
satisfy the majority. As for putting it in the options menu I don't 
seriously think the feature marets an options group and a registry key 
etc all for itself. That is allot of trouble for a feature which is 
pretty miner in the scheme of things.

Quote
 I also feel you should come up with your own USA Games exit message
instead of using ESP's, even if it then just said thanks for playing
Montazuma's Revenge.
End quote

You aren't the first person to suggest this, and it seams there is a 
growing number of folks that feel the way you do. You are right I don't 
have to include any of the ESP and Alchemy stuff James North left me, 
but I included them because I wanted to remember the games original 
ownership and it's original creator. Though, with the growing number of 
folks requesting custom exit messages etc I am beginning to rethink that 
and will probably change them before the game goes to 1.0.
Cheers.


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
Hi Daniel,
Huh? The ESP paused message and music was never in Monty. the paused 
message Bryan is talking about is sapi saying paused/unpaused when you 
press the pause button or key.
In either case the offending message is gone from the RC1 unstable branch.
Cheers.


blind guy wrote:
 hi.
 funny we're talkking about AO as I was just playing, with the volume
 jacked up (yes, very nice to hear ships 3 miles away, eh?) and I
 paused it to get a drink and it was
 bhlhllhlhhlhlhlhlhlhlhlhlhlllasting loud, pasue game1 pasue game!
 with that music... Just very glad you removed that from beta6, which i
 still have ti get.
 Girhrhrhrhrhhrhrhrhrhrhhrhrhrhrhrhrhrhrhhrrhrhhrhrrr!
   


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
Hi Charles,
Hah hah. Actually, I think my mysterious munk chant while magic 
invincibility is enabled sounds cool, but we will see what others say 
when RC1 hits the web next month.


Charles Rivard wrote:
 On what sound to play when invincibility is up, how about an occasional 
 drinking of the potion, followed by the tossing and busting of a glass 
 bottle?
   


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Claudio
Hello Thomas!
Go to
www.pcsgames.net
And you will find the Game.
Regards, Claudio.


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
Hi Claudio,
Smile Oh, I already have the Pacman Talks demo. I was joking around 
with Phil for the sequel Mrs. Pacman, which he told everyone he was 
going to make, and turned around and made Sarah instead.


Claudio wrote:
 Hello Thomas!
 Go to
 www.pcsgames.net
 And you will find the Game.
 Regards, Claudio.


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Phil Vlasak
Hi Claudio,
At one time I announced I was working on Ms. Pacman.
Instead of the traditional ghosts, I had four ghost or creatures from the 
Harry potter books, Peeves, Myrtle, Nick and Binns chase you around the 
maze.
 Then I added patronis spells that gave you super powers to scare them away.
As you can probably tell, this game evolved into my Sarah game.
I have made thousands of changes these past three years so not much of my 
original game still exists.
Some day, I may go back to the original Ms. Pacman and finish it.
Phil

- Original Message - 
From: Claudio [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, November 18, 2007 2:09 PM
Subject: Re: [Audyssey] Monte beta thoughts


 Hello Thomas!
 Go to
 www.pcsgames.net
 And you will find the Game.
 Regards, Claudio.


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Claudio
Hello Phil!
Thank you for your mail.
I tink sarah and Packman have the same interface but not the same storry and
the same creatures and monsters.
Right?
Regards, Claudio.


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Claudio
Hello Phil!
Is the version from packman on the site not the full release of the game?
Regards, Claudio.


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Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Claudio
Hello Thomas!
Im sorry for that.
Regards, Claudio.


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Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Thomas Ward
Hi Karl,

Quote
I like the new joystick support. I assume there will be a remapping
feature in future versions?
End quote


At some point there will be a joystick mapping feature, but at the 
moment I don't know just when that feature will be added. I am mainly 
going to focus on registration and scripting levels the next couple of 
weeks and joystick mapping has been put on the back burner. the good 
news is that the joystick code is generic enough to be remapped to some 
degree so adding one shouldn't be too rough when I get around to it.

