Re: [Audyssey] New release - The Q9 Action game!

2010-01-18 Thread Reinhard Stebner
I enjoy the game a lot and I normally have had problems with very complex
games.  This one is simple and fits my need for a a side scrolled.  Great
work.  I just bot the game and M enjoying it.  I am not all that good at the
game, but I do enjoy it. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, November 16, 2009 5:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New release - The Q9 Action game!

Hi,
Agreed. In all respects Q9 is a classic 80's type side-scroller similar to
Donkey Kong and some of the later Pitfall games. Things like level editors
etc need not apply here. This is exactly one of the aspects where I ran into
problems with Mysteries of the Ancients.
I started out writing a traditional side-scroller along the lines of
Montezuma's Revenge,and I was bombarded with requests for level editors,
save game features, random monsters, random items, etc. After a while as I
added features and updates the game ceased to be what I initially had
planned to create in the first place. In the end I've been very disappointed
in the product while others constantly say how much they enjoy it. Kind of a
paradox disliking the very game others like. 
However, that situation was caused by trying to please everyone else except
myself. I don't want to see Philip make this mistake as well.
Anyway, in my personal opinion adding level editors and such to Q9 would
ruin the classic arcade game feel. The reason I like this game so well is it
reminds me of the type of games I played in my younger years. Sure it has
some modern aspects like random items, random monsters, etc but that
enhances rather than detracts from the game. The game is very adictive and
has a high amount of replay value for me right now. That's all that counts
in my opinion.


dark wrote:
 while more traps would be nice if possible,  maybe themed traps 
 for the levels, I seriously don't see what good an editer would do in 
 a game where everything is randomized, sinse I assume the principle 
 differences betwene the levels are the types and frequency rates of 
 enemies, pits and items,  and their length.

 I don't see how playing with these factors in an editer would really 
 do anything more than the current game is doing already.

 Beware the grue!

 Dark.


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-21 Thread tim
hi philip, a real quick question, ware did you get or record the wind in the 
mountain level? so darn clear! was that done with a digital recorder? or 
how. thanks much!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 20:00
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers 
to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-21 Thread Philip Bennefall

Hi Tim,

No, that wind was taken from my sound effect library. I purchased the Sound 
Ideas General 6000 series collection plus the extentions, which is a set of 
110 CD's, so I have just a few to choose from. Grin.


Kind regards,

Philip Bennefall
- Original Message - 
From: tim isfe...@gmail.com
To: Gamers Discussion list gamers@audyssey.org; A public mailing list 
for Blastbay Studios. t...@blastbay.com

Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 12:39 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


hi philip, a real quick question, ware did you get or record the wind in 
the

mountain level? so darn clear! was that done with a digital recorder? or
how. thanks much!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 20:00
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those

of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut 
scenes

with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-21 Thread tim
ahh got ya thanks! great! game still trying to beat level 3 of the mountain 
world on mediam lol have 24 lives left lol so keep on trying grin
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 17:47
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Tim,

No, that wind was taken from my sound effect library. I purchased the 
Sound Ideas General 6000 series collection plus the extentions, which is a 
set of 110 CD's, so I have just a few to choose from. Grin.


Kind regards,

Philip Bennefall
- Original Message - 
From: tim isfe...@gmail.com
To: Gamers Discussion list gamers@audyssey.org; A public mailing list 
for Blastbay Studios. t...@blastbay.com

Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 12:39 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


hi philip, a real quick question, ware did you get or record the wind in 
the

mountain level? so darn clear! was that done with a digital recorder? or
how. thanks much!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 20:00
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those

of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut 
scenes

with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-21 Thread dark

wow phil that's dedication!

I'll be looking forward to hereing what turns up in your games next

Beware the gRue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 11:47 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Tim,

No, that wind was taken from my sound effect library. I purchased the 
Sound Ideas General 6000 series collection plus the extentions, which is a 
set of 110 CD's, so I have just a few to choose from. Grin.


Kind regards,

Philip Bennefall
- Original Message - 
From: tim isfe...@gmail.com
To: Gamers Discussion list gamers@audyssey.org; A public mailing list 
for Blastbay Studios. t...@blastbay.com

Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 12:39 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


hi philip, a real quick question, ware did you get or record the wind in 
the

mountain level? so darn clear! was that done with a digital recorder? or
how. thanks much!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 20:00
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those

of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut 
scenes

with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-19 Thread Karl Belanger
I bought the game just about an hour ago, and am on Death world level 1, on 
easy. This is a ton of fun to play. Was wondering a few things:
Are the pits random as well or just the enemies?
How does the points system work?
Are the level lengths constant or random?
This is one of the better games I've played, for sure.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Allan Thompson
Sent: Sunday, November 15, 2009 11:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] New release - The Q9 Action game!

I am definitely going to check it out. Normally I am not keen on audio side 
scrollers but with these kind of endorsements I may have to rethink that.
No time right now, but I did listen to some of that music you have up on 
your site. It made me wish I was a developer just so I could use that music. 
Great stuff.

al
- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 9:00 PM
Subject: [Audyssey] New release - The Q9 Action game!


 Hello everyone,

 I wish to officially announce the release of the Q9 Action Game. For those 
 of you not familiar with it, it's a sidescroller entirely based on sound 
 with 12 exciting levels containning a hoard of enemies and other dangers 
 to make your way through.

 You have to guide the little alien Q9 through four different worlds with 
 three levels in each, and help him to find his spaceship so that he can 
 return back to his own planet. The game features a lot of high quality 
 sound effects, an original orchestral score as well as numerous cut scenes 
 with slightly morbid humor.

 For more information, please visit us on the web at www.blastbay.com.

 Enjoy!

 Kind regards,

 Philip Bennefall
 ---
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-19 Thread william lomas

ah wow glad to see it is out

On 16 Nov 2009, at 02:35, Bryan Peterson wrote:

Well I can't afford to do it this month but I plan on registering it  
as soon as money permits. Very fun.
Homer: Hey, uh, could you go across the street and get me a slice of  
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - From: Philip Bennefall phi...@blastbay.com 


To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 7:00 PM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game.  
For those of you not familiar with it, it's a sidescroller entirely  
based on sound with 12 exciting levels containning a hoard of  
enemies and other dangers to make your way through.


You have to guide the little alien Q9 through four different worlds  
with three levels in each, and help him to find his spaceship so  
that he can return back to his own planet. The game features a lot  
of high quality sound effects, an original orchestral score as well  
as numerous cut scenes with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Jacob Kruger
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and then 
hit the right/left arrow key to make it over them...LOL!


