Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Valiant8086

Hi.
Yeah, now that you put it in that light, talking about protecting others 
from potential copywrite infringements puts things in a new light too.


Sent with Thunderbird 3.1.10 portable.

On 8/23/2011 2:27 PM, Thomas Ward wrote:

Hi Valiant,

That kind of modding is understandable. Obviously lowering music to
make the menus more understandable or raising the volume of a sound to
make it a little louder is perfectly fine. You have a problem hearing
and modding a game to make it easier to play isn't an issue for me.
Its the other kind of modding that bothers me.

For instance, not long ago someone mentioned they were creating a Star
Wars mod for the game called Order 66, and asked if I could do
something to make a light saber loop. In other words could I modify
the game to support his mod.  The answer was definitely no, because
I'm creating a game on par with Tomb Raider, Indiana Jones, Rogue
Angel, or something else in that genre and someone is happily
converting my game into something completely different than what I had
intended. Not only that he wasn't even aware of the fact the license
agreement specifically forbids modding of that kind.

The other issue we get into when talking about modding is copyright
issues regarding sound effects. I have to pay royalties for the sounds
and music I use in my games. So the sounds that ship with a game are
provided under legal license for that purpose. However, if someone
rips all the sounds from say Tomb Raider and creates a mod and
redistributes them he/she could be held liable for redistribution of
copyrighted material and/or copyright infringement. While I'd love to
just drop the sounds of Lara Croft etc into my games that's not really
legal, and anyone who does it is taking a legal risk. So by not
allowing people to mod a game I not only protect my product I protect
people from taking the risk of modding my games with illegal sounds
and music.

Cheers!

On 8/23/11, Valiant8086valiant8...@lavabit.com  wrote:

I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. That
is, with my hearing problems, sometimes I need to silence a crowd or turn up
a beep sound. Sometimes I have to turn down music in a menu  where many
developers seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to
throw that out there for people to know about.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Valiant8086

Hi.
Pretty happy to hear this. I'm on the edge of my seat waiting for this 
one! cheers! If shades of doom is any indication of how I like fps 
games, I think mota 3d is going to shine for me.


Sent with Thunderbird 3.1.10 portable.

On 8/23/2011 2:32 PM, Thomas Ward wrote:

Hi Valiant,

Well, I don't think MOTA 3D should have a problem with your sound
card. What I basically did in order to make it compatible with non-5.1
surround sound systems is emulate my own 3d positioning using the
panning and volume settings in DirectSound. I.E. I used 3d
calculations so the sound would pann and roll off like a 3d control,
but using just standard stereo mixing and gain. That way it would
sound fairly realistic, but not require state-of-the-art 5.1 or 7.1
sound cards and speakers.

Cheers!

On 8/23/11, Valiant8086valiant8...@lavabit.com  wrote:

Hi.
That is true, and I do so. But, as I just mentioned, it doesn't apply to the
menus. In Mota, fortunately, the music is just quiet enough that it doesn't
matter, I can figure out what Heather is saying over the music there
luckily.

Also I think you can change the volume of the music in Mota with a couple of
hotkeys, I'm not sure just now what they are, though. So far Mota has been
very good about not cluttering up the audio experience I would have. Also,
it doesn't have that problem I emailed about earlier with my stereo field
being too narrow, or what ever one should call my strange situation. I'm
sincerely hoping Mota3d doesn't have that problem either.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Thomas Ward
Hi Valiant,

Let's hope it meets your expectations then. I myself prefer FPS over
any other game format because of the fact levels are generally larger,
there is more realistic movement, and for me it feels like I'm
actually right there in the game. Especially, if you get the true
5.1/7.1 surround sound going.

With side-scrollers, although they are easier to play, there is still
a barrier of unreality about them. Walk right, jump a gap, pick up
magic jewl, slay evil monster, continue right, etc. There is a
constant progression to the right which was fine for the 80's 2d
consoles like the NES and Super NES, but let's face it. This is 2011,
and gaming platforms are powerful enough now to render true 3d worlds
with a high degree of precision and reality. Its like, why not take
advantage of it?

Cheers!


On 8/30/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 Pretty happy to hear this. I'm on the edge of my seat waiting for this
 one! cheers! If shades of doom is any indication of how I like fps
 games, I think mota 3d is going to shine for me.

 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Thomas Ward
Hi Michael,

True, but what can I say? My guess is Paramount does the actual
creation of the sounds or perhaps or owns or hires a team of sound
effects engineers when they need sounds done for Star Trek or whatever
else they might be working on. Most film companies has someone on
retainer for that specific job.

For instance, Lucasfilm uses Skywalker Sound for all of the Star Wars
movies plus various other Lucas films and games. Lucas Arts which is
owned by Lucasfilm LTD obviously licenses the sounds for the various
Star Wars games directly from Skywalker Sound. I'm sure Paramount has
some other similar arrangement with somebody I just don't know who.

Cheers!


On 8/27/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi again,
 And that's why I said I had performed my own search for sounds and found
 nothing.
 I know that the sounds of Elite Force were from Raven Software, but that
 doesn't say anything about their creator.
 And yes, some sounds of Star Trek Nemesis might be found within the Sound
 Storm Library, but I think that would have been to big and expensive for
 you...
 That thing consists of 50,000 sounds delivered on an external harddrive and
 costs $6,000!!!
 And we all know that the important sounds (explosions, impacts and weapons)
 of Nemesis are not really canon like in comparison to all other canon Trek
 sources.
 But that's a bit far away from the important things.
 I mean, why should a company create a licensed product to a protected name
 and theoretically could have all resources of that product at hand and do a
 half finished job by not using all the tools they could get.
 Of course, we could argue that money might be an issue, maybe that is so.
 But when you hahave two different fan production teams )one for mainly Trek
 fan films) and one for purely Trek fan audio dramas and they have better
 quality sounds than a big mainstream company, well I think then something is
 really not right.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-27 Thread Michael Gauler

Hi again,
And that's why I said I had performed my own search for sounds and found 
nothing.
I know that the sounds of Elite Force were from Raven Software, but that 
doesn't say anything about their creator.
And yes, some sounds of Star Trek Nemesis might be found within the Sound 
Storm Library, but I think that would have been to big and expensive for 
you...
That thing consists of 50,000 sounds delivered on an external harddrive and 
costs $6,000!!!
And we all know that the important sounds (explosions, impacts and weapons) 
of Nemesis are not really canon like in comparison to all other canon Trek 
sources.

But that's a bit far away from the important things.
I mean, why should a company create a licensed product to a protected name 
and theoretically could have all resources of that product at hand and do a 
half finished job by not using all the tools they could get.

Of course, we could argue that money might be an issue, maybe that is so.
But when you hahave two different fan production teams )one for mainly Trek 
fan films) and one for purely Trek fan audio dramas and they have better 
quality sounds than a big mainstream company, well I think then something is 
really not right. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-26 Thread Michael Gauler

Hi Thomas,
I didn't want to bombard you with questions and I definitely don't want you 
to do work for me.
I just wanted to know since you said you had the option of optaining such 
things had you bought a license for Star Trek games.
And one last thing about sounds and libraries. I do know what 
www.sounddogs.com is for and that some of the greatest and most expensive 
libraries of sounds or production music can be bought there if you have the 
money.
However, there is absolutely no Star Trek related sound information 
whatsoever on that portal which does host libraries from many different 
creators and/or distributors. There are supposedly some Trek related sounds 
(Star Trek Nemesis) in one of the large collections, but Nemesis not 
standard in Trek sounds in comparison to all other Trek movies and shows 
up to the point of the movie's release.
I also can use google to search, but like the situation was when we talked 
about audio game engines namely the GMA engine, there is no sign which says: 
to optain a license for ... contact us at 
But since you theoretically could have had that kind of contact as a 
developer I thought you might be able to direct me to where I could find out 
myself.
I can contact people and am willind to do so, when it is possible, but first 
I have to know where I have to go and who I should ask for some information.
Hope that clears the matter up. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-26 Thread Trouble

Google can be your friend like Thomas stated.

At 04:02 AM 8/26/2011, you wrote:

Hi Thomas,
I didn't want to bombard you with questions and I definitely don't 
want you to do work for me.
I just wanted to know since you said you had the option of optaining 
such things had you bought a license for Star Trek games.
And one last thing about sounds and libraries. I do know what 
www.sounddogs.com is for and that some of the greatest and most 
expensive libraries of sounds or production music can be bought 
there if you have the money.
However, there is absolutely no Star Trek related sound information 
whatsoever on that portal which does host libraries from many 
different creators and/or distributors. There are supposedly some 
Trek related sounds (Star Trek Nemesis) in one of the large 
collections, but Nemesis not standard in Trek sounds in comparison 
to all other Trek movies and shows up to the point of the movie's release.
I also can use google to search, but like the situation was when we 
talked about audio game engines namely the GMA engine, there is no 
sign which says: to optain a license for ... contact us at 
But since you theoretically could have had that kind of contact as a 
developer I thought you might be able to direct me to where I could 
find out myself.
I can contact people and am willind to do so, when it is possible, 
but first I have to know where I have to go and who I should ask for 
some information.

Hope that clears the matter up.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-26 Thread Thomas Ward
Hi Michael,

I understand. I also apologize for being a bit short with you yesterday.