Quote
Also, I didn't notice any stereo footstep sounds.
End quote

All footsteps are in stereo in the game rather than mono. However, it 
isn't really something you would notice much unless extra effects like 
echo were applied.

Quote
One bug I've found so far, if you unplug the joystick while the game is
messing, it crashes with a an unhandled exception has occured message.
End quote

Ok, I think I know what is happening. Once the game detects a joystick 
it assumes naturally it is still connected. I need to add some error 
trapping code to constantly check if the joystick is connected.

Quote
Lastly, there needs to be some power on and power off sound effect
for the invincibility effect of potions.
End quote

Hmmm... Not sure what those sounds will be, but I will look around for 
some effects to do this. I'm trying to remember how the original game 
indicated when your invincibility was used up.
I know for certain when invincibility was over that skulls, snakes, and 
spiders decided you were fun to attack, but I don't recall other than 
that any indicator that invincibility was finished.



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Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Phil Vlasak
Hi Tom,
Quote
Lastly, there needs to be some power on and power off sound effect
for the invincibility effect of potions.
End quote

I have two suggestions,
1. like in my Sarah game, you play an invincibility  song looped while the 
effect is on.
2. Simulating that you are drinking the potion a little at a time, play a 
drinking sound every few seconds.


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Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Thomas Ward
Hi Bryan,
Yeah, I can easily remove those paused/unpaused messages if you want me 
to. There is only two lines that needs removing so it is no big deal.
I'm already starting on release canidate 1 which will feature all the 
levels for registered users as well as any bug fixes, and any urgent 
changes that needs done before this puppy goes to final release.
I also know what you mean about the paused messages in the ESP/Draconis 
games. Having them say paused every 5 seconds or so does drive me up the 
wall, and it was something I yanked out of the Alchemy games right off.
However, how much you want to bet that the minute I do remove those 
paused messages someone will write in and ask to have it back?

Bryan wrote:
 Personally I don't believe there needs to be a paused or unpaused 
 announcement when you hit the pause button. The pause sound and the response 
 from te arrows depending on the state of the game should be enough. Or would 
 that be something too difficult to code? That was one thing I hated about 
 Alien Outback from Draconis, not to mention a few of their other games as 
 well. It would have the little pause music, but then every five seconds or 
 so the game would say Paused, as though the different music and the lack of 
 response from the controls wasn't enough indication. Kelly Sapergia made 
 mention of this same thing in his Main Menu review of the game.
   


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Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Thomas Ward
Hi Phil,

Quote
I have two suggestions,
1. like in my Sarah game, you play an invincibility  song looped while the
effect is on.
End quote

I think looping a sound while the effect is on is the best option for 
this type of thing. So far what I have come up with, which I think 
sounds cool, is playing some quire notes on a keyboard that gives a sort 
of munkish chant while the magic is in effect and it stops when you lose 
the magic invincibility spell.

Cheers.


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Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread blind guy
hi.
funny we're talkking about AO as I was just playing, with the volume
jacked up (yes, very nice to hear ships 3 miles away, eh?) and I
paused it to get a drink and it was
bhlhllhlhhlhlhlhlhlhlhlhlhlllasting loud, pasue game1 pasue game!
with that music... Just very glad you removed that from beta6, which i
still have ti get.
Girhrhrhrhrhhrhrhrhrhrhhrhrhrhrhrhrhrhrhhrrhrhhrhrrr!

On 11/17/07, Bryan [EMAIL PROTECTED] wrote:
 Probably, but it just didn't make sense to me to have it say paused when the
 little tone should be ample indication. Or maybe you could write it in as a
 toggle in the options menu. Then you could satisfy both groups. But that
 could probably wait until after the main release. But at least you removed
 Alchemy's pause message. As I said that was one thing I hated about Alien
 Outback. I also feel you should come up with your own USA Games exit message
 instead of using ESP's, even if it then just said thanks for playing
 Montazuma's Revenge. That's what the Alpha and the first few Betas did and I
 liked that a lot better. It felt like the game was really yours. Since
 you're making this game entirely your own I don't feel you should have to
 use the previous developer's sound files. But that's just my opinion.
 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, November 17, 2007 4:48 PM
 Subject: Re: [Audyssey] Monte beta thoughts