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers 
to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread shaun everiss
yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get em.
you have a pit on the left and some enemies on the right and well you get the 
picture.
At 08:26 a.m. 17/11/2009, you wrote:
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and then 
hit the right/left arrow key to make it over them...LOL!

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!


Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those of 
you not familiar with it, it's a sidescroller entirely based on sound with 12 
exciting levels containning a hoard of enemies and other dangers to make your 
way through.

You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality sound 
effects, an original orchestral score as well as numerous cut scenes with 
slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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The message was checked by ESET NOD32 Antivirus.

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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Philip Bennefall

Hi Dark,

Sorry for being a bit late in responding, I have a whole bunch of emails to 
wade through.


First, you are not the only one to suggest a quicker way of switching 
weapons. Though I do not personally find it particularly ircsome, I can see 
why others might and so I will make it possible to press tab and shift tab 
to switch between the four weapons.


As for turning, it works like this. When you are facing right and you press 
the left arrow, you will then turn around on the spot without taking a step. 
This is good for when you have one or more enemies on each side and you want 
to hit them both without actually moving. Running has noe effect on this, as 
you can turn as fast as you want. So if you keep pressing the left and right 
arrows in quick succession you will notice how Q9 turns back and forward 
without moving in the environment.


I hope this answers your questions.

Kind regards,

Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 6:14 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!



HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

PHi Phil. /DIV

P /DIV

PJust tried the demo. Very nicely put together indeed, not just in the
matter

of sound, but the matter of mechanics and how the engine works. /DIV

P /DIV

PFirstly, I love the way you don't actually get killed by just running
into

enemy's,  they actually have to attack you, - which obviously they
do at

different rates. I also love the way you can get attacked from behind and
above

as well. /DIV

P /DIV

PThe precise sterrio targiting and way you hear enemies at a distance is

really well thought out, and gives you a lot of information about what's
going

on in the game,  pluss the need to use good quality headphones. I also
love the way everything is random,  so no two games are the same. 
/DIV


P /DIV

PI'll certainly be getting this one,  and I'll be writing some news 
on


audiogames.net as soon as I've finished this E-mail. /DIV

P /DIV

Pit's games like this that remind us,  as we (very much me 
included),

want

more and more complex games, that however many classic arcade style games
there

are,  even an old formular can be extremely good if done well. /DIV

P /DIV

PNow, I'm afraid I have one suggestion and one question. /DIV

P /DIV

PIf your well beyond the phase of implementing suggestions,  fair
enough.

/DIV

P /DIV

PI find having the number row keys select weapons makes it slightly
difficult

to switch on the fly during combat. If I hear a bear coming, by the time
I've got out my slingshot with the 2 key it's almost upon me,  and by
the time I've got back to my club with 1,  I'm bearing (ha ha), a lot 
of

pain.

Is there any chance you could add, - if your stil in the manner of
adding to the game, either a pause weapon select menue accessed with tab, 
or

a quick weapon cycle key such as shift, alt, tab or z,  so that it's
possible to flick to one weapon and use it more smoothly than scrambling 
to

and from the numbers row?

If your beyond the content adding phase,  fair enough.

Now for the question. I'm not sure exactly how turning around works. The
manual said that ctrl and arrow would turn you faster,  does your
character however turn on the spot, or take a step backwards and turn? and
does this differ whether your walking or running? I just ask, sinse going
through the demo both in easy and normal mode,  I was having miner
trouble stepping off pits after I turned round to deal with a monster
sneaking up behind me. /DIV

Congratulations on a brilliant game all round.

All the best,

Dark.

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 2:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those

of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut 
scenes

with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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All messages

Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Yohandy
   Objects are possible to get anywhere. they never materialize in 
impossible places. they're hard to get sometimes but never impossible.


- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 3:24 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get 
em.
you have a pit on the left and some enemies on the right and well you get 
the picture.

At 08:26 a.m. 17/11/2009, you wrote:
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and 
then hit the right/left arrow key to make it over them...LOL!


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those of you not familiar with it, it's a sidescroller entirely based on 
sound with 12 exciting levels containning a hoard of enemies and other 
dangers to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut 
scenes with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
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please send E-mail to gamers-ow...@audyssey.org.

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The message was checked by ESET NOD32 Antivirus.

http://www.eset.com





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signature database 4613 (20091116) __


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list,
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread matheus
hi philip. i have a suggestion. what about more types of traps in some
locations, to add even more random things and increase the replaiability
of this awesome game? i don't know what else you could add, maybe
the others can help with suggestions. another good thing that whould be
good is maybe a new type of enemy to kill. the humans. i really love to
kill the animals, but since the game takes place in the earth, some
males / females armed with clubs or something even worse in the middle
of the levels whould rock in
my opinion.
and for last, i know that it's hard to create, but a level editor that
allows you to create custon levels whould give the game a infinity
replay value.
thanks for the attention, and i know if these suggestions are not
going to be implemented, that's certain understandable, since i know
you're working in other projects, and probably won't want to add much
more things to this game.
thanks again, for creating a game that remembers me of the old beat'em
ups, totaly accessible for us.
:)
-Mensagem original-
De: Philip Bennefall phi...@blastbay.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Segunda, 16 de Novembro de 2009 21:30
Assunto: Re: [Audyssey] New release - The Q9 Action game!

Hi Dark,

Sorry for being a bit late in responding, I have a whole bunch of emails to
wade through.

First, you are not the only one to suggest a quicker way of switching
weapons. Though I do not personally find it particularly ircsome, I can see
why others might and so I will make it possible to press tab and shift tab
to switch between the four weapons.

As for turning, it works like this. When you are facing right and you press
the left arrow, you will then turn around on the spot without taking a step.
This is good for when you have one or more enemies on each side and you want
to hit them both without actually moving. Running has noe effect on this, as
you can turn as fast as you want. So if you keep pressing the left and right
arrows in quick succession you will notice how Q9 turns back and forward
without moving in the environment.

I hope this answers your questions.