I don't know specifically who creates and sells the Star Trek sounds
but in looking at games like Star Trek Elite Force and Elite Force II
it looks like Activision obtained the sounds from Raven Software. I
don't know if that's who Activision got the sounds from or if Raven
merely got them from someone else. All I can tell you is back when I
was looking to get a legal license for the Star Trek trademark from
Paramount finding out where to purchase and license sounds was one of
the things I was going to ask, but I never got that far. So I created
my own sound library from sounds acquired over the internet and from
other people like Shaun Everest who happend to have a large number of
Star Trek sounds on his computer.


HTH



On 8/26/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 I didn't want to bombard you with questions and I definitely don't want you
 to do work for me.
 I just wanted to know since you said you had the option of optaining such
 things had you bought a license for Star Trek games.
 And one last thing about sounds and libraries. I do know what
 www.sounddogs.com is for and that some of the greatest and most expensive
 libraries of sounds or production music can be bought there if you have the
 money.
 However, there is absolutely no Star Trek related sound information
 whatsoever on that portal which does host libraries from many different
 creators and/or distributors. There are supposedly some Trek related sounds
 (Star Trek Nemesis) in one of the large collections, but Nemesis not
 standard in Trek sounds in comparison to all other Trek movies and shows
 up to the point of the movie's release.
 I also can use google to search, but like the situation was when we talked
 about audio game engines namely the GMA engine, there is no sign which says:
 to optain a license for ... contact us at 
 But since you theoretically could have had that kind of contact as a
 developer I thought you might be able to direct me to where I could find out
 myself.
 I can contact people and am willind to do so, when it is possible, but first
 I have to know where I have to go and who I should ask for some information.
 Hope that clears the matter up.


 ---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Michael Gauler

Hi Thomas,
I myself do own not all, but many mainstream Star Trek games.
But regarding sounds and music I allways have wondered why the Borg do not 
have their weapon sounds in any known Star Trek game.
Correction: the borg ships in the Star Trek Armada games do have one weapon 
sound from Voyager and one other from First Contact.
But the weapon sounds from the final Voyager episodes were never present, 
even if the stardates given in the Armada games suggest that their stories 
would have been placed within seasons six and seven of Voyager respectively.
Also I never got why Star Trek Legacy never had canon music and sounds 
considering that it was the only game to span all Trek Eras.
Moreover Elite Force 2 is the only Game I know of which has proper sounds of 
a Borg ship, but the moving or dying Borg drones in both Elite Force games 
are a total disapointment in comparison to canon TNG and Voyager episodes.
What I like to know is, what you would have gained if you bought a license 
to make commercial Trek games from the owners.
Would you have gotten a complete sound library including for example all the 
weapon sounds used in DS9 like the great explosions and the weapons of 
Dominion ships and a fully undisturbed wormhole sound?
I ask this, because I know many Trek games (mainstream) and even they do not 
have all the interesting sounds while they are licensed products.
-Also I'd like to know what source you used for the Defiants pulse phaser 
sound in Final Conflict, since I know the Defiant (I have the entire DS9 DVD 
set) and in most instances the Defiant's phaser sound is not like the one 
you placed in Final conflict.
And lastly I'd like to know what sound packs for Final Conflict you know of 
or have yourself, because I know only one such mod and I allready have that, 
but I haven't made one for myself up to now. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Michael Gauler

Hi Thomas,
you are probably right in thinking that atempting to make Lone Wolf into a 
Trek simulation could be harmful to the original game.
However, Isn't the game Counter Strike a Half Life mod or something like it 
(at least in the beginning)?
And such big mods have been around for ages in the mainstream sector. If 
they are good from the developer's standpoind is something totally 
different, but I just want to say that they exist nonetheless.
Also, not all, but some science fiction game mods are there to make 
crossovers between series/genres. If they are good, or well thought out or 
even balanced is another story of course.
But Because there is only One half made mainstream Stargate game out (as an 
example), there are Stargate mods for Star Trek and one Star Wars game.
Surely, making one of theese games directly would be better, but such mods 
are often created when no one makes a game many people would like to have. 
Since many players aren't programmers themselves they couldn't do it 
themselves, even if licensing and prices wouldn't be an issue. So, they 
adapt what's easier to  change, like the sounds of Lone Wolf or for an 
example Super Liam with the Max Payne sounds, music and story.
I liked that one, but I also would feel better if I had Max Payne as an 
audio game, or the original with accessibility features, which it doesn't 
have.
And lastly one final thing about mods. Games with long campaigns or missions 
often at least allows user mission creation, even if they are stand alone 
mini maps (often for multiplayer in mainstream games, but not allways 
limited to multiplayer).
Of the audio games there not many of them bring their own mission tools. 
There's Dyna man and Lone wolf for example. Of course, Sound RTS and the 
Topspeed games allow modification in the form of new missions in the former 
and new cars and race tracks in the case of the latter (same for Rail Racer 
with new tracks).
But nothing to expand all the games like Shades of Doom or the two ESP 
Pinball titles.
The Original (Alchemy) Montezuma's Revenge was supposed to have a map 
creation tool either released with the game directly or at least afterwards. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Thomas Ward
Hi Michael,

The only thing licensing the Star Trek trademark etc would have done
is allow me to create the game for sale. That would not mean that
Paramount would send me a cd of sounds. For sounds I would have to
license and purchase them separately through a redistributer. That's
how companies like Activision acquired the sound effects they do have
for their Star Trek games.

As for the Defiant's phaser sounds in STFC I grabbed it out of a
desktop theme. I think it was called Star Trek Defiant. It played that
sound when sending items to the recycle bin, felt it sounded close
enough, and added it to STFC as the Defiant's phasers.

Cheers!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Michael Gauler

Hi Thomas,
do you know which company would have sold you the sounds and what they would 
contain? Do they have all Star Trek sounds, or just some of them?
I am asking because not all Star Trek games use all sounds apropriate for 
their respective timeline.
And not even some of the biggest expansions or mods of the lot give all the 
required sounds, not even if someone was to atempt extracting from the shows 
or movies itself. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Thomas Ward
Hi Michael,

Please, would you stop bombarding me with questions. I don't want to
sound rude, but I don't have all the answers to these types of
questions. If you want answers like where to buy Star Trek sounds,
what sounds they have, etc you have a web browser. Go to
http://www.google.com
and google what you want to know. I don't know the answers myself, and
I'm not going to do the work for you. I've got enough to worry about
right now.

Thanks.


On 8/25/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 do you know which company would have sold you the sounds and what they would
 contain? Do they have all Star Trek sounds, or just some of them?
 I am asking because not all Star Trek games use all sounds apropriate for
 their respective timeline.
 And not even some of the biggest expansions or mods of the lot give all the
 required sounds, not even if someone was to atempt extracting from the shows
 or movies itself.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-24 Thread Tom Randall

Hi Raul and all.

Here here.  I've said it before and I'll say it again I am just darn glad 
that Thomas chose to take on this project and chose to honor the purchases 
of the original Montezuma's Revenge and the rest of those of us who paid for 
the original Montezuma's Revenge should be glad as well or we would have to 
just write off that 35 bucks or whatever it was.  Sure I work and I can 
afford to kiss off 35 bucks if I have to, but I'd rather not.


I can definitely see what you're saying about the betas but I for one really 
appreciated them as it at least gave me the assurance that I had paid for 
something and that it was being worked on and progress was being made. 
Because I've helped on game development myself I haven't minded that it is 
slow but it's been real nice to keep up on the progress and actually be able 
to play the game as it is being worked on.


It was not my intention to sound like a butt head or be too harsh with folks 
in my last message, but I think that many of the people in this little 
community of ours simply do not have a clue as to how good we have it with 
these developers who actually come on this list and listen to us and who 
seem to feel that just because they have purchased a game the developer is 
their slave for life.  Try going to Capcom or Namco or one of the other big 
mainstream developers and see how far you get telling them you don't like 
this or that about their game or you want this or that.  You'll get laughed 
off the phone assuming you are actually able to talk to a live person at 
all.  I am not saying there is not a little room for constructive criticism 
or input particularly if the developer asks for it but folks need to 
remember this is the developer's project and not theirs whether they have 
paid anything for it or not.  If you want a game done exactly your way then 
sit down and learn to program and write one.  Me I am too lazy to do that 
even if I had the time which I don't so I'll offer feedback if it is wanted 
and check out whatever the developers put out and if I like it enough I'll 
buy it and if I don't I won't, as a consumer you absolutely have the right 
to do that.


Game on.

Tom
- Original Message - 
From: Raul A. Gallegos r...@raulgallegos.com

To: gamers@audyssey.org
Sent: Monday, August 22, 2011 5:20 PM
Subject: Re: [Audyssey] mota beta 22 thoughts


Thomas, this is one reason why I have often wondered why you have released 
so many public betas. People should just be patient and wait for the final 
release with maybe 1, or 2 public betas, but that should be it. The idea 
of, I'm blind and I want things my way or else I'll throw a fit is for 
children, not adults.


I am very sure you just wanna get this off your shoulders and move onto 
other things, and I for one can't wait to see the final project and I know 
I will enjoy it regardless.


Thanks.

--

Raul A. Gallegos
4 out of 3 people have trouble with fractions
Twitter: http://twitter.com/rau47
Facebook: http://facebook.com/rgallegos74
Blog: http://www.RaulGallegos.com

On 8/16/2011 5:13 PM, Thomas Ward wrote:

Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion of the game
and am working on actual game play and updates for v1.0.