  Hi Bryan,
  Yeah, I can easily remove those paused/unpaused messages if you want me
  to. There is only two lines that needs removing so it is no big deal.
  I'm already starting on release canidate 1 which will feature all the
  levels for registered users as well as any bug fixes, and any urgent
  changes that needs done before this puppy goes to final release.
  I also know what you mean about the paused messages in the ESP/Draconis
  games. Having them say paused every 5 seconds or so does drive me up the
  wall, and it was something I yanked out of the Alchemy games right off.
  However, how much you want to bet that the minute I do remove those
  paused messages someone will write in and ask to have it back?
 
  Bryan wrote:
  Personally I don't believe there needs to be a paused or unpaused
  announcement when you hit the pause button. The pause sound and the
  response
  from te arrows depending on the state of the game should be enough. Or
  would
  that be something too difficult to code? That was one thing I hated about
  Alien Outback from Draconis, not to mention a few of their other games as
  well. It would have the little pause music, but then every five seconds
  or
  so the game would say Paused, as though the different music and the lack
  of
  response from the controls wasn't enough indication. Kelly Sapergia made
  mention of this same thing in his Main Menu review of the game.
 
 
 
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Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Bryan
Probably, but it just didn't make sense to me to have it say paused when the 
little tone should be ample indication. Or maybe you could write it in as a 
toggle in the options menu. Then you could satisfy both groups. But that 
could probably wait until after the main release. But at least you removed 
Alchemy's pause message. As I said that was one thing I hated about Alien 
Outback. I also feel you should come up with your own USA Games exit message 
instead of using ESP's, even if it then just said thanks for playing 
Montazuma's Revenge. That's what the Alpha and the first few Betas did and I 
liked that a lot better. It felt like the game was really yours. Since 
you're making this game entirely your own I don't feel you should have to 
use the previous developer's sound files. But that's just my opinion.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 17, 2007 4:48 PM
Subject: Re: [Audyssey] Monte beta thoughts


 Hi Bryan,
 Yeah, I can easily remove those paused/unpaused messages if you want me
 to. There is only two lines that needs removing so it is no big deal.
 I'm already starting on release canidate 1 which will feature all the
 levels for registered users as well as any bug fixes, and any urgent
 changes that needs done before this puppy goes to final release.
 I also know what you mean about the paused messages in the ESP/Draconis
 games. Having them say paused every 5 seconds or so does drive me up the
 wall, and it was something I yanked out of the Alchemy games right off.
 However, how much you want to bet that the minute I do remove those
 paused messages someone will write in and ask to have it back?

 Bryan wrote:
 Personally I don't believe there needs to be a paused or unpaused
 announcement when you hit the pause button. The pause sound and the 
 response
 from te arrows depending on the state of the game should be enough. Or 
 would
 that be something too difficult to code? That was one thing I hated about
 Alien Outback from Draconis, not to mention a few of their other games as
 well. It would have the little pause music, but then every five seconds 
 or
 so the game would say Paused, as though the different music and the lack 
 of
 response from the controls wasn't enough indication. Kelly Sapergia made
 mention of this same thing in his Main Menu review of the game.



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Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Phil Vlasak
Hi Tom,
I almost forgot that the original Pacman and my Pacman Talks plays super 
power music when you eat a super pill, and while it is in effect.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 17, 2007 6:54 PM
Subject: Re: [Audyssey] Monte beta thoughts


 Hi Phil,

 Quote
 I have two suggestions,
 1. like in my Sarah game, you play an invincibility  song looped while the
 effect is on.
 End quote

 I think looping a sound while the effect is on is the best option for
 this type of thing. So far what I have come up with, which I think
 sounds cool, is playing some quire notes on a keyboard that gives a sort
 of munkish chant while the magic is in effect and it stops when you lose
 the magic invincibility spell.

 Cheers.