Kind regards,

Philip Bennefall
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 6:14 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


 HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

 PHi Phil. /DIV

 P /DIV

 PJust tried the demo. Very nicely put together indeed, not just in the
 matter

 of sound, but the matter of mechanics and how the engine works. /DIV

 P /DIV

 PFirstly, I love the way you don't actually get killed by just running
 into

 enemy's,  they actually have to attack you, - which obviously they
 do at

 different rates. I also love the way you can get attacked from behind and
 above

 as well. /DIV

 P /DIV

 PThe precise sterrio targiting and way you hear enemies at a distance is

 really well thought out, and gives you a lot of information about what's
 going

 on in the game,  pluss the need to use good quality headphones. I also
 love the way everything is random,  so no two games are the same.
 /DIV

 P /DIV

 PI'll certainly be getting this one,  and I'll be writing some news
 on

 audiogames.net as soon as I've finished this E-mail. /DIV

 P /DIV

 Pit's games like this that remind us,  as we (very much me
 included),
 want

 more and more complex games, that however many classic arcade style games
 there

 are,  even an old formular can be extremely good if done well. /DIV

 P /DIV

 PNow, I'm afraid I have one suggestion and one question. /DIV

 P /DIV

 PIf your well beyond the phase of implementing suggestions,  fair
 enough.

 /DIV

 P /DIV

 PI find having the number row keys select weapons makes it slightly
 difficult

 to switch on the fly during combat. If I hear a bear coming, by the time
 I've got out my slingshot with the 2 key it's almost upon me,  and by
 the time I've got back to my club with 1,  I'm bearing (ha ha), a lot
 of
 pain.

 Is there any chance you could add, - if your stil in the manner of
 adding to the game, either a pause weapon select menue accessed with tab,
 or
 a quick weapon cycle key such as shift, alt, tab or z,  so that it's
 possible to flick to one weapon and use it more smoothly than scrambling
 to
 and from the numbers row?

 If your beyond the content adding phase,  fair enough.

 Now for the question. I'm not sure exactly how turning around works. The
 manual said that ctrl and arrow would turn you faster,  does your
 character however turn on the spot, or take a step backwards and turn? and
 does this differ whether your walking or running? I just ask, sinse going
 through the demo both in easy and normal mode,  I was having miner
 trouble stepping off pits after I turned round to deal with a monster
 sneaking up behind me. /DIV

 Congratulations on a brilliant game all

Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Angellko21
yes,I agree with Mateus,the humans could be interesting,it is not many games 
with real killing of humans:)
- Original Message - 
From: matheus an...@bol.com.br

To: gamers@audyssey.org
Sent: Monday, November 16, 2009 11:10 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



hi philip. i have a suggestion. what about more types of traps in some
locations, to add even more random things and increase the replaiability
of this awesome game? i don't know what else you could add, maybe
the others can help with suggestions. another good thing that whould be
good is maybe a new type of enemy to kill. the humans. i really love to
kill the animals, but since the game takes place in the earth, some
males / females armed with clubs or something even worse in the middle
of the levels whould rock in
my opinion.
and for last, i know that it's hard to create, but a level editor that
allows you to create custon levels whould give the game a infinity
replay value.
thanks for the attention, and i know if these suggestions are not
going to be implemented, that's certain understandable, since i know
you're working in other projects, and probably won't want to add much
more things to this game.
thanks again, for creating a game that remembers me of the old beat'em
ups, totaly accessible for us.
:)
-Mensagem original-
De: Philip Bennefall phi...@blastbay.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Segunda, 16 de Novembro de 2009 21:30
Assunto: Re: [Audyssey] New release - The Q9 Action game!

Hi Dark,

Sorry for being a bit late in responding, I have a whole bunch of emails 
to

wade through.

First, you are not the only one to suggest a quicker way of switching
weapons. Though I do not personally find it particularly ircsome, I can 
see

why others might and so I will make it possible to press tab and shift tab
to switch between the four weapons.

As for turning, it works like this. When you are facing right and you 
press
the left arrow, you will then turn around on the spot without taking a 
step.
This is good for when you have one or more enemies on each side and you 
want
to hit them both without actually moving. Running has noe effect on this, 
as
you can turn as fast as you want. So if you keep pressing the left and 
right

arrows in quick succession you will notice how Q9 turns back and forward
without moving in the environment.

I hope this answers your questions.

Kind regards,

Philip Bennefall
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 6:14 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!



HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

PHi Phil. /DIV

P /DIV

PJust tried the demo. Very nicely put together indeed, not just in the
matter

of sound, but the matter of mechanics and how the engine works. /DIV

P /DIV

PFirstly, I love the way you don't actually get killed by just running
into

enemy's,  they actually have to attack you, - which obviously 
they

do at

different rates. I also love the way you can get attacked from behind and
above

as well. /DIV

P /DIV

PThe precise sterrio targiting and way you hear enemies at a distance 
is


really well thought out, and gives you a lot of information about what's
going

on in the game,  pluss the need to use good quality headphones. I 
also

love the way everything is random,  so no two games are the same.
/DIV

P /DIV

PI'll certainly be getting this one,  and I'll be writing some news
on

audiogames.net as soon as I've finished this E-mail. /DIV

P /DIV

Pit's games like this that remind us,  as we (very much me
included),
want

more and more complex games, that however many classic arcade style games
there

are,  even an old formular can be extremely good if done well. /DIV

P /DIV

PNow, I'm afraid I have one suggestion and one question. /DIV

P /DIV

PIf your well beyond the phase of implementing suggestions,  fair
enough.

/DIV

P /DIV

PI find having the number row keys select weapons makes it slightly
difficult

to switch on the fly during combat. If I hear a bear coming, by the time
I've got out my slingshot with the 2 key it's almost upon me,  and by
the time I've got back to my club with 1,  I'm bearing (ha ha), a lot
of
pain.

Is there any chance you could add, - if your stil in the manner of
adding to the game, either a pause weapon select menue accessed with tab,
or
a quick weapon cycle key such as shift, alt, tab or z,  so that it's
possible to flick to one weapon and use it more smoothly than scrambling
to
and from the numbers row?

If your beyond the content adding phase,  fair enough.

Now for the question. I'm not sure exactly how turning around works. The
manual said that ctrl and arrow would turn you faster,  does your
character however turn on the spot, or take a step backwards and turn? 
and

does this differ whether your

Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Thomas Ward

Hi Shaun,
Oh, I hate it when special items come down over a pit and I have to try 
and jump over the pit and grab it in mid air before it falls into the 
pit. That drives me nuts, but is all part of the fun. I can't tel you 
how many times Q9 has broke his stupid alien neck going for falling 
items that are in less than accessible places. Lol!


shaun everiss wrote:

yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get em.
you have a pit on the left and some enemies on the right and well you get the 
picture.
  