Cheers!


On 8/16/11, Yohandyyohand...@gmail.com  wrote:

Thomas,
I'd say don't do it. I don't understand what's going on with this 
community.

It's always compromises with you guys. can't a man create a game how he
wants, and everyone just play it how it was intended? when you play a 
ps3

game do you suddenly say hmm, I'm gonna swap this game's sounds for much
cooler ones. course not. you just play the thing how it was designed.
sheesh. this community exasperates me so much. there's rarely a 
discussion
thread that doesn't contain these words. well can't you do such and 
such?

swap sounds? make game easier? discard analog jumping? and on and on. no
wonder guys like Draconis don't post updates. I think it's for the best.
once their new games comes out people will play it, and it will be too 
late
to change anything. if I was a dev I'd do exactly the same thing 
.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-24 Thread Thomas Ward
Hi Tom,

Thanks for pointing that out. I don't think everyone on list or in
this community fully realises how good they have it. That i would not
only work on a game that wasn't my own to begin with, but allow a
certain amount of input, testing, etc as well. I could have just not
bothered taking over Montezuma's revenge or Raceway and we'd all be
out the $35 or whatever it cost.

Plus I've always tried to be open with the public. Letting people know
when I'm releasing an update, telling them of things I'm going to try
in advance, and being as transparent about the process as possible.
Unfortunately, though, not everyone is going to be happy with what I
do no matter what. That's why I have to make final decisions on things
that maybe certain people aren't going to like. That's ok, because as
you say if a person isn't happy with the product they can spend the
time and energy learning to program their own game their way.

Cheers!


On 8/24/11, Tom Randall kf6...@comcast.net wrote:
 Hi Raul and all.

 Here here.  I've said it before and I'll say it again I am just darn glad
 that Thomas chose to take on this project and chose to honor the purchases
 of the original Montezuma's Revenge and the rest of those of us who paid for
 the original Montezuma's Revenge should be glad as well or we would have to
 just write off that 35 bucks or whatever it was.  Sure I work and I can
 afford to kiss off 35 bucks if I have to, but I'd rather not.

 I can definitely see what you're saying about the betas but I for one really
 appreciated them as it at least gave me the assurance that I had paid for
 something and that it was being worked on and progress was being made.
 Because I've helped on game development myself I haven't minded that it is
 slow but it's been real nice to keep up on the progress and actually be able
 to play the game as it is being worked on.

 It was not my intention to sound like a butt head or be too harsh with folks
 in my last message, but I think that many of the people in this little
 community of ours simply do not have a clue as to how good we have it with
 these developers who actually come on this list and listen to us and who
 seem to feel that just because they have purchased a game the developer is
 their slave for life.  Try going to Capcom or Namco or one of the other big
 mainstream developers and see how far you get telling them you don't like
 this or that about their game or you want this or that.  You'll get laughed
 off the phone assuming you are actually able to talk to a live person at
 all.  I am not saying there is not a little room for constructive criticism
 or input particularly if the developer asks for it but folks need to
 remember this is the developer's project and not theirs whether they have
 paid anything for it or not.  If you want a game done exactly your way then
 sit down and learn to program and write one.  Me I am too lazy to do that
 even if I had the time which I don't so I'll offer feedback if it is wanted
 and check out whatever the developers put out and if I like it enough I'll
 buy it and if I don't I won't, as a consumer you absolutely have the right
 to do that.

 Game on.

 Tom

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Re: [Audyssey] mota beta 22 thoughts

2011-08-24 Thread Charles Rivard
Tom:  You hit it right on the head with this post!  I really appreciate the 
progress of MOTA, the fact that we have input into how the game comes out 
because Thomas Ward is allowing it, and his dedication to see the project he 
took over to fruition.  You're right, also, about the fact that if people 
don't like what he's developing, they don't have to buy it.  Then again, if 
people who bought Montezuma's revenge from James North, and they don't like 
how MOTA turns out, then they can hunt for James North and get their money 
back from the one who took it, or they can chalk the experience of 
preordering up to a lesson in what not to do in the future.  Testing MOTA 
has been a lot of fun, and the finished product will be a lot more fun. 
Thanks, Thomas.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Tom Randall kf6...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 24, 2011 4:20 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Raul and all.

Here here.  I've said it before and I'll say it again I am just darn glad 
that Thomas chose to take on this project and chose to honor the purchases 
of the original Montezuma's Revenge and the rest of those of us who paid 
for the original Montezuma's Revenge should be glad as well or we would 
have to just write off that 35 bucks or whatever it was.  Sure I work and 
I can afford to kiss off 35 bucks if I have to, but I'd rather not.


I can definitely see what you're saying about the betas but I for one 
really appreciated them as it at least gave me the assurance that I had 
paid for something and that it was being worked on and progress was being 
made. Because I've helped on game development myself I haven't minded that 
it is slow but it's been real nice to keep up on the progress and actually 
be able to play the game as it is being worked on.


It was not my intention to sound like a butt head or be too harsh with 
folks in my last message, but I think that many of the people in this 
little community of ours simply do not have a clue as to how good we have 
it with these developers who actually come on this list and listen to us 
and who seem to feel that just because they have purchased a game the 
developer is their slave for life.  Try going to Capcom or Namco or one of 
the other big mainstream developers and see how far you get telling them 
you don't like this or that about their game or you want this or that. 
You'll get laughed off the phone assuming you are actually able to talk to 
a live person at all.  I am not saying there is not a little room for 
constructive criticism or input particularly if the developer asks for it 
but folks need to remember this is the developer's project and not theirs 
whether they have paid anything for it or not.  If you want a game done 
exactly your way then sit down and learn to program and write one.  Me I 
am too lazy to do that even if I had the time which I don't so I'll offer 
feedback if it is wanted and check out whatever the developers put out and 
if I like it enough I'll buy it and if I don't I won't, as a consumer you 
absolutely have the right to do that.


Game on.

Tom
- Original Message - 
From: Raul A. Gallegos r...@raulgallegos.com

To: gamers@audyssey.org
Sent: Monday, August 22, 2011 5:20 PM
Subject: Re: [Audyssey] mota beta 22 thoughts


Thomas, this is one reason why I have often wondered why you have 
released so many public betas. People should just be patient and wait for 
the final release with maybe 1, or 2 public betas, but that should be it. 
The idea of, I'm blind and I want things my way or else I'll throw a fit 
is for children, not adults.


I am very sure you just wanna get this off your shoulders and move onto 
other things, and I for one can't wait to see the final project and I 
know I will enjoy it regardless.


Thanks.

--

Raul A. Gallegos
4 out of 3 people have trouble with fractions
Twitter: http://twitter.com/rau47
Facebook: http://facebook.com/rgallegos74
Blog: http://www.RaulGallegos.com

On 8/16/2011 5:13 PM, Thomas Ward wrote:

Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion

Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Jim Kitchen

Hi Thomas,

I totally agree with you about the modding of games.  But I also believe that 
it applies to free games as well.  Even if I do not pay for the sound files 
that I use, I spend allot of time finding or recording and editing the sounds 
for my games.  And put the games out as my creation, you know the concept, the 
code, thus the way that the game plays and the sounds of the game.  Now if I 
intend for the game to be modded such as Quake I would build tools into the 
game for that.  You know like I have for games such as monopoly, golf, 
baseball, football, coupling and the trivia game engine.

I did devise a simple check to see if my game sounds have been modded.  But 
some people have found a way around that.  Just irritates me a bit that people 
take my creations and change them.

BFN

Jim

I don't know what I like, but I know what art is.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread shaun everiss
Well jim, you have allowed some modding of ambiences on golf after a 
sertain number.

Ofcause its up to a dev on what is modded and if they will let it slide.
Ie final conflict 1.2, has at least one or 2 mods.
lonewolf has one.
Superliam has one maybe 2 and I know that shades has at least one I know of.
Its all up to the developer on weather they care enough.
But I realise how this could change.
Example.
I made some gard noises for shoot da me by rsgames.
These were used by keywasfull on battlezoon as well as others without 
my permition.

Aparently they came from oriol but he could have got it from somewhere else.
I had 3 choices.
1.  To kick up a fuss.
or 2 to try to find out
or 3 nothing or just release the pack.
I am not a guy to start fusses.
I actually liked my sounds in the game mentioned.
Sdm had not been developed for a bit pluss my sounds never played 
right through seeming to cut off in the middle though they served 
their purpose.
They were recorded with cheap gear and I was not concerned with where 
they came from.
And I was happy they were being used that and only one of them was 
used anyway and they were generic noises.
i guess I could have made sfx for that game to even it but I just did 
not mind to much.

However some may have.
My other major reason was I could go at what I thought pirated my stuff.
But then if it was more than that there would be a possability I'd 
never find the origional source and the flame would be pointless.
With the net you could never find the leak unless you really wanted 
it that much.

And even if I found the leak well its not like they were sold or anything.
But I do understand when you don't want sounds.
Though as I said jim you have allowed most games to be modded in some way.
Golf ambiences, trivias question files, golfs courses and monopoly's 
boards are just a few.

And I have made my own mods for games.
The night of parasite game and mine sweaper by the same person I 
modded not the game or sounds themselves but the installers because 
the installers the game had triggered my av program.
Its fair though that I did send my mod code and reasons to the author 
explaining my reasons for the adjustment.