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Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Charles Rivard
On what sound to play when invincibility is up, how about an occasional 
drinking of the potion, followed by the tossing and busting of a glass 
bottle?
--
On Thanksgiving day, be like a turkey.  Get! stuffed!!
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 17, 2007 10:29 AM
Subject: Re: [Audyssey] Monte beta thoughts


 Hi Karl,

 Quote
 I like the new joystick support. I assume there will be a remapping
 feature in future versions?
 End quote


 At some point there will be a joystick mapping feature, but at the
 moment I don't know just when that feature will be added. I am mainly
 going to focus on registration and scripting levels the next couple of
 weeks and joystick mapping has been put on the back burner. the good
 news is that the joystick code is generic enough to be remapped to some
 degree so adding one shouldn't be too rough when I get around to it.

 Quote
 Also, I didn't notice any stereo footstep sounds.
 End quote

 All footsteps are in stereo in the game rather than mono. However, it
 isn't really something you would notice much unless extra effects like
 echo were applied.

 Quote
 One bug I've found so far, if you unplug the joystick while the game is
 messing, it crashes with a an unhandled exception has occured message.
 End quote

 Ok, I think I know what is happening. Once the game detects a joystick
 it assumes naturally it is still connected. I need to add some error
 trapping code to constantly check if the joystick is connected.

 Quote
 Lastly, there needs to be some power on and power off sound effect
 for the invincibility effect of potions.
 End quote

 Hmmm... Not sure what those sounds will be, but I will look around for
 some effects to do this. I'm trying to remember how the original game
 indicated when your invincibility was used up.
 I know for certain when invincibility was over that skulls, snakes, and
 spiders decided you were fun to attack, but I don't recall other than
 that any indicator that invincibility was finished.



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[Audyssey] monte

2007-11-13 Thread nicol
HI thom
I came across a bug while playing beta5. sometimes the sound of the torch
keeps on playing. If I enter a dark room and the torch lights up, the sound
keeps playing  forever until I die or complete the level, this makes it
difficult for me to  listen when I'm near the burning edge of the rope.
I was also wondering: do you think its necessary for a pause feature in
monte?
I think so as the phone might just ring as a scull is running towards me, so
then I need to quickly pause the game.
Do you think it will be out by christmass?


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Re: [Audyssey] monte

2007-11-13 Thread Thomas Ward
Hi Nicol,

Quote
I came across a bug while playing beta5. sometimes the sound of the torch
keeps on playing. If I enter a dark room and the torch lights up, the sound
keeps playing  forever until I die or complete the level, this makes it
difficult for me to  listen when I'm near the burning edge of the rope.
End quote

Interesting. In all my testing I have not seen this bug you speak of, 
and you are the first to report it.
Is it possible one torch ends and you light another one in a row? That 
happens when you are in a dark room for too long.

Quote
I was also wondering: do you think its necessary for a pause feature in
monte?
I think so as the phone might just ring as a scull is running towards me, so
then I need to quickly pause the game.
End quote

It is on the things to do list. I don't know when it will reach the 
stable branch, but it should be soon. I have  Beta 6 scheduled to be 
released sometime this week, and if I get the time I will add the pause 
feature to Beta 6.

Quote
Do you think it will be out by christmass?
End quote

That is certainly my goal, but I can never be certain with set backs, 
family obligations, and a hundred other things that can disrupt the 
development cycle between now and then.
One thing I can tell you is I am working on adding a shopping cart to my 
web site and will be taking Christmas orders for Montezuma's Revenge 
weather the game is completed or not. There will be an updated demo of 
course, and product keys will begin shipping sometime next month for the 
latest beta or for the final release which is available at the time.
Hth.


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Re: [Audyssey] monte

2007-11-13 Thread Raul A. Gallegos
Thomas Ward wrote:
 It is on the things to do list. I don't know when it will reach the 
 stable branch, but it should be soon. I have  Beta 6 scheduled to be 
 released sometime this week, and if I get the time I will add the pause 
 feature to Beta 6.

Monty already has a pause feature  Tom. It's called, view the map.