At 08:26 a.m. 17/11/2009, you wrote:
  

Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and then hit 
the right/left arrow key to make it over them...LOL!

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!




Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those of 
you not familiar with it, it's a sidescroller entirely based on sound with 12 
exciting levels containning a hoard of enemies and other dangers to make your 
way through.

You have to guide the little alien Q9 through four different worlds with three 
levels in each, and help him to find his spaceship so that he can return back 
to his own planet. The game features a lot of high quality sound effects, an 
original orchestral score as well as numerous cut scenes with slightly morbid 
humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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You can make changes or update your subscription via the web, at
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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.

__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4610 (20091115) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


  

__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4613 (20091116) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com




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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread dark
Well, that's to me another good point about the game,  deciding when to 
go after bonsues and when not to.


Beware the gRue1

Dark.
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 8:24 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get 
em.
you have a pit on the left and some enemies on the right and well you get 
the picture.

At 08:26 a.m. 17/11/2009, you wrote:
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and 
then hit the right/left arrow key to make it over them...LOL!


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those of you not familiar with it, it's a sidescroller entirely based on 
sound with 12 exciting levels containning a hoard of enemies and other 
dangers to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut 
scenes with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Mike Reiser
Just bought the game, keep up the great work!  

Mike
On Nov 16, 2009, at 4:06 PM, dark wrote:

 Well, that's to me another good point about the game,  deciding when to 
 go after bonsues and when not to.
 
 Beware the gRue1
 
 Dark.
 - Original Message - From: shaun everiss shau...@xtra.co.nz
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 16, 2009 8:24 PM
 Subject: Re: [Audyssey] New release - The Q9 Action game!
 
 
 yeah I had to read that part of the menu about the pits.
 objects can sometimes come down in places where you really can't just get em.
 you have a pit on the left and some enemies on the right and well you get 
 the picture.
 At 08:26 a.m. 17/11/2009, you wrote:
 Will just say very cool, and suppose it helped to go read the manual after 
 falling down the pits a few times so that I knew should jump first and then 
 hit the right/left arrow key to make it over them...LOL!
 
 Stay well
 
 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'
 
 - Original Message - From: Philip Bennefall phi...@blastbay.com
 To: A public mailing list for Blastbay Studios. t...@blastbay.com
 Cc: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 16, 2009 4:00 AM
 Subject: [Audyssey] New release - The Q9 Action game!
 
 
 Hello everyone,
 
 I wish to officially announce the release of the Q9 Action Game. For those 
 of you not familiar with it, it's a sidescroller entirely based on sound 
 with 12 exciting levels containning a hoard of enemies and other dangers 
 to make your way through.
 
 You have to guide the little alien Q9 through four different worlds with 
 three levels in each, and help him to find his spaceship so that he can 
 return back to his own planet. The game features a lot of high quality 
 sound effects, an original orchestral score as well as numerous cut scenes 
 with slightly morbid humor.
 
 For more information, please visit us on the web at www.blastbay.com.
 
 Enjoy!
 
 Kind regards,
 
 Philip Bennefall
 ---
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 The message was checked by ESET NOD32 Antivirus.
 
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread dark

Thanks Philip.

Very handy to know on both counts,  and I'll appreciate the use of the 
tab key for weapon switching when the next update has come.


I've now bought my copy too,  and while I haven't been able to play it 
as much today as I would've liked, I have seen more worlds and levels,   
not to mention those cut scenes and death sequences, - awsome!


My only miner question is,  even if it's not really an answerable 
one,  who the heck is Q9, from where does he come, and how did he lose 
his spaceship?


I know action games aren't supposed to have massive amounts of plot,   
and I'm probably being pedantic,  but i'd appreciate knowing all the 
same,  either by an extra game cut scene or an intro in the manual.


Beware the gRue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 8:30 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Dark,

Sorry for being a bit late in responding, I have a whole bunch of emails 
to wade through.


First, you are not the only one to suggest a quicker way of switching 
weapons. Though I do not personally find it particularly ircsome, I can 
see why others might and so I will make it possible to press tab and shift 
tab to switch between the four weapons.


As for turning, it works like this. When you are facing right and you 
press the left arrow, you will then turn around on the spot without taking 
a step. This is good for when you have one or more enemies on each side 
and you want to hit them both without actually moving. Running has noe 
effect on this, as you can turn as fast as you want. So if you keep 
pressing the left and right arrows in quick succession you will notice how 
Q9 turns back and forward without moving in the environment.


I hope this answers your questions.

Kind regards,

Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 6:14 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!



HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

PHi Phil. /DIV

P /DIV

PJust tried the demo. Very nicely put together indeed, not just in the
matter

of sound, but the matter of mechanics and how the engine works. /DIV

P /DIV

PFirstly, I love the way you don't actually get killed by just running
into

enemy's,  they actually have to attack you, - which obviously 
they

do at

different rates. I also love the way you can get attacked from behind and
above

as well. /DIV

P /DIV

PThe precise sterrio targiting and way you hear enemies at a distance 
is


really well thought out, and gives you a lot of information about what's
going

on in the game,  pluss the need to use good quality headphones. I 
also
love the way everything is random,  so no two games are the same. 
/DIV


P /DIV

PI'll certainly be getting this one,  and I'll be writing some news 
on


audiogames.net as soon as I've finished this E-mail. /DIV

P /DIV

Pit's games like this that remind us,  as we (very much me 
included),

want

more and more complex games, that however many classic arcade style games
there

are,  even an old formular can be extremely good if done well. /DIV

P /DIV

PNow, I'm afraid I have one suggestion and one question. /DIV

P /DIV

PIf your well beyond the phase of implementing suggestions,  fair
enough.

/DIV

P /DIV

PI find having the number row keys select weapons makes it slightly
difficult

to switch on the fly during combat. If I hear a bear coming, by the time
I've got out my slingshot with the 2 key it's almost upon me,  and by
the time I've got back to my club with 1,  I'm bearing (ha ha), a lot 
of

pain.

Is there any chance you could add, - if your stil in the manner of
adding to the game, either a pause weapon select menue accessed with tab, 
or

a quick weapon cycle key such as shift, alt, tab or z,  so that it's
possible to flick to one weapon and use it more smoothly than scrambling 
to

and from the numbers row?

If your beyond the content adding phase,  fair enough.

Now for the question. I'm not sure exactly how turning around works. The
manual said that ctrl and arrow would turn you faster,  does your
character however turn on the spot, or take a step backwards and turn? 
and

does this differ whether your walking or running? I just ask, sinse going
through the demo both in easy and normal mode,  I was having miner
trouble stepping off pits after I turned round to deal with a monster
sneaking up behind me. /DIV

Congratulations on a brilliant game all round.