At 09:57 p.m. 23/08/2011, you wrote:

Hi Thomas,

I totally agree with you about the modding of games.  But I also 
believe that it applies to free games as well.  Even if I do not pay 
for the sound files that I use, I spend allot of time finding or 
recording and editing the sounds for my games.  And put the games 
out as my creation, you know the concept, the code, thus the way 
that the game plays and the sounds of the game.  Now if I intend for 
the game to be modded such as Quake I would build tools into the 
game for that.  You know like I have for games such as monopoly, 
golf, baseball, football, coupling and the trivia game engine.


I did devise a simple check to see if my game sounds have been 
modded.  But some people have found a way around that.  Just 
irritates me a bit that people take my creations and change them.


BFN

Jim

I don't know what I like, but I know what art is.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Raul,

Well, working with public betas is something of a two-edged sword.

On the one side, it has been extremely helpful. I've had a wide range
of testers who have found bugs, problems, and so on. working with the
same people who will be playing MOTA 1.0 has resolved a lot of design
issues early on and helped me get things right before 1.0. So rather
than releasing one or two major betas in which I might have to rewrite
or correct a bunch of code at once I chose to break it down into
smaller beta cycles and fix things as I go.

On the other side, though, some people have been immature about the
process. Some people demand their own way, want the game right now,
insist on modding it, or whatever. I suppose every developer
encounters a few bad apples now and then, and the best a developer can
do is take the good with the bad. Find out if the value of public
input is worth putting up with the bad apples too.

Smile.

On 8/22/11, Raul A. Gallegos r...@raulgallegos.com wrote:
 Thomas, this is one reason why I have often wondered why you have
 released so many public betas. People should just be patient and wait
 for the final release with maybe 1, or 2 public betas, but that should
 be it. The idea of, I'm blind and I want things my way or else I'll
 throw a fit is for children, not adults.

 I am very sure you just wanna get this off your shoulders and move onto
 other things, and I for one can't wait to see the final project and I
 know I will enjoy it regardless.

 Thanks.

 --

 Raul A. Gallegos
 4 out of 3 people have trouble with fractions
 Twitter: http://twitter.com/rau47
 Facebook: http://facebook.com/rgallegos74
 Blog: http://www.RaulGallegos.com


---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Bryan Peterson
Yeah, but creating golf courses, monopoly boards and trivia files is one 
thing. It's quite another when you get into replacing a game's sounds and 
music. It's like I said. I may not give a rat's buttcheeks about free titles 
I make but you can bet that if I make any commercial games the sounds and 
music are going to be encripted.

We are the Knights who say...Ni!
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 23, 2011 5:05 AM
Subject: Re: [Audyssey] mota beta 22 thoughts


Well jim, you have allowed some modding of ambiences on golf after a 
sertain number.

Ofcause its up to a dev on what is modded and if they will let it slide.
Ie final conflict 1.2, has at least one or 2 mods.
lonewolf has one.
Superliam has one maybe 2 and I know that shades has at least one I know 
of.

Its all up to the developer on weather they care enough.
But I realise how this could change.
Example.
I made some gard noises for shoot da me by rsgames.
These were used by keywasfull on battlezoon as well as others without my 
permition.
Aparently they came from oriol but he could have got it from somewhere 
else.

I had 3 choices.
1.  To kick up a fuss.
or 2 to try to find out
or 3 nothing or just release the pack.
I am not a guy to start fusses.
I actually liked my sounds in the game mentioned.
Sdm had not been developed for a bit pluss my sounds never played right 
through seeming to cut off in the middle though they served their purpose.
They were recorded with cheap gear and I was not concerned with where they 
came from.
And I was happy they were being used that and only one of them was used 
anyway and they were generic noises.
i guess I could have made sfx for that game to even it but I just did not 
mind to much.

However some may have.
My other major reason was I could go at what I thought pirated my stuff.
But then if it was more than that there would be a possability I'd never 
find the origional source and the flame would be pointless.
With the net you could never find the leak unless you really wanted it 
that much.

And even if I found the leak well its not like they were sold or anything.
But I do understand when you don't want sounds.
Though as I said jim you have allowed most games to be modded in some way.
Golf ambiences, trivias question files, golfs courses and monopoly's 
boards are just a few.

And I have made my own mods for games.
The night of parasite game and mine sweaper by the same person I modded 
not the game or sounds themselves but the installers because the 
installers the game had triggered my av program.
Its fair though that I did send my mod code and reasons to the author 
explaining my reasons for the adjustment.

At 09:57 p.m. 23/08/2011, you wrote:

Hi Thomas,

I totally agree with you about the modding of games.  But I also believe 
that it applies to free games as well.  Even if I do not pay for the sound 
files that I use, I spend allot of time finding or recording and editing 
the sounds for my games.  And put the games out as my creation, you know 
the concept, the code, thus the way that the game plays and the sounds of 
the game.  Now if I intend for the game to be modded such as Quake I would 
build tools into the game for that.  You know like I have for games such 
as monopoly, golf, baseball, football, coupling and the trivia game 
engine.


I did devise a simple check to see if my game sounds have been modded. 
But some people have found a way around that.  Just irritates me a bit 
that people take my creations and change them.


BFN

Jim

I don't know what I like, but I know what art is.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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list,

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list,
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All

Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Jim,

Yeah, I do know what you mean and understand your point of view.
That's my feeling as well. If I wanted the game to be modded or to
allow end users to customize it I would make available the proper
tools or ability to do so.

Since I don't intend Mysteries of the Ancients to be modified, to be a
stand alone game, etc I'm going to have to begin encrypting sounds and
taking care that people can't modify it without serious effort. That
way I know that what I create stays in tact and the game I sell my
customers is the one they are playing.

Smile.

On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I totally agree with you about the modding of games.  But I also believe
 that it applies to free games as well.  Even if I do not pay for the sound
 files that I use, I spend allot of time finding or recording and editing the
 sounds for my games.  And put the games out as my creation, you know the
 concept, the code, thus the way that the game plays and the sounds of the
 game.  Now if I intend for the game to be modded such as Quake I would build
 tools into the game for that.  You know like I have for games such as
 monopoly, golf, baseball, football, coupling and the trivia game engine.

 I did devise a simple check to see if my game sounds have been modded.  But
 some people have found a way around that.  Just irritates me a bit that
 people take my creations and change them.

 BFN

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Valiant8086
I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. That is, 
with my hearing problems, sometimes I need to silence a crowd or turn up a beep 
sound. Sometimes I have to turn down music in a menu  where many developers 
seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to throw 
that out there for people to know about.

On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:

 Hi Jim,
 
 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to
 allow end users to customize it I would make available the proper
 tools or ability to do so.
 
 Since I don't intend Mysteries of the Ancients to be modified, to be a
 stand alone game, etc I'm going to have to begin encrypting sounds and
 taking care that people can't modify it without serious effort. That
 way I know that what I create stays in tact and the game I sell my
 customers is the one they are playing.
 
 Smile.
 
 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,
 
 I totally agree with you about the modding of games.  But I also believe
 that it applies to free games as well.  Even if I do not pay for the sound
 files that I use, I spend allot of time finding or recording and editing the
 sounds for my games.  And put the games out as my creation, you know the
 concept, the code, thus the way that the game plays and the sounds of the
 game.  Now if I intend for the game to be modded such as Quake I would build
 tools into the game for that.  You know like I have for games such as
 monopoly, golf, baseball, football, coupling and the trivia game engine.
 
 I did devise a simple check to see if my game sounds have been modded.  But
 some people have found a way around that.  Just irritates me a bit that
 people take my creations and change them.
 
 BFN
 
 ---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Darren Duff
One of the things you can do in MOTA now is turn off the music. That way you
would only hear the sounds of the game and that might help you a little. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Tuesday, August 23, 2011 11:46 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. That
is, with my hearing problems, sometimes I need to silence a crowd or turn up
a beep sound. Sometimes I have to turn down music in a menu  where many
developers seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to
throw that out there for people to know about.

On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:

 Hi Jim,
 
 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to 
 allow end users to customize it I would make available the proper 
 tools or ability to do so.
 
 Since I don't intend Mysteries of the Ancients to be modified, to be a 
 stand alone game, etc I'm going to have to begin encrypting sounds and 
 taking care that people can't modify it without serious effort. That 
 way I know that what I create stays in tact and the game I sell my 
 customers is the one they are playing.
 
 Smile.
 
 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,
 
 I totally agree with you about the modding of games.  But I also 
 believe that it applies to free games as well.  Even if I do not pay 
 for the sound files that I use, I spend allot of time finding or 
 recording and editing the sounds for my games.  And put the games out 
 as my creation, you know the concept, the code, thus the way that the 
 game plays and the sounds of the game.  Now if I intend for the game 
 to be modded such as Quake I would build tools into the game for 
 that.  You know like I have for games such as monopoly, golf, baseball,
football, coupling and the trivia game engine.
 
 I did devise a simple check to see if my game sounds have been 
 modded.  But some people have found a way around that.  Just 
 irritates me a bit that people take my creations and change them.
 