-- 
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Re: [Audyssey] monte

2007-11-13 Thread Karl
Hi,
I've noticed this when the rare bug surfaces where two torches light at 
the same time, one right after the other when you enter a dark room. 
When the first torch burns out, the second one keeps burning indefinitely.
Original message:
 Hi Nicol,

 Quote
 I came across a bug while playing beta5. sometimes the sound of the torch
 keeps on playing. If I enter a dark room and the torch lights up, the sound
 keeps playing  forever until I die or complete the level, this makes it
 difficult for me to  listen when I'm near the burning edge of the rope.
 End quote

 Interesting. In all my testing I have not seen this bug you speak of,
 and you are the first to report it.
 Is it possible one torch ends and you light another one in a row? That
 happens when you are in a dark room for too long.

 Quote
 I was also wondering: do you think its necessary for a pause feature in
 monte?
 I think so as the phone might just ring as a scull is running towards me, so
 then I need to quickly pause the game.
 End quote

 It is on the things to do list. I don't know when it will reach the
 stable branch, but it should be soon. I have  Beta 6 scheduled to be
 released sometime this week, and if I get the time I will add the pause
 feature to Beta 6.

 Quote
 Do you think it will be out by christmass?
 End quote

 That is certainly my goal, but I can never be certain with set backs,
 family obligations, and a hundred other things that can disrupt the
 development cycle between now and then.
 One thing I can tell you is I am working on adding a shopping cart to my
 web site and will be taking Christmas orders for Montezuma's Revenge
 weather the game is completed or not. There will be an updated demo of
 course, and product keys will begin shipping sometime next month for the
 latest beta or for the final release which is available at the time.
 Hth.


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Re: [Audyssey] monte

2007-11-13 Thread Thomas Ward
Hi Raul,

Quote
Monty already has a pause feature  Tom. It's called, view the map.
End quote

That is true, but I do also have to agree with Nicol a classic pause 
feature would be nice as well. The pause feature has been something in 
the works for quite some time. The Pause and Unpause sound files have 
been in the official package for at least the last two builds, but the 
feature itself hasn't been introduced into the stable code branch. 
Wednesday and Thursday I wll be finalising Beta 6 and perhaps I will get 
the pause in under the wire.


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Re: [Audyssey] Monte score

2007-10-24 Thread Thomas Ward
Hi Karl,
Wow! I do believe that is a record for Beta 4. No one else has reported 
such a high score to me anyway so you are likely the number 1 player 
score wize.


Karl wrote:
 Hi,
 My new high score on Insane is 397200, with successful completion of 
 the entire demo. I did not grab all the gems, etc. but I was simply 
 trying to make it through.
 On another note, I only lost one life, because a snake bit me on level 1.
 Has anyone done better?
 Karl

   


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Re: [Audyssey] Monte score

2007-10-24 Thread Karl
Hi,
This brings up a small request. On insane, it's easier to make a 
successfull jump without burning a sword when you do not want to, 
because the monsters are moving faster. I also think faster moving 
monsters make it easier to jump over monsters because there is less of 
a chance that you will land on it because it is moving faster.
So, I would like to request a slight increase in the speed of monsters 
on all difficulties, making them closer to alpha 1 speeds.
Karl
Original message:
 Hi Karl,
 Wow! I do believe that is a record for Beta 4. No one else has reported
 such a high score to me anyway so you are likely the number 1 player
 score wize.


 Karl wrote:
 Hi,
 My new high score on Insane is 397200, with successful completion of
 the entire demo. I did not grab all the gems, etc. but I was simply
 trying to make it through.
 On another note, I only lost one life, because a snake bit me on level 1.
 Has anyone done better?
 Karl




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Re: [Audyssey] Monte score

2007-10-24 Thread Thomas Ward
Hi Karl,
Actually, as of Beta 4 all four skill levels use the same timer rate for 
the movement of game objects. This was changed in order to cut down on 
the use of extra swords, torches, and so on. For the most part it fixed 
the problem, but once and a while the problem appears, but is no longer 
the constant problem it was in earlier test builds.
So increasing the timer rate again as you suggest would entensify 
problems rather than correct them.
Cheers.