All the best,

Dark.

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 2:00 AM

Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Thomas Ward

Hi,
I second that. It is not so much impossible to get the objects as pretty 
darn hard when you have enemies piling on you like a bunch of football 
players and the stupid object is heading straight for a pit. It is times 
like that you litterally have to decide to try and jump for the object 
over the pit or stand their and try and beat off all of your enemy 
attackers. Sometimes you don't have much choice but to stand there and 
fight while the object goes smash.



Yohandy wrote:
   Objects are possible to get anywhere. they never materialize in 
impossible places. they're hard to get sometimes but never impossible.



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread dark
while more traps would be nice if possible,  maybe themed traps for the 
levels, I seriously don't see what good an editer would do in a game where 
everything is randomized, sinse I assume the principle differences betwene 
the levels are the types and frequency rates of enemies, pits and 
items,  and their length.


I don't see how playing with these factors in an editer would really do 
anything more than the current game is doing already.


Beware the grue!

Dark.
- Original Message - 
From: matheus an...@bol.com.br

To: gamers@audyssey.org
Sent: Monday, November 16, 2009 10:10 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



hi philip. i have a suggestion. what about more types of traps in some
locations, to add even more random things and increase the replaiability
of this awesome game? i don't know what else you could add, maybe
the others can help with suggestions. another good thing that whould be
good is maybe a new type of enemy to kill. the humans. i really love to
kill the animals, but since the game takes place in the earth, some
males / females armed with clubs or something even worse in the middle
of the levels whould rock in
my opinion.
and for last, i know that it's hard to create, but a level editor that
allows you to create custon levels whould give the game a infinity
replay value.
thanks for the attention, and i know if these suggestions are not
going to be implemented, that's certain understandable, since i know
you're working in other projects, and probably won't want to add much
more things to this game.
thanks again, for creating a game that remembers me of the old beat'em
ups, totaly accessible for us.
:)
-Mensagem original-
De: Philip Bennefall phi...@blastbay.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Segunda, 16 de Novembro de 2009 21:30
Assunto: Re: [Audyssey] New release - The Q9 Action game!

Hi Dark,

Sorry for being a bit late in responding, I have a whole bunch of emails 
to

wade through.

First, you are not the only one to suggest a quicker way of switching
weapons. Though I do not personally find it particularly ircsome, I can 
see

why others might and so I will make it possible to press tab and shift tab
to switch between the four weapons.

As for turning, it works like this. When you are facing right and you 
press
the left arrow, you will then turn around on the spot without taking a 
step.
This is good for when you have one or more enemies on each side and you 
want
to hit them both without actually moving. Running has noe effect on this, 
as
you can turn as fast as you want. So if you keep pressing the left and 
right

arrows in quick succession you will notice how Q9 turns back and forward
without moving in the environment.

I hope this answers your questions.

Kind regards,

Philip Bennefall
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 6:14 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!



HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

PHi Phil. /DIV

P /DIV

PJust tried the demo. Very nicely put together indeed, not just in the
matter

of sound, but the matter of mechanics and how the engine works. /DIV

P /DIV

PFirstly, I love the way you don't actually get killed by just running
into

enemy's,  they actually have to attack you, - which obviously 
they

do at

different rates. I also love the way you can get attacked from behind and
above

as well. /DIV

P /DIV

PThe precise sterrio targiting and way you hear enemies at a distance 
is


really well thought out, and gives you a lot of information about what's
going

on in the game,  pluss the need to use good quality headphones. I 
also

love the way everything is random,  so no two games are the same.
/DIV

P /DIV

PI'll certainly be getting this one,  and I'll be writing some news
on

audiogames.net as soon as I've finished this E-mail. /DIV

P /DIV

Pit's games like this that remind us,  as we (very much me
included),
want

more and more complex games, that however many classic arcade style games
there

are,  even an old formular can be extremely good if done well. /DIV

P /DIV

PNow, I'm afraid I have one suggestion and one question. /DIV

P /DIV

PIf your well beyond the phase of implementing suggestions,  fair
enough.

/DIV

P /DIV

PI find having the number row keys select weapons makes it slightly
difficult

to switch on the fly during combat. If I hear a bear coming, by the time
I've got out my slingshot with the 2 key it's almost upon me,  and by
the time I've got back to my club with 1,  I'm bearing (ha ha), a lot
of
pain.

Is there any chance you could add, - if your stil in the manner of
adding to the game, either a pause weapon select menue accessed with tab,
or
a quick weapon cycle key such as shift, alt, tab or z,  so that it's
possible to flick to one weapon and use

Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Thomas Ward

Hi,
Agreed. In all respects Q9 is a classic 80's type side-scroller similar 
to Donkey Kong and some of the later Pitfall games. Things like level 
editors etc need not apply here. This is exactly one of the aspects 
where I ran into problems with Mysteries of the Ancients.
I started out writing a traditional side-scroller along the lines of 
Montezuma's Revenge,and I was bombarded with requests for level editors, 
save game features, random monsters, random items, etc. After a while as 
I added features and updates the game ceased to be what I initially had 
planned to create in the first place. In the end I've been very 
disappointed in the product while others constantly say how much they 
enjoy it. Kind of a paradox disliking the very game others like. 
However, that situation was caused by trying to please everyone else 
except myself. I don't want to see Philip make this mistake as well.
Anyway, in my personal opinion adding level editors and such to Q9 would 
ruin the classic arcade game feel. The reason I like this game so well 
is it reminds me of the type of games I played in my younger years. Sure 
it has some modern aspects like random items, random monsters, etc but 
that enhances rather than detracts from the game. The game is very 
adictive and has a high amount of replay value for me right now. That's 
all that counts in my opinion.



dark wrote:
while more traps would be nice if possible,  maybe themed traps 
for the levels, I seriously don't see what good an editer would do in 
a game where everything is randomized, sinse I assume the principle 
differences betwene the levels are the types and frequency rates of 
enemies, pits and items,  and their length.


I don't see how playing with these factors in an editer would really 
do anything more than the current game is doing already.


Beware the grue!

Dark.



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Scott Chesworth
To clarify my last post with the suggestion, I think level editor was
perhaps the wrong choice of phrase, it really does sway more toward a
mod maker that I'm imagining.  Whatever sound or story you care to put
to it in your mod, it'll still retain the classic arcade style because
of the UI and navigation surely.