 BFN
 
 ---
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 list, send E-mail to 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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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Valiant8086
Hi.
That is true, and I do so. But, as I just mentioned, it doesn't apply to the 
menus. In Mota, fortunately, the music is just quiet enough that it doesn't 
matter, I can figure out what Heather is saying over the music there luckily. 

Also I think you can change the volume of the music in Mota with a couple of 
hotkeys, I'm not sure just now what they are, though. So far Mota has been very 
good about not cluttering up the audio experience I would have. Also, it 
doesn't have that problem I emailed about earlier with my stereo field being 
too narrow, or what ever one should call my strange situation. I'm sincerely 
hoping Mota3d doesn't have that problem either.

On Aug 23, 2011, at 12:00 PM, Darren Duff wrote:

 One of the things you can do in MOTA now is turn off the music. That way you
 would only hear the sounds of the game and that might help you a little. 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Valiant8086
 Sent: Tuesday, August 23, 2011 11:46 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] mota beta 22 thoughts
 
 I have some food for more thought on this discussion.
 
 That is, with certain games, I have to mod them in order to play them. That
 is, with my hearing problems, sometimes I need to silence a crowd or turn up
 a beep sound. Sometimes I have to turn down music in a menu  where many
 developers seem to forget to allow it to be turned down or off.
 
 I'm not trying to argue against the prevention of modding, just wanted to
 throw that out there for people to know about.
 
 On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:
 
 Hi Jim,
 
 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to 
 allow end users to customize it I would make available the proper 
 tools or ability to do so.
 
 Since I don't intend Mysteries of the Ancients to be modified, to be a 
 stand alone game, etc I'm going to have to begin encrypting sounds and 
 taking care that people can't modify it without serious effort. That 
 way I know that what I create stays in tact and the game I sell my 
 customers is the one they are playing.
 
 Smile.
 
 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,
 
 I totally agree with you about the modding of games.  But I also 
 believe that it applies to free games as well.  Even if I do not pay 
 for the sound files that I use, I spend allot of time finding or 
 recording and editing the sounds for my games.  And put the games out 
 as my creation, you know the concept, the code, thus the way that the 
 game plays and the sounds of the game.  Now if I intend for the game 
 to be modded such as Quake I would build tools into the game for 
 that.  You know like I have for games such as monopoly, golf, baseball,
 football, coupling and the trivia game engine.
 
 I did devise a simple check to see if my game sounds have been 
 modded.  But some people have found a way around that.  Just 
 irritates me a bit that people take my creations and change them.
 
 BFN
 
 ---
 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 
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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 list,
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 _ NOD32 EMON 6403 (20110823) information _
 
 This message was checked by NOD32 antivirus system http://www.eset.com
 
 
 
 
 _ NOD32 EMON 6403 (20110823) information _
 
 This message was checked by NOD32 antivirus system
 http://www.eset.com
 
 
 
 
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Valiant,

That kind of modding is understandable. Obviously lowering music to
make the menus more understandable or raising the volume of a sound to
make it a little louder is perfectly fine. You have a problem hearing
and modding a game to make it easier to play isn't an issue for me.
Its the other kind of modding that bothers me.

For instance, not long ago someone mentioned they were creating a Star
Wars mod for the game called Order 66, and asked if I could do
something to make a light saber loop. In other words could I modify
the game to support his mod.  The answer was definitely no, because
I'm creating a game on par with Tomb Raider, Indiana Jones, Rogue
Angel, or something else in that genre and someone is happily
converting my game into something completely different than what I had
intended. Not only that he wasn't even aware of the fact the license
agreement specifically forbids modding of that kind.

The other issue we get into when talking about modding is copyright
issues regarding sound effects. I have to pay royalties for the sounds
and music I use in my games. So the sounds that ship with a game are
provided under legal license for that purpose. However, if someone
rips all the sounds from say Tomb Raider and creates a mod and
redistributes them he/she could be held liable for redistribution of
copyrighted material and/or copyright infringement. While I'd love to
just drop the sounds of Lara Croft etc into my games that's not really
legal, and anyone who does it is taking a legal risk. So by not
allowing people to mod a game I not only protect my product I protect
people from taking the risk of modding my games with illegal sounds
and music.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:
 I have some food for more thought on this discussion.

 That is, with certain games, I have to mod them in order to play them. That
 is, with my hearing problems, sometimes I need to silence a crowd or turn up
 a beep sound. Sometimes I have to turn down music in a menu  where many
 developers seem to forget to allow it to be turned down or off.

 I'm not trying to argue against the prevention of modding, just wanted to
 throw that out there for people to know about.

---
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All messages are archived and can be searched and read at
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Valiant,

Well, I don't think MOTA 3D should have a problem with your sound
card. What I basically did in order to make it compatible with non-5.1
surround sound systems is emulate my own 3d positioning using the
panning and volume settings in DirectSound. I.E. I used 3d
calculations so the sound would pann and roll off like a 3d control,
but using just standard stereo mixing and gain. That way it would
sound fairly realistic, but not require state-of-the-art 5.1 or 7.1
sound cards and speakers.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 That is true, and I do so. But, as I just mentioned, it doesn't apply to the
 menus. In Mota, fortunately, the music is just quiet enough that it doesn't
 matter, I can figure out what Heather is saying over the music there
 luckily.

 Also I think you can change the volume of the music in Mota with a couple of
 hotkeys, I'm not sure just now what they are, though. So far Mota has been
 very good about not cluttering up the audio experience I would have. Also,
 it doesn't have that problem I emailed about earlier with my stereo field
 being too narrow, or what ever one should call my strange situation. I'm
 sincerely hoping Mota3d doesn't have that problem either.

---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Bryan Peterson
Admittedly I rarely read the license agreements but I just assume that 
modding and things like that are a no-no so I don't even bother.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 23, 2011 12:27 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Valiant,

That kind of modding is understandable. Obviously lowering music to
make the menus more understandable or raising the volume of a sound to
make it a little louder is perfectly fine. You have a problem hearing
and modding a game to make it easier to play isn't an issue for me.
Its the other kind of modding that bothers me.

For instance, not long ago someone mentioned they were creating a Star
Wars mod for the game called Order 66, and asked if I could do
something to make a light saber loop. In other words could I modify
the game to support his mod.  The answer was definitely no, because
I'm creating a game on par with Tomb Raider, Indiana Jones, Rogue
Angel, or something else in that genre and someone is happily
converting my game into something completely different than what I had
intended. Not only that he wasn't even aware of the fact the license
agreement specifically forbids modding of that kind.

The other issue we get into when talking about modding is copyright
issues regarding sound effects. I have to pay royalties for the sounds
and music I use in my games. So the sounds that ship with a game are
provided under legal license for that purpose. However, if someone
rips all the sounds from say Tomb Raider and creates a mod and
redistributes them he/she could be held liable for redistribution of
copyrighted material and/or copyright infringement. While I'd love to
just drop the sounds of Lara Croft etc into my games that's not really
legal, and anyone who does it is taking a legal risk. So by not
allowing people to mod a game I not only protect my product I protect
people from taking the risk of modding my games with illegal sounds
and music.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:

I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. 
That
is, with my hearing problems, sometimes I need to silence a crowd or turn 
up

a beep sound. Sometimes I have to turn down music in a menu  where many
developers seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to
throw that out there for people to know about.


---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Charles Rivard
Another thought about modified games:  Scenario:  Someone who has not bought 
your production visits the home of someone who has bought and modified your 
production.  The visitor thinks, Those game sounds are really terrible. 
This is certainly a game I will not buy.  If he had visited someone who 
purchased your game and did not modify it, and he really was impressed, 
you've got another customer.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 23, 2011 7:14 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Jim,

Yeah, I do know what you mean and understand your point of view.
That's my feeling as well. If I wanted the game to be modded or to
allow end users to customize it I would make available the proper
tools or ability to do so.

Since I don't intend Mysteries of the Ancients to be modified, to be a
stand alone game, etc I'm going to have to begin encrypting sounds and
taking care that people can't modify it without serious effort. That
way I know that what I create stays in tact and the game I sell my
customers is the one they are playing.

Smile.



---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
HI Charles,

That's always a possibility. However, most of the time when games are
modded it is with the purpose of changing the game itself to something
else, or it is to improve the sounds.

For instance, when I created my Lone Wolf soundpack way back when I
tried to stay to the original game as possible, but obtained higher
quality effects. That kind of modding was probably benificial to the
game rather than harmful. At least I personally think so, and my
intent wasn't to change the game itself.

However, I don't know if you remember this, but about five or six
years ago I do recall roomers of a Star Trek mod for Lone Wolf
floating around. Someone had taken sounds from Trek 2000, grabbed some
extras off the net, and tried to create a real time Star Trek
simulation game. That was probably not too benificial for Lone Wolf
since the sounds would be totally improper for a World War II
submarine simulation, and if we are completely realistic about it even
if they changed sounds, rewrote all the missions, etc it still
wouldn't really live up to a real time Star Trek game anyway. It would
just end up being a submarine pretending to be a starship. That kind
of modding is hharmful to the game in the extreme.

Cheers!


On 8/23/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Another thought about modified games:  Scenario:  Someone who has not bought
 your production visits the home of someone who has bought and modified your
 production.  The visitor thinks, Those game sounds are really terrible.
 This is certainly a game I will not buy.  If he had visited someone who
 purchased your game and did not modify it, and he really was impressed,
 you've got another customer.

 ---
 Shepherds are the best beasts!