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[Audyssey] Monte score

2007-10-23 Thread Karl
Hi,
My new high score on Insane is 397200, with successful completion of 
the entire demo. I did not grab all the gems, etc. but I was simply 
trying to make it through.
On another note, I only lost one life, because a snake bit me on level 1.
Has anyone done better?
Karl

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Re: [Audyssey] monte

2007-08-04 Thread Trenton Matthews
aln ff a ledge, obviously. Bumpping into a wall? Ok, only if you blew up the 
wall, then certainly you'd get hurt from the impact. But just bumpping into 
a wall? Um, um, ...
*looks aorund, quite confused.*


- Original Message -
From: nicol [EMAIL PROTECTED]
To: Gamers@audyssey.org
Sent: Saturday, August 04, 2007 8:20 AM
Subject: [Audyssey] monte

 Hi
 Charles made a suggestion on the u s a games list that when a  player
 causes the character to bang into a wall more than 3 times the character
 should loose health. I totally totally disagree with that. Up to now there
 is  games where the player can  bang into walls  unlimited times and get 
 no
 damage. What about shades of doom, there the character doesn't loose any
 health when banging into a wall, the same with sarah.
 Its ridiculous wanting to cause the character to lose health if he bangs
 into a wall more than 3 times if there already exist games  who doesn't
 cause the character to loose health when banging into walls. It's a real
 ridiculous suggestion Charles made.
 Lets compare  walls in games with walls in real life. If I'm walking as a
 blind person in an unfamiliar environment and I encounter a wall, I will 
 not
 get any hurt if I bump my body against the wall, if I bump my head against
 the wall  yes then I will suffer damage but not if I just try to walk 
 ahead
 if the wall is in my way. I will not suffer that much damage. The same 
 with
 walls in games, its totally ridiculous for a game character TO LOOSE 
 HEALTH
 WHILE BUMPING INTO A WALL MORE THAN 3 TIMES.


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Re: [Audyssey] monte

2007-08-04 Thread Thomas Ward
Hi Nicol,
First, I'd like to point out I have no current plans of reducing health 
if you walk into a wall. I for one agree with you that it shouldn't 
cause health damage by just merely walking into the wall.
However, Charles's suggestion does make a little more sense in the 
context it was given in. Which was if you jump and hit a wall you should 
lose health. This makes practical sense since all the walls of the 
temple are stone walls, and if someone hit the wall with enough speed 
and force it could injure the person possably breaking bones or knocking 
them unconscious.
Same goes if the person is running. If you are running flat out and hit 
a stone wall you are going to be really hurting by the time you pick 
yourself up off the ground. If you didn't hit your head and knock 
yourself out that is. (Grin)


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Re: [Audyssey] monte

2007-08-04 Thread Thomas Ward
Hi trenton,
(Smile) Nicol was quoting Charles out of context. Charles and I were 
discussing on the USA Games list what should happen if you jump and hit 
a wall. one suggestion is you should be injured which certainly could 
happen in real life if you hit that wall with enough speed, and the fact 
the walls are stone.


Trenton Matthews wrote:
 aln ff a ledge, obviously. Bumpping into a wall? Ok, only if you blew up the 
 wall, then certainly you'd get hurt from the impact. But just bumpping into 
 a wall? Um, um, ...
 *looks aorund, quite confused.*

   


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Re: [Audyssey] monte

2007-08-04 Thread Trenton Matthews
Awe, gottcha there!
*smiles back*


- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 04, 2007 11:30 AM
Subject: Re: [Audyssey] monte

 Hi trenton,
 (Smile) Nicol was quoting Charles out of context. Charles and I were
 discussing on the USA Games list what should happen if you jump and hit
 a wall. one suggestion is you should be injured which certainly could
 happen in real life if you hit that wall with enough speed, and the fact
 the walls are stone.


 Trenton Matthews wrote:
 aln ff a ledge, obviously. Bumpping into a wall? Ok, only if you blew up 
 the
 wall, then certainly you'd get hurt from the impact. But just bumpping 
 into
 a wall? Um, um, ...
 *looks aorund, quite confused.*




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Re: [Audyssey] monte

2007-07-19 Thread Thomas Ward
Hi,
Well, it would be hard to describe. It was just a computer generated 
bunch of tones like other Atari effects.