On 11/16/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,
 Agreed. In all respects Q9 is a classic 80's type side-scroller similar
 to Donkey Kong and some of the later Pitfall games. Things like level
 editors etc need not apply here. This is exactly one of the aspects
 where I ran into problems with Mysteries of the Ancients.
 I started out writing a traditional side-scroller along the lines of
 Montezuma's Revenge,and I was bombarded with requests for level editors,
 save game features, random monsters, random items, etc. After a while as
 I added features and updates the game ceased to be what I initially had
 planned to create in the first place. In the end I've been very
 disappointed in the product while others constantly say how much they
 enjoy it. Kind of a paradox disliking the very game others like.
 However, that situation was caused by trying to please everyone else
 except myself. I don't want to see Philip make this mistake as well.
 Anyway, in my personal opinion adding level editors and such to Q9 would
 ruin the classic arcade game feel. The reason I like this game so well
 is it reminds me of the type of games I played in my younger years. Sure
 it has some modern aspects like random items, random monsters, etc but
 that enhances rather than detracts from the game. The game is very
 adictive and has a high amount of replay value for me right now. That's
 all that counts in my opinion.


 dark wrote:
 while more traps would be nice if possible,  maybe themed traps
 for the levels, I seriously don't see what good an editer would do in
 a game where everything is randomized, sinse I assume the principle
 differences betwene the levels are the types and frequency rates of
 enemies, pits and items,  and their length.

 I don't see how playing with these factors in an editer would really
 do anything more than the current game is doing already.

 Beware the grue!

 Dark.


 ---
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread matheus
hi scott!
that's exactly what i ment to say, not a level editor, but peraps mods
for it. so you can change the enemies,background sounds,sound of traps,
etc.
thanks for helping me clarify that.
-Mensagem original-
De: Scott Chesworth scottcheswo...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Segunda, 16 de Novembro de 2009 22:45
Assunto: Re: [Audyssey] New release - The Q9 Action game!

To clarify my last post with the suggestion, I think level editor was
perhaps the wrong choice of phrase, it really does sway more toward a
mod maker that I'm imagining.  Whatever sound or story you care to put
to it in your mod, it'll still retain the classic arcade style because
of the UI and navigation surely.

On 11/16/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,
 Agreed. In all respects Q9 is a classic 80's type side-scroller similar
 to Donkey Kong and some of the later Pitfall games. Things like level
 editors etc need not apply here. This is exactly one of the aspects
 where I ran into problems with Mysteries of the Ancients.
 I started out writing a traditional side-scroller along the lines of
 Montezuma's Revenge,and I was bombarded with requests for level editors,
 save game features, random monsters, random items, etc. After a while as
 I added features and updates the game ceased to be what I initially had
 planned to create in the first place. In the end I've been very
 disappointed in the product while others constantly say how much they
 enjoy it. Kind of a paradox disliking the very game others like.
 However, that situation was caused by trying to please everyone else
 except myself. I don't want to see Philip make this mistake as well.
 Anyway, in my personal opinion adding level editors and such to Q9 would
 ruin the classic arcade game feel. The reason I like this game so well
 is it reminds me of the type of games I played in my younger years. Sure
 it has some modern aspects like random items, random monsters, etc but
 that enhances rather than detracts from the game. The game is very
 adictive and has a high amount of replay value for me right now. That's
 all that counts in my opinion.


 dark wrote:
 while more traps would be nice if possible,  maybe themed traps
 for the levels, I seriously don't see what good an editer would do in
 a game where everything is randomized, sinse I assume the principle
 differences betwene the levels are the types and frequency rates of
 enemies, pits and items,  and their length.

 I don't see how playing with these factors in an editer would really
 do anything more than the current game is doing already.

 Beware the grue!

 Dark.


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread dark

I'm stil not keen on the idea to be honest scot.

QYour not essentially at that point changing the game at all, just re-doing 
the sounds,  and the sounds in Q9 are great already!


Perhaps at some point in the future Philip could make a classic side 
scroller creation tool, in which you can modify the properties of pits, 
traps, items, enemies, the range,, damage and amo of character weapons and 
how much is randomized,  not to mention add your own sounds and music.


this is though, quite a different project from Q9, and would I think be 
better,  and more useful, as a different tool entirely,  even if it 
used elements of the Q9 code.


Beware the grue!

Dark.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 10:45 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



To clarify my last post with the suggestion, I think level editor was
perhaps the wrong choice of phrase, it really does sway more toward a
mod maker that I'm imagining.  Whatever sound or story you care to put
to it in your mod, it'll still retain the classic arcade style because
of the UI and navigation surely.

On 11/16/09, Thomas Ward thomasward1...@gmail.com wrote:

Hi,
Agreed. In all respects Q9 is a classic 80's type side-scroller similar
to Donkey Kong and some of the later Pitfall games. Things like level
editors etc need not apply here. This is exactly one of the aspects
where I ran into problems with Mysteries of the Ancients.
I started out writing a traditional side-scroller along the lines of
Montezuma's Revenge,and I was bombarded with requests for level editors,
save game features, random monsters, random items, etc. After a while as
I added features and updates the game ceased to be what I initially had
planned to create in the first place. In the end I've been very
disappointed in the product while others constantly say how much they
enjoy it. Kind of a paradox disliking the very game others like.
However, that situation was caused by trying to please everyone else
except myself. I don't want to see Philip make this mistake as well.
Anyway, in my personal opinion adding level editors and such to Q9 would
ruin the classic arcade game feel. The reason I like this game so well
is it reminds me of the type of games I played in my younger years. Sure
it has some modern aspects like random items, random monsters, etc but
that enhances rather than detracts from the game. The game is very
adictive and has a high amount of replay value for me right now. That's
all that counts in my opinion.


dark wrote:

while more traps would be nice if possible,  maybe themed traps
for the levels, I seriously don't see what good an editer would do in
a game where everything is randomized, sinse I assume the principle
differences betwene the levels are the types and frequency rates of
enemies, pits and items,  and their length.

I don't see how playing with these factors in an editer would really
do anything more than the current game is doing already.

Beware the grue!

Dark.