---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread shaun everiss
well valient you should probably email the dev of that game with your 
mods explaining those so it can be included in a future version since 
this is quite important.
I am not deaf so if I make a game I can't adapt it because I don't 
know how, if someone mods it for me and gives me that mod then I can 
put it in probably.

At 03:46 a.m. 24/08/2011, you wrote:

I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play 
them. That is, with my hearing problems, sometimes I need to silence 
a crowd or turn up a beep sound. Sometimes I have to turn down music 
in a menu  where many developers seem to forget to allow it to be 
turned down or off.


I'm not trying to argue against the prevention of modding, just 
wanted to throw that out there for people to know about.


On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:

 Hi Jim,

 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to
 allow end users to customize it I would make available the proper
 tools or ability to do so.

 Since I don't intend Mysteries of the Ancients to be modified, to be a
 stand alone game, etc I'm going to have to begin encrypting sounds and
 taking care that people can't modify it without serious effort. That
 way I know that what I create stays in tact and the game I sell my
 customers is the one they are playing.

 Smile.

 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I totally agree with you about the modding of games.  But I also believe
 that it applies to free games as well.  Even if I do not pay for the sound
 files that I use, I spend allot of time finding or recording and 
editing the

 sounds for my games.  And put the games out as my creation, you know the
 concept, the code, thus the way that the game plays and the sounds of the
 game.  Now if I intend for the game to be modded such as Quake I 
would build

 tools into the game for that.  You know like I have for games such as
 monopoly, golf, baseball, football, coupling and the trivia game engine.

 I did devise a simple check to see if my game sounds have been 
modded.  But

 some people have found a way around that.  Just irritates me a bit that
 people take my creations and change them.

 BFN

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
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 You can make changes or update your subscription via the web, at
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread shaun everiss
but what about final conflict, I aggree its free and there have been 
mods from the origional sounds, you didn't seem to concerned about that.

At 06:27 a.m. 24/08/2011, you wrote:

Hi Valiant,

That kind of modding is understandable. Obviously lowering music to
make the menus more understandable or raising the volume of a sound to
make it a little louder is perfectly fine. You have a problem hearing
and modding a game to make it easier to play isn't an issue for me.
Its the other kind of modding that bothers me.

For instance, not long ago someone mentioned they were creating a Star
Wars mod for the game called Order 66, and asked if I could do
something to make a light saber loop. In other words could I modify
the game to support his mod.  The answer was definitely no, because
I'm creating a game on par with Tomb Raider, Indiana Jones, Rogue
Angel, or something else in that genre and someone is happily
converting my game into something completely different than what I had
intended. Not only that he wasn't even aware of the fact the license
agreement specifically forbids modding of that kind.

The other issue we get into when talking about modding is copyright
issues regarding sound effects. I have to pay royalties for the sounds
and music I use in my games. So the sounds that ship with a game are
provided under legal license for that purpose. However, if someone
rips all the sounds from say Tomb Raider and creates a mod and
redistributes them he/she could be held liable for redistribution of
copyrighted material and/or copyright infringement. While I'd love to
just drop the sounds of Lara Croft etc into my games that's not really
legal, and anyone who does it is taking a legal risk. So by not
allowing people to mod a game I not only protect my product I protect
people from taking the risk of modding my games with illegal sounds
and music.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:
 I have some food for more thought on this discussion.

 That is, with certain games, I have to mod them in order to play them. That
 is, with my hearing problems, sometimes I need to silence a crowd 
or turn up

 a beep sound. Sometimes I have to turn down music in a menu  where many
 developers seem to forget to allow it to be turned down or off.

 I'm not trying to argue against the prevention of modding, just wanted to
 throw that out there for people to know about.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread shaun everiss
on that note tom and all I descovered now that you can get 5.1 
speakers that can plug to the headphone jack of a standard soundcard 
if you wish for little cash, logitech does those forgot the model.
Obviously you really would need the propper card for this eventually 
but that could be another option.
The speakers are not that much 130nz so maybe in the us they are a 
bit cheaper than that.

At 06:32 a.m. 24/08/2011, you wrote:

Hi Valiant,

Well, I don't think MOTA 3D should have a problem with your sound
card. What I basically did in order to make it compatible with non-5.1
surround sound systems is emulate my own 3d positioning using the
panning and volume settings in DirectSound. I.E. I used 3d
calculations so the sound would pann and roll off like a 3d control,
but using just standard stereo mixing and gain. That way it would
sound fairly realistic, but not require state-of-the-art 5.1 or 7.1
sound cards and speakers.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 That is true, and I do so. But, as I just mentioned, it doesn't 
apply to the

 menus. In Mota, fortunately, the music is just quiet enough that it doesn't
 matter, I can figure out what Heather is saying over the music there
 luckily.

 Also I think you can change the volume of the music in Mota with 
a couple of

 hotkeys, I'm not sure just now what they are, though. So far Mota has been
 very good about not cluttering up the audio experience I would have. Also,
 it doesn't have that problem I emailed about earlier with my stereo field
 being too narrow, or what ever one should call my strange situation. I'm
 sincerely hoping Mota3d doesn't have that problem either.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Shaun,

Yeah, I've seen those around, but that's not really the point. A lot
of VI customers are on fixed incomes SSI, SSDI, and alike and it makes
it harder to justify to my customers why they should go out and buy
high end sound hardware for my games when I can make do with their
existing technology. Granted I could do a better job with superior
sound hardware, but that forces everyone to upgrade their systems
regardless of how expensive or inexpensive that may be for that
individual. This is a case of going with the most common hardware is
best for everyone at least from a commercial standpoint.

Cheers!

On 8/23/11, shaun everiss sm.ever...@gmail.com wrote:
 on that note tom and all I descovered now that you can get 5.1
 speakers that can plug to the headphone jack of a standard soundcard
 if you wish for little cash, logitech does those forgot the model.
 Obviously you really would need the propper card for this eventually
 but that could be another option.
 The speakers are not that much 130nz so maybe in the us they are a
 bit cheaper than that.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
HI Shaun,

That's because I wasn't too concerned about Final Conflict. For starts
it was free, and I didn't pay for sounds, music, or put a lot of
effort into the game. It was for me mainly a practice game to get use
to .Net, Managed DirectX, etc before taking on something more complex.
As a result I didn't really care what people did with it to begin
with.

Second of all, Star Trek is copyrighted by Paramount and the price
they wanted to charge me to legally licence the Star Trek trademark,
sounds, music, etc cost far more than I felt I would get out of
selling the game. Unlike Lucas they gave me permission to go ahead and
release the game provided it was free of charge and I stipulated the
usual trademark information. As a result I could develop the game,
release it, but I really didn't have any legal control over the game
or the sounds so even if I didn't want people modding it I didn't have
any legal control over the sounds etc. So I didn't bother protesting.

Finally, I have a couple of the soundpacks that were produced and they
were very decent. That said, I noticed whoever put together some of
the soundpacks don't know much about Star Trek as I do as I noticed
they used the wrong clackson for the Soverign-Class when I used the
correct one from Star Trek 8, but what could I say? I actually liked
some of the STFC soundpacks even if some of the sounds were not quite
right.

Cheers!

On 8/23/11, shaun everiss sm.ever...@gmail.com wrote:
 but what about final conflict, I aggree its free and there have been
 mods from the origional sounds, you didn't seem to concerned about that.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-22 Thread Tom Randall

Hi Thomas, I agree completely with Yohandy on this one.  You are under
absolutely no obligation whatsoever so far as I'm concerned to provide or
even allow mods, sound packs, voice packs, etc. for your products if you do 
not wish to.  What

many don't seem to get particularly in this community it seems is that your
games are copyrighted works and that any modding, production of alternate 
sound and/or voice packs or anything else can be done only at your 
discretion and with your permission otherwise the user has technically 
violated the copyright and may forfeit his license to use the product.  I 
realize that some devs don't adhere to this kind of standard in this small 
community however I believe it is worth pointing out to people that this 
standard is the norm in the mainstream gaming community and anything other 
than that is strictly optional and at the discretion of the developer.


Sorry for the late response to this, I recently acquired a MacBook and have 
been busy learning that and so haven't had time to keep up with this list.


Game on.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:22 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just
except the game as it was intended to be designed. MOTA players are
under the impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web
space right now imagine if I released voice packs, sound packs, etc
for each and every single game I ever create. Its going to end up
costing me extra web space and download bandwidth to support what I
consider non-essential junk. I'd prefer people to just accept the
changes as they are and stop requesting sound packs for this, that,
and the other thing because people just can't be satisfied with the
product I'm creating as is. They don't think about how much extra
time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm
in charge of deciding such things and I have personal reasons for
doing what I do to.

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:

Maybe release the Beta 18 sounds as a separate sound pack? That way those
who wanted it could have it while those who, like me, are happy with the
newer sounds, could stick with those. It's the sae idea that was
discussed
with regard to speech packs with different voices.
We are the Knights who say...Ni!


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Re: [Audyssey] mota beta 22 thoughts

2011-08-22 Thread Thomas Ward
HI Tom,

That's very true. Most mainstream game developers encrypt their
sounds, graphics, and other game data precisely for that reason. They
don't want someone just modding the game however they want, and they
consider changing this or that a serious violation of copyright. Most
audio game developers haven't been that strict with the community, but
perhaps they should start because we've ended up with a rather lax
attitude towards copyrights and ownership etc.