Trenton Matthews wrote:
 I wonder what the original diing sound was like. I don't think I've heard 
 the original Monty sound from the atari game.


 - Original Message -
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, July 17, 2007 5:15 PM
 Subject: Re: [Audyssey] monte

   
 Hi Nicol,
 After I had released the Monty beta 1 initial release someone emailed me
 a copy of the original 1983 Montezuma's Revenge rules and directions. In
 that list of rules I discovered that snakes could not be killed so i
 removed them being killed in patch 1. In addition I got the official
 score table so I reset the score table to match the 1983 arcade classic.
 The point of all the changes is to make this version as close as
 possible to the classic without changing the game too much with newer
 and fresh ideas. I'll let future versions add newer ideas slip in.



 nicol wrote:
 
 Nice patch, thom. I like the sound descriptions.
 When the original beta was released, I wasn't at all aware that it was a
 spider, I thought it was one of those burning ropes.
 Thom, I personally feel one should be able to kill snakes.
 Now I recognize the warp platform' sound; its exactly the same sound used 
 in
 self destruct as a background sound.
 There is a big improvement in the patch, in the original monty there were
 more than one staircase in a room which made navigation confusing, now 
 there
 is only one staircase per room.
 I'm definitely going to buy monte if my friend can't afford it. It's a 
 game
 I will definitely  enjoy.
 A further suggestion is to have a monte competition. The one with the
 highest score on a difficulty level win the extra temple packs. It's a 
 good
 idea to sell  extra temple packs, but if one can get a  chance to win 
 those,
 it would be cool.
 Keep it up


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Re: [Audyssey] monte

2007-07-18 Thread Trenton Matthews
I wonder what the original diing sound was like. I don't think I've heard 
the original Monty sound from the atari game.


- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 17, 2007 5:15 PM
Subject: Re: [Audyssey] monte

 Hi Nicol,
 After I had released the Monty beta 1 initial release someone emailed me
 a copy of the original 1983 Montezuma's Revenge rules and directions. In
 that list of rules I discovered that snakes could not be killed so i
 removed them being killed in patch 1. In addition I got the official
 score table so I reset the score table to match the 1983 arcade classic.
 The point of all the changes is to make this version as close as
 possible to the classic without changing the game too much with newer
 and fresh ideas. I'll let future versions add newer ideas slip in.



 nicol wrote:
 Nice patch, thom. I like the sound descriptions.
 When the original beta was released, I wasn't at all aware that it was a
 spider, I thought it was one of those burning ropes.
 Thom, I personally feel one should be able to kill snakes.
 Now I recognize the warp platform' sound; its exactly the same sound used 
 in
 self destruct as a background sound.
 There is a big improvement in the patch, in the original monty there were
 more than one staircase in a room which made navigation confusing, now 
 there
 is only one staircase per room.
 I'm definitely going to buy monte if my friend can't afford it. It's a 
 game
 I will definitely  enjoy.
 A further suggestion is to have a monte competition. The one with the
 highest score on a difficulty level win the extra temple packs. It's a 
 good
 idea to sell  extra temple packs, but if one can get a  chance to win 
 those,
 it would be cool.
 Keep it up


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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.476 / Virus Database: 269.10.8/904 - Release Date: 7/16/2007 
 5:42 PM

 

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[Audyssey] monte

2007-07-17 Thread nicol
Nice patch, thom. I like the sound descriptions.
When the original beta was released, I wasn't at all aware that it was a
spider, I thought it was one of those burning ropes.
Thom, I personally feel one should be able to kill snakes.
Now I recognize the warp platform' sound; its exactly the same sound used in
self destruct as a background sound.
There is a big improvement in the patch, in the original monty there were
more than one staircase in a room which made navigation confusing, now there
is only one staircase per room.
I'm definitely going to buy monte if my friend can't afford it. It's a game
I will definitely  enjoy.
A further suggestion is to have a monte competition. The one with the
highest score on a difficulty level win the extra temple packs. It's a good
idea to sell  extra temple packs, but if one can get a  chance to win those,
it would be cool.
Keep it up