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread shaun everiss
I think the game is just fine as is.
true its not one of the games we are used to but this reminds me of the 
portable brick game and other small games I used to play as a boy, especially 
in the car when driving.
At 11:38 a.m. 17/11/2009, you wrote:
Hi,
Agreed. In all respects Q9 is a classic 80's type side-scroller similar to 
Donkey Kong and some of the later Pitfall games. Things like level editors etc 
need not apply here. This is exactly one of the aspects where I ran into 
problems with Mysteries of the Ancients.
I started out writing a traditional side-scroller along the lines of 
Montezuma's Revenge,and I was bombarded with requests for level editors, save 
game features, random monsters, random items, etc. After a while as I added 
features and updates the game ceased to be what I initially had planned to 
create in the first place. In the end I've been very disappointed in the 
product while others constantly say how much they enjoy it. Kind of a paradox 
disliking the very game others like. However, that situation was caused by 
trying to please everyone else except myself. I don't want to see Philip make 
this mistake as well.
Anyway, in my personal opinion adding level editors and such to Q9 would ruin 
the classic arcade game feel. The reason I like this game so well is it 
reminds me of the type of games I played in my younger years. Sure it has some 
modern aspects like random items, random monsters, etc but that enhances 
rather than detracts from the game. The game is very adictive and has a high 
amount of replay value for me right now. That's all that counts in my opinion.


dark wrote:
while more traps would be nice if possible,  maybe themed traps for the 
levels, I seriously don't see what good an editer would do in a game where 
everything is randomized, sinse I assume the principle differences betwene 
the levels are the types and frequency rates of enemies, pits and items,  
and their length.

I don't see how playing with these factors in an editer would really do 
anything more than the current game is doing already.

Beware the grue!

Dark.


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread shaun everiss
Well I have just not bothered, I may not even bother.
unless ofcause I can kill the enemies and some how jump back and get the thing.

but we will see.
I must say the fortune fields are good and not.
usefull or not.
At 11:04 a.m. 17/11/2009, you wrote:
Hi Shaun,
Oh, I hate it when special items come down over a pit and I have to try and 
jump over the pit and grab it in mid air before it falls into the pit. That 
drives me nuts, but is all part of the fun. I can't tel you how many times Q9 
has broke his stupid alien neck going for falling items that are in less than 
accessible places. Lol!

shaun everiss wrote:
yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get em.
you have a pit on the left and some enemies on the right and well you get the 
picture.
  

At 08:26 a.m. 17/11/2009, you wrote:
  
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and then 
hit the right/left arrow key to make it over them...LOL!

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers to 
make your way through.

You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Munawar Bijani

Hi,
Wow amazing. I don't think we've had a release like this in a while. Well 
there are Che's card games but I'm not a card gamer so I'm excited to try 
this one out.

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 9:00 PM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers 
to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Thomas Ward

Hi Scott,
Hmmm...I see. In other words is what you are really thinking of is an 
easy to use game engine. A sort of game creation tool like BGT or 
Genesis that allows you to create games using an existing game engine. 
Just add sounds, music, and the basic functionality is already there 
fore you.


Smile.

Scott Chesworth wrote:

To clarify my last post with the suggestion, I think level editor was
perhaps the wrong choice of phrase, it really does sway more toward a
mod maker that I'm imagining.  Whatever sound or story you care to put
to it in your mod, it'll still retain the classic arcade style because
of the UI and navigation surely.
  



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread Bryan Peterson
Well I can't afford to do it this month but I plan on registering it as soon 
as money permits. Very fun.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 7:00 PM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers 
to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread Thomas Ward

Hi Bryan,
Yeah, the game is a cute little fun game. Much better than Tarzan 
Junior, and Philip has impressed me with this one. He has come a long 
way from the guy putting out Dark Destroyer, Duckblaster, and Tarzan 
Junior. Good one Philip.


Smile

Bryan Peterson wrote:
Well I can't afford to do it this month but I plan on registering it 
as soon as money permits. Very fun.



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread Yohandy
I agree. Got real close to beating it on the insane difficulty just now. the 
demo that is, not the full game! and yes it is insane for sure. already beat 
it on a few difficulty levels and I really enjoy it. Extremely addictive and 
fun. I just hope that the levels get a lot longer in the full game



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 10:25 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Bryan,
Yeah, the game is a cute little fun game. Much better than Tarzan Junior, 
and Philip has impressed me with this one. He has come a long way from the 
guy putting out Dark Destroyer, Duckblaster, and Tarzan Junior. Good one 
Philip.


Smile

Bryan Peterson wrote:
Well I can't afford to do it this month but I plan on registering it as 
soon as money permits. Very fun.



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread Philip Bennefall

Hi Bryan,

I'm glad you like the game! I intend putting out a new audio demo that shows 
a little more of the game, as the one from a few days ago is sort of 
limited.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 3:35 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


Well I can't afford to do it this month but I plan on registering it as 
soon

as money permits. Very fun.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 7:00 PM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those

of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut 
scenes

with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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No virus found in this incoming message.
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread Bryan Peterson
And if that's him doing the voice work he's definitely improved by leaps and 
bounds there as well. Much more confident I think. I myself could have 
supplied voice work for one of his other games but things just didn't work 
out. Partly it was the fact that at the time I was using an absolute 
dinosaur of a computer with only 64 meg, but then I realized I might not be 
the right material for the character in question, a superior officer of some 
kind in I think the FBI. The game in question I believe was going to be 
called Science Invasion.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 8:25 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Bryan,
Yeah, the game is a cute little fun game. Much better than Tarzan Junior, 
and Philip has impressed me with this one. He has come a long way from the 
guy putting out Dark Destroyer, Duckblaster, and Tarzan Junior. Good one 
Philip.


Smile

Bryan Peterson wrote:
Well I can't afford to do it this month but I plan on registering it as 
soon as money permits. Very fun.



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread Philip Bennefall

Hi Youhandy,

Oh don't worry, the levels certainly get longer. You should see the death 
world level 3...


Kind regards,

Philip Bennefall
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:34 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


I agree. Got real close to beating it on the insane difficulty just now. 
the
demo that is, not the full game! and yes it is insane for sure. already 
beat
it on a few difficulty levels and I really enjoy it. Extremely addictive 
and

fun. I just hope that the levels get a lot longer in the full game


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 10:25 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Bryan,
Yeah, the game is a cute little fun game. Much better than Tarzan Junior,
and Philip has impressed me with this one. He has come a long way from 
the

guy putting out Dark Destroyer, Duckblaster, and Tarzan Junior. Good one
Philip.

Smile

Bryan Peterson wrote:

Well I can't afford to do it this month but I plan on registering it as
soon as money permits. Very fun.