Its for that reason I've already decided to begin encrypting the
sounds, music, and speech files for MOTA. I'm going to eliminate this
attitude I paid for it so I can mod it idea in a hurry. I created
the game the way I wanted it, and I'm not going to just allow people
to mod it however they want or think it should be because it isn't
their game. They aren't the creator or the developer of the product so
don't have the final say about things like that.

Cheers!


On 8/22/11, Tom Randall kf6...@comcast.net wrote:
 Hi Thomas, I agree completely with Yohandy on this one.  You are under
 absolutely no obligation whatsoever so far as I'm concerned to provide or
 even allow mods, sound packs, voice packs, etc. for your products if you do
 not wish to.  What
 many don't seem to get particularly in this community it seems is that your
 games are copyrighted works and that any modding, production of alternate
 sound and/or voice packs or anything else can be done only at your
 discretion and with your permission otherwise the user has technically
 violated the copyright and may forfeit his license to use the product.  I
 realize that some devs don't adhere to this kind of standard in this small
 community however I believe it is worth pointing out to people that this
 standard is the norm in the mainstream gaming community and anything other
 than that is strictly optional and at the discretion of the developer.

 Sorry for the late response to this, I recently acquired a MacBook and have
 been busy learning that and so haven't had time to keep up with this list.

 Game on.

 Tom

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Re: [Audyssey] mota beta 22 thoughts

2011-08-22 Thread Raul A. Gallegos
Thomas, this is one reason why I have often wondered why you have 
released so many public betas. People should just be patient and wait 
for the final release with maybe 1, or 2 public betas, but that should 
be it. The idea of, I'm blind and I want things my way or else I'll 
throw a fit is for children, not adults.


I am very sure you just wanna get this off your shoulders and move onto 
other things, and I for one can't wait to see the final project and I 
know I will enjoy it regardless.


Thanks.

--

Raul A. Gallegos
4 out of 3 people have trouble with fractions
Twitter: http://twitter.com/rau47
Facebook: http://facebook.com/rgallegos74
Blog: http://www.RaulGallegos.com

On 8/16/2011 5:13 PM, Thomas Ward wrote:

Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion of the game
and am working on actual game play and updates for v1.0.

Cheers!


On 8/16/11, Yohandyyohand...@gmail.com  wrote:

Thomas,
I'd say don't do it. I don't understand what's going on with this community.
It's always compromises with you guys. can't a man create a game how he
wants, and everyone just play it how it was intended? when you play a ps3
game do you suddenly say hmm, I'm gonna swap this game's sounds for much
cooler ones. course not. you just play the thing how it was designed.
sheesh. this community exasperates me so much. there's rarely a discussion
thread that doesn't contain these words. well can't you do such and such?
swap sounds? make game easier? discard analog jumping? and on and on. no
wonder guys like Draconis don't post updates. I think it's for the best.
once their new games comes out people will play it, and it will be too late
to change anything. if I was a dev I'd do exactly the same thing.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-21 Thread Thomas Ward
Hi John,

No problem. All suggestions are welcome. Although, I think a number of
list members, including myself, just wanted to point out a few facts
about your post such as Greek temples have wooden doors instead of
stone etc. That's why they were changed in betas 21/22.Same kind of
realism applied to guns. I've grown up around guns and I felt these
were more realistic so replaced the weapon sounds with them. Again,
the change was a call made on my part to improve the realism of the
game. That's why we were perhaps less receptive to your suggestions.
Still, there is no need to apologise for making them.

Cheers!



On 8/20/11, john jpcarnemo...@comcast.net wrote:
 Hi all,
   First off, I'd like to apologize for bringing back a fairly
 old thread. I just got back from camp and have finished reading
 through 246 emails (what fun) and wanted to clarify a few points.
   I'd like to apologize for apparently giving the wrong
 impression with my message. I was in know way trying to force
 anything onto Thomas, or to gripe about anything in the game. I'd
 also like to stay that I read through the emails rather quickly,
 so I may have missed a few points. If so, please forgive my
 ignorance.
   ON the subject of audio, I've never really heard any actual
 weapons fire before, so if the new sounds are indeed more
 accurate, I owe thomas another apology. I was merely intending to
 put my observations on the new version of the game out. ON the
 subject of the doors, I'm no historian, thus had no idea that
 wooden doors were used in greece. As I seem to have missed a few
 facts there, feel free to disregard my point.
   On the subject of jumping, I can understand where you're
 coming from as far as mice and joisticks go. I don't use either
 of them myself, so can't say that I've ran into the circumstances
 you mentioned. I didn't mean for my suggestion to be considered
 anything more than that, and hope it wasn't taken that way.
   As far as raising the volume on the spikes goes, that's a
 great idea, and I'm rather ashamed of myself for not thinking of
 it.
   On the subject of multiple monsters, I do usually play on
 beginner or intermediate, as advanced (and particularly expert)
 usually kill me in the first or second room.
   As far as holding down enter to pick up objects goes, It's
 not a serious problem, and I can understand the technical
 difficulties. I suppose I'm just to used to playing beta 18 (I've
 put well over 48 hours into it) and am having a hard time
 readjusting.
   To conclude, I'd like to extend a sincere apology to the
 list, and Thomas in particular, as I didn't mean for my message
 to be anything other than observations. I didn't mean for this to
 create any kind of strife for Thomas, and certainly don't want
 people getting the wrong impression.

 John.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-20 Thread john

Hi all,
	First off, I'd like to apologize for bringing back a fairly 
old thread. I just got back from camp and have finished reading 
through 246 emails (what fun) and wanted to clarify a few points.
	I'd like to apologize for apparently giving the wrong 
impression with my message. I was in know way trying to force 
anything onto Thomas, or to gripe about anything in the game. I'd 
also like to stay that I read through the emails rather quickly, 
so I may have missed a few points. If so, please forgive my 
ignorance.
	ON the subject of audio, I've never really heard any actual 
weapons fire before, so if the new sounds are indeed more 
accurate, I owe thomas another apology. I was merely intending to 
put my observations on the new version of the game out. ON the 
subject of the doors, I'm no historian, thus had no idea that 
wooden doors were used in greece. As I seem to have missed a few 
facts there, feel free to disregard my point.
	On the subject of jumping, I can understand where you're 
coming from as far as mice and joisticks go. I don't use either 
of them myself, so can't say that I've ran into the circumstances 
you mentioned. I didn't mean for my suggestion to be considered 
anything more than that, and hope it wasn't taken that way.
	As far as raising the volume on the spikes goes, that's a 
great idea, and I'm rather ashamed of myself for not thinking of 
it.
	On the subject of multiple monsters, I do usually play on 
beginner or intermediate, as advanced (and particularly expert) 
usually kill me in the first or second room.
	As far as holding down enter to pick up objects goes, It's 
not a serious problem, and I can understand the technical 
difficulties. I suppose I'm just to used to playing beta 18 (I've 
put well over 48 hours into it) and am having a hard time 
readjusting.
	To conclude, I'd like to extend a sincere apology to the 
list, and Thomas in particular, as I didn't mean for my message 
to be anything other than observations. I didn't mean for this to 
create any kind of strife for Thomas, and certainly don't want 
people getting the wrong impression.


John.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-20 Thread Bryan Peterson

I never held down Enter to pick up objects.
We are the Knights who say...Ni!
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers@audyssey.org
Sent: Saturday, August 20, 2011 3:48 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi all,
First off, I'd like to apologize for bringing back a fairly old thread. I 
just got back from camp and have finished reading through 246 emails (what 
fun) and wanted to clarify a few points.
I'd like to apologize for apparently giving the wrong impression with my 
message. I was in know way trying to force anything onto Thomas, or to 
gripe about anything in the game. I'd also like to stay that I read 
through the emails rather quickly, so I may have missed a few points. If 
so, please forgive my ignorance.
ON the subject of audio, I've never really heard any actual weapons fire 
before, so if the new sounds are indeed more accurate, I owe thomas 
another apology. I was merely intending to put my observations on the new 
version of the game out. ON the subject of the doors, I'm no historian, 
thus had no idea that wooden doors were used in greece. As I seem to have 
missed a few facts there, feel free to disregard my point.
On the subject of jumping, I can understand where you're coming from as 
far as mice and joisticks go. I don't use either of them myself, so can't 
say that I've ran into the circumstances you mentioned. I didn't mean for 
my suggestion to be considered anything more than that, and hope it wasn't 
taken that way.
As far as raising the volume on the spikes goes, that's a great idea, and 
I'm rather ashamed of myself for not thinking of it.
On the subject of multiple monsters, I do usually play on beginner or 
intermediate, as advanced (and particularly expert) usually kill me in the 
first or second room.
As far as holding down enter to pick up objects goes, It's not a serious 
problem, and I can understand the technical difficulties. I suppose I'm 
just to used to playing beta 18 (I've put well over 48 hours into it) and 
am having a hard time readjusting.
To conclude, I'd like to extend a sincere apology to the list, and Thomas 
in particular, as I didn't mean for my message to be anything other than 
observations. I didn't mean for this to create any kind of strife for 
Thomas, and certainly don't want people getting the wrong impression.