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Re: [Audyssey] monte

2007-07-17 Thread Thomas Ward
Hi Nicol,
After I had released the Monty beta 1 initial release someone emailed me 
a copy of the original 1983 Montezuma's Revenge rules and directions. In 
that list of rules I discovered that snakes could not be killed so i 
removed them being killed in patch 1. In addition I got the official 
score table so I reset the score table to match the 1983 arcade classic.
The point of all the changes is to make this version as close as 
possible to the classic without changing the game too much with newer 
and fresh ideas. I'll let future versions add newer ideas slip in.



nicol wrote:
 Nice patch, thom. I like the sound descriptions.
 When the original beta was released, I wasn't at all aware that it was a
 spider, I thought it was one of those burning ropes.
 Thom, I personally feel one should be able to kill snakes.
 Now I recognize the warp platform' sound; its exactly the same sound used in
 self destruct as a background sound.
 There is a big improvement in the patch, in the original monty there were
 more than one staircase in a room which made navigation confusing, now there
 is only one staircase per room.
 I'm definitely going to buy monte if my friend can't afford it. It's a game
 I will definitely  enjoy.
 A further suggestion is to have a monte competition. The one with the
 highest score on a difficulty level win the extra temple packs. It's a good
 idea to sell  extra temple packs, but if one can get a  chance to win those,
 it would be cool.
 Keep it up


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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
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Re: [Audyssey] monte

2007-07-17 Thread miss-refugee

I like the update as well.  I've already finished both levels on easy 
difficulty, now I'm going to try normal.
- Original Message - 
From: nicol [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, July 17, 2007 3:33 PM
Subject: [Audyssey] monte



 Nice patch, thom. I like the sound descriptions.
 When the original beta was released, I wasn't at all aware that it was a
 spider, I thought it was one of those burning ropes.
 Thom, I personally feel one should be able to kill snakes.
 Now I recognize the warp platform' sound; its exactly the same sound used 
 in
 self destruct as a background sound.
 There is a big improvement in the patch, in the original monty there were
 more than one staircase in a room which made navigation confusing, now 
 there
 is only one staircase per room.
 I'm definitely going to buy monte if my friend can't afford it. It's a 
 game
 I will definitely  enjoy.
 A further suggestion is to have a monte competition. The one with the
 highest score on a difficulty level win the extra temple packs. It's a 
 good
 idea to sell  extra temple packs, but if one can get a  chance to win 
 those,
 it would be cool.
 Keep it up


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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.



 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.476 / Virus Database: 269.10.8/904 - Release Date: 7/16/2007 
 5:42 PM

 



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Re: [Audyssey] monte suggestion

2007-07-09 Thread Andy Smith
hmmm this game rules!

On 7/8/07, Thomas Ward [EMAIL PROTECTED] wrote:
 Hi Nicol,
 The extra lives feature hasn't been implamented yet, but according to
 the original game every 1 points or so you could get an extra life.
 However, you could have no more than 6 lives at a time.

 nicol wrote:
  HI thom
  How about  putting a potion in the game that will give you an extra life.
  IN  Some games such as pack man and pipe2 you can get extra lives.
 
 
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-- 
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Aim: blindguitardude
msn: [EMAIL PROTECTED]
skype: musicproandy

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Re: [Audyssey] monte problem

2007-07-08 Thread Thomas Ward
Hi Michael,
Yes, you missed a few things, and you wont' find them unless you use a 
torch in some rooms to reveal some of the hidden treasures. Some rooms 
are completely dark, and to do it in audio I turned off the audio for 
hidden effects. When you carry a lit torch into that room the treasures 
will start making sounds so you can find them or see them.
This is a modification of the original game where items were blacked out 
until you used a torch to make them appear.


Michael Maslo wrote:
 Thomas:

 It was supposed to have been 8550 but now I finished both levels on easy
 difficulty and scored 15,725 which I must have missed stuff but I did not
 see anything else. I am going to try normal next and then hard. What a
 awesome game thus far.


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