[Audyssey] Monte Level Editor was super liam versus danger city
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Monte Level Editor was super liam versus danger city
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] /monte fun stuff with tomb hunter
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte Beta 9 status.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte Beta 9 status.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta7 or 8?
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta7 or 8?
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte, a couple suggestions
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte, a couple suggestions
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte, a couple suggestions
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] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte, a couple suggestions
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte, a couple suggestions
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? --- Shepherds are the best beasts. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte, a couple suggestions
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[Audyssey] Monte, a couple suggestions
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. -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte, a couple suggestions
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[Audyssey] Monte beta7 or 8?
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta7 or 8?
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[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! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte beta7 impressions
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! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte beta7 impressions
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! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte, registered version, first thoughts
Hi, Monte is currently selling for $35.00 USD. Cheers. Brandon Armstrong wrote: how much is montie Brandon --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[Audyssey] Monte, registered version, first thoughts
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 -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte, registered version, first thoughts
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte: speed/chalenge game
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte: speed/chalenge game
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte: speed/chalenge game
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] . You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte: speed/chalenge game
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte: speed/chalenge game
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[Audyssey] Monte: speed/chalenge game
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 -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte bosses.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte bosses.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte bosses.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte bosses.
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte bosses.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte bosses.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte bosses.
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte bosses.
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte bosses.
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] -- Raul A. Gallegos .. http://www.asmodean.net --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] MONTE
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte beta6 impressions
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte beta6 impressions
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] MONTE
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] MONTE
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte beta6 impressions
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte beta6 impressions
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] MONTE
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] MONTE
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] MONTE
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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, 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
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[Audyssey] MONTE
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte beta6 impressions
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
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
Hello Thomas! Go to www.pcsgames.net And you will find the Game. Regards, Claudio. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
Hello Phil! Is the version from packman on the site not the full release of the game? Regards, Claudio. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
Hello Thomas! Im sorry for that. Regards, Claudio. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] -- Regards Daniel Msn: [EMAIL PROTECTED], aim: [comng soon] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte beta thoughts
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[Audyssey] monte
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? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte
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. -- Raul A. Gallegos .. http://www.asmodean.net --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte score
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte score
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 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Monte score
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[Audyssey] Monte score
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 -- Email services provided by the System Access Mobile Network. Visit www.serotek.com to learn more about accessibility anywhere. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] monte
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. ___ Gamers mailing list .. Gamers@audyssey.org 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: 269.11.2/933 - Release Date: 8/2/2007 2:22 PM ___ Gamers mailing list .. Gamers@audyssey.org 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.
Re: [Audyssey] monte
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) ___ Gamers mailing list .. Gamers@audyssey.org 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.
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.* ___ Gamers mailing list .. Gamers@audyssey.org 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.
Re: [Audyssey] monte
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.* ___ Gamers mailing list .. Gamers@audyssey.org 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: 269.11.4/936 - Release Date: 8/4/2007 2:42 PM ___ Gamers mailing list .. Gamers@audyssey.org 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.
Re: [Audyssey] monte
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 ___ Gamers mailing list .. Gamers@audyssey.org 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. ___ Gamers mailing list .. Gamers@audyssey.org 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 ___ Gamers mailing list .. Gamers@audyssey.org 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. ___ Gamers mailing list .. Gamers@audyssey.org 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.
Re: [Audyssey] monte
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 ___ Gamers mailing list .. Gamers@audyssey.org 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. ___ Gamers mailing list .. Gamers@audyssey.org 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 ___ Gamers mailing list .. Gamers@audyssey.org 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.
[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 ___ Gamers mailing list .. Gamers@audyssey.org 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.
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 ___ Gamers mailing list .. Gamers@audyssey.org 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. ___ Gamers mailing list .. Gamers@audyssey.org 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.
Re: [Audyssey] monte
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 ___ Gamers mailing list .. Gamers@audyssey.org 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 ___ Gamers mailing list .. Gamers@audyssey.org 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.
Re: [Audyssey] monte suggestion
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. ___ Gamers mailing list .. Gamers@audyssey.org 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. ___ Gamers mailing list .. Gamers@audyssey.org 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. -- Andy, the best audio gamer! Aim: blindguitardude msn: [EMAIL PROTECTED] skype: musicproandy ___ Gamers mailing list .. Gamers@audyssey.org 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.
Re: [Audyssey] monte problem
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. ___ Gamers mailing list .. Gamers@audyssey.org 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. ___ Gamers mailing list .. Gamers@audyssey.org 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.