---
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list,
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.60/2495 - Release Date: 11/10/09 
19:56:00



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread Jeremy Hartley

Philip,

This is certainly a fun game.  I have been playing it for the last hour or 
so.  I definitely intend on buying it.  It is actually way more fun than I 
thought it would be.  The randomness of the enemies certainly keeps the game 
challenging.


Jeremy Hartley

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 7:25 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Bryan,
Yeah, the game is a cute little fun game. Much better than Tarzan Junior, 
and Philip has impressed me with this one. He has come a long way from the 
guy putting out Dark Destroyer, Duckblaster, and Tarzan Junior. Good one 
Philip.


Smile

Bryan Peterson wrote:
Well I can't afford to do it this month but I plan on registering it as 
soon as money permits. Very fun.



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__ Information from ESET NOD32 Antivirus, version of virus 
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread Allan Thompson
I am definitely going to check it out. Normally I am not keen on audio side 
scrollers but with these kind of endorsements I may have to rethink that.
No time right now, but I did listen to some of that music you have up on 
your site. It made me wish I was a developer just so I could use that music. 
Great stuff.


al
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 9:00 PM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers 
to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread dark

HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

PHi Phil. /DIV

P /DIV

PJust tried the demo. Very nicely put together indeed, not just in the 
matter


of sound, but the matter of mechanics and how the engine works. /DIV

P /DIV

PFirstly, I love the way you don't actually get killed by just running 
into


enemy's,  they actually have to attack you, - which obviously they 
do at


different rates. I also love the way you can get attacked from behind and 
above


as well. /DIV

P /DIV

PThe precise sterrio targiting and way you hear enemies at a distance is

really well thought out, and gives you a lot of information about what's 
going


on in the game,  pluss the need to use good quality headphones. I also 
love the way everything is random,  so no two games are the same. /DIV


P /DIV

PI'll certainly be getting this one,  and I'll be writing some news on

audiogames.net as soon as I've finished this E-mail. /DIV

P /DIV

Pit's games like this that remind us,  as we (very much me included), 
want


more and more complex games, that however many classic arcade style games 
there


are,  even an old formular can be extremely good if done well. /DIV

P /DIV

PNow, I'm afraid I have one suggestion and one question. /DIV

P /DIV

PIf your well beyond the phase of implementing suggestions,  fair 
enough.


/DIV

P /DIV

PI find having the number row keys select weapons makes it slightly 
difficult


to switch on the fly during combat. If I hear a bear coming, by the time 
I've got out my slingshot with the 2 key it's almost upon me,  and by 
the time I've got back to my club with 1,  I'm bearing (ha ha), a lot of 
pain.


Is there any chance you could add, - if your stil in the manner of 
adding to the game, either a pause weapon select menue accessed with tab, or 
a quick weapon cycle key such as shift, alt, tab or z,  so that it's 
possible to flick to one weapon and use it more smoothly than scrambling to 
and from the numbers row?


If your beyond the content adding phase,  fair enough.

Now for the question. I'm not sure exactly how turning around works. The 
manual said that ctrl and arrow would turn you faster,  does your 
character however turn on the spot, or take a step backwards and turn? and 
does this differ whether your walking or running? I just ask, sinse going 
through the demo both in easy and normal mode,  I was having miner 
trouble stepping off pits after I turned round to deal with a monster 
sneaking up behind me. /DIV


Congratulations on a brilliant game all round.

All the best,

Dark.

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 2:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers 
to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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please send E-mail to gamers-ow...@audyssey.org. 



---
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-15 Thread shaun everiss
the demo really rocks, I will be picking this one up soon.
At 06:14 p.m. 16/11/2009, you wrote:

Hi Phil. 

Just tried the demo. Very nicely put together indeed, not just in the matter 
of sound, but the matter of mechanics and how the engine works. 

Firstly, I love the way you don't actually get killed by just running into 
enemy's,  they actually have to attack you, - which obviously they do 
at different rates. I also love the way you can get attacked from behind and 
above as well. 

The precise sterrio targiting and way you hear enemies at a distance is really 
well thought out, and gives you a lot of information about what's going on in 
the game,  pluss the need to use good quality headphones. I also love the 
way everything is random,  so no two games are the same. 

I'll certainly be getting this one,  and I'll be writing some news on 
audiogames.net as soon as I've finished this E-mail. 

it's games like this that remind us,  as we (very much me included), want 
more and more complex games, that however many classic arcade style games 
there are,  even an old formular can be extremely good if done well. 

Now, I'm afraid I have one suggestion and one question. 

If your well beyond the phase of implementing suggestions,  fair enough. 

I find having the number row keys select weapons makes it slightly difficult 
to switch on the fly during combat. If I hear a bear coming, by the time I've 
got out my slingshot with the 2 key it's almost upon me,  and by the time 
I've got back to my club with 1,  I'm bearing (ha ha), a lot of pain. Is 
there any chance you could add, - if your stil in the manner of adding to 
the game, either a pause weapon select menue accessed with tab, or a quick 
weapon cycle key such as shift, alt, tab or z,  so that it's possible to 
flick to one weapon and use it more smoothly than scrambling to and from the 
numbers row? If your beyond the content adding phase,  fair enough. Now 
for the question. I'm not sure exactly how turning around works. The manual 
said that ctrl and arrow would turn you faster,  does your character 
however turn on the spot, or take a step backwards and turn? and does this 
differ whether your walking or running? I just ask, sinse going through the d
emo both in easy and normal mode,  I was having miner trouble stepping off 
pits after I turned round to deal with a monster sneaking up behind me. 
Congratulations on a brilliant game all round. All the best, Dark. - 
Original Message - From: Philip Bennefall To: A public mailing list for 
Blastbay Studios. Cc: Gamers Discussion list Sent: Monday, November 16, 
2009 2:00 AM Subject: [Audyssey] New release - The Q9 Action game!  Hello 
everyone,   I wish to officially announce the release of the Q9 Action Game. 
For those  of you not familiar with it, it's a sidescroller entirely based on 
sound  with 12 exciting levels containning a hoard of enemies and other 
dangers  to make your way through.   You have to guide the little alien Q9 
through four different worlds with  three levels in each, and help him to 
find his spaceship so that he can  return back to his own planet. The game 
features a lot of high quality  sound effects, an original orchestral score 
as well as numerous cut scenes  with slightly morbid humor.   For more 
information, please visit us on the web at www.blastbay.com.   Enjoy!   
Kind 
regards,   Philip Bennefall  ---  Gamers mailing list __ 
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