John.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-20 Thread Lori Duncan
Hi John, wow that many emails, sounds painful!  I can see the point about 
spikes vollume and agree it should be turned up a bit, sometimes I make the 
mistake of putting on too much speed and run headlong into a trap!  As for 
the monster thing I always wondered, just out of interest, why it's only a 
monster in each room and why they don't move around randomly.  I'd hate this 
to cause Thomas anymore stress, I'm just curious as to why it was done that 
way.


I also love the music changes, the levers re-setting confuse me, especially 
if I accidentally wander back into a previous room, but it isn't a problem 
at all.  Also I like Angela speaking that there's a dead end rather than 
just having her slam into a wall.

Thanks from Lori.

--
From: john jpcarnemo...@comcast.net
Sent: Saturday, August 20, 2011 10:48 PM
To: Gamers@audyssey.org
Subject: Re: [Audyssey] mota beta 22 thoughts


Hi all,
First off, I'd like to apologize for bringing back a fairly old thread. I 
just got back from camp and have finished reading through 246 emails (what 
fun) and wanted to clarify a few points.
I'd like to apologize for apparently giving the wrong impression with my 
message. I was in know way trying to force anything onto Thomas, or to 
gripe about anything in the game. I'd also like to stay that I read 
through the emails rather quickly, so I may have missed a few points. If 
so, please forgive my ignorance.
ON the subject of audio, I've never really heard any actual weapons fire 
before, so if the new sounds are indeed more accurate, I owe thomas 
another apology. I was merely intending to put my observations on the new 
version of the game out. ON the subject of the doors, I'm no historian, 
thus had no idea that wooden doors were used in greece. As I seem to have 
missed a few facts there, feel free to disregard my point.
On the subject of jumping, I can understand where you're coming from as 
far as mice and joisticks go. I don't use either of them myself, so can't 
say that I've ran into the circumstances you mentioned. I didn't mean for 
my suggestion to be considered anything more than that, and hope it wasn't 
taken that way.
As far as raising the volume on the spikes goes, that's a great idea, and 
I'm rather ashamed of myself for not thinking of it.
On the subject of multiple monsters, I do usually play on beginner or 
intermediate, as advanced (and particularly expert) usually kill me in the 
first or second room.
As far as holding down enter to pick up objects goes, It's not a serious 
problem, and I can understand the technical difficulties. I suppose I'm 
just to used to playing beta 18 (I've put well over 48 hours into it) and 
am having a hard time readjusting.
To conclude, I'd like to extend a sincere apology to the list, and Thomas 
in particular, as I didn't mean for my message to be anything other than 
observations. I didn't mean for this to create any kind of strife for 
Thomas, and certainly don't want people getting the wrong impression.


John.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-19 Thread Darren Duff
Btw the music in MOTA is some of the best music for an audio game that  I
have ever heard. Great job on that 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, August 18, 2011 9:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi Valiant,

No. Version 1.0 will be fully encrypted. As soon as I'm done modding the
sounds, settle on this or that, I am fully planning on encrypting
everything. The days of someone hacking and modding the full release of the
game will be much more difficult.  I payed several hundred in sounds and
music and I expect people to use them. Its an insult for people to delete or
overwrite my sounds and put together their own game as far as I'm concerned.
Language packs etc is one thing, but someone replacing sounds, music, etc I
payed for with different ones is another.

Cheers!


On 8/17/11, Valiant8086 valiant8...@lavabit.com wrote:
 Or they can mod it, seeing the sounds are just wav files that could be 
 easily replaced. Do you plan to keep the sounds that way?
 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Hayden Presley
Hi,
As a note, it somehow makes more sense for me that bronze spikes are bounded
by metal instead of the exact same sound as the chasms and the firepits.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 10:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

   I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

   The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
   When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and fire
spells
are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you
need to play the game on a higher difficulty setting. That's all I can
really suggest at the moment.

As for multiple enemies though its a good idea, but that feature will
not be in the side-scroller version of the game. I can say, however,
that the 3D FPS version I am working on does have multiple enemies in
a room. If that is a feature you really want then I suggest you check
out the FPS version as soon as that version is released.

Cheers!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Thomas Ward
Hi Hayden,

That's precisely why I removed the ledges from the bronze spikes. The
spikes are made out of bronze and so is the metal edges that surround
them. Plus keep in mind they are not a pit, but huge sspikes stuck out
of the ground you have to jump over so the floor shouldn't crumble
given that the floor itself is undamaged.The floor is holding the
spikes up not caved in like a pit.

HTH



On 8/18/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 As a note, it somehow makes more sense for me that bronze spikes are bounded
 by metal instead of the exact same sound as the chasms and the firepits.

 Best Regards,
 Hayden

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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Thomas Ward
Hi Valiant,

No. Version 1.0 will be fully encrypted. As soon as I'm done modding
the sounds, settle on this or that, I am fully planning on encrypting
everything. The days of someone hacking and modding the full release
of the game will be much more difficult.  I payed several hundred in
sounds and music and I expect people to use them. Its an insult for
people to delete or overwrite my sounds and put together their own
game as far as I'm concerned. Language packs etc is one thing, but
someone replacing sounds, music, etc I payed for with different ones
is another.

Cheers!


On 8/17/11, Valiant8086 valiant8...@lavabit.com wrote:
 Or they can mod it, seeing the sounds are just wav files that could be
 easily replaced. Do you plan to keep the sounds that way?
 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Bryan Peterson

I heartily agree. A free game is one thing but a commercial one, no way.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 18, 2011 7:13 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Valiant,

No. Version 1.0 will be fully encrypted. As soon as I'm done modding
the sounds, settle on this or that, I am fully planning on encrypting
everything. The days of someone hacking and modding the full release
of the game will be much more difficult.  I payed several hundred in
sounds and music and I expect people to use them. Its an insult for
people to delete or overwrite my sounds and put together their own
game as far as I'm concerned. Language packs etc is one thing, but
someone replacing sounds, music, etc I payed for with different ones
is another.

Cheers!


On 8/17/11, Valiant8086 valiant8...@lavabit.com wrote:

Or they can mod it, seeing the sounds are just wav files that could be
easily replaced. Do you plan to keep the sounds that way?
Sent with Thunderbird 3.1.10 portable.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-17 Thread Bryan Peterson
I agree. I've fired enough guns in my life to be able to say that as well. 
And I've done enough archery to know that the bow sounds are more or less 
spot on also. Granted most of my experience was with a much smaller bow than 
what I imagine the bow Angela finds would be. And that one sounded qite 
different. Given my shall we say, small stature I'd probably still need a 
child's bow since I don't know if I could draw a full-sized one effectively.

We are the Knights who say...Ni!
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 10:37 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi.
I like the newer sounds myself. I've recorded gunshots myself and they 
sound more like the newer ones than what the original mota gunshots 
sounded like.


Sent with Thunderbird 3.1.10 portable.

On 8/16/2011 12:08 PM, Bryan Peterson wrote:
Maybe release the Beta 18 sounds as a separate sound pack? That way those 
who wanted it could have it while those who, like me, are happy with the 
newer sounds, could stick with those. It's the sae idea that was 
discussed with regard to speech packs with different voices.

We are the Knights who say...Ni!
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and 
fire spells

are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you

Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Bryan Peterson
I disagree about the weapon sounds. I've heard and indeed fired several 
pistols that sounded more or less exactly like that. As for the door sounds, 
Thomas has already explained that. Ancient Greek temples, and I've confirmed 
this with my own research, did indeed have wooden doors rather than stone 
for the most part.

We are the Knights who say...Ni!
- Original Message - 
From: john jpcarnemo...@live.com

To: Gamers@audyssey.org
Sent: Tuesday, August 16, 2011 6:49 AM
Subject: [Audyssey] mota beta 22 thoughts


I just got a chance to download beta 22 this morning, and have just 
finished a game. My thoughts are as follows:
   I personally preferred the weapon sounds from beta 18. For me, the new 
ones are far more sci fi, and far less realistic. In particular I 
preferred the sounds for the pistol, spear (it sounds like stepping on 
some kind of gore) and especially! the shotgun (that was my favorite sound 
in the game when combined with the particularly comical sound of a zombie 
dying). Also, the new door sounds sound like a haunted house rather than 
an ancient temple. The older ones (a stone door) really make the ambience 
authentic.
   The ability to jump continually (from beta 18) was an invaluable aid in 
making my times with the levers, and getting over the fire pit in level 
one and the chasm in level two.
   Also on the subject of jumping, if you jump once, and don't directly 
after and instead try to jump again, the character will only move one 
square if at all.
I really preferred the previous sound for nearing a spike. I've found the 
sound since beta 19 rather hard to here, particularly near statues.
   When picking up objects, you have to press enter on the object rather 
than holding it down. While I do see the practical application of this 
(stopping people from just winning the game without ever using a torch) it 
really helped me when I need to run through a room and quickly grab a 
weapon because I ran out of ammo. It also really helps when I need to get 
something in the last room of level two on higher difficulty levels, 
because I usually only have a few seconds to get out of the room.
   I really liked the switch of voices. While tom had a louder voice and 
was a little more understandable, this new one talks more quickly, and (at 
least for me) sounds less synthetic.
   Another major plus I found was the the centaurs don't always shoot me 
with fire! I can't tell you how happy I was to learn that they couldn't 
just drop me in a few hits anymore.
   A possible bug: when running, the character moves more quickly, as well 
as sounds looping more quickly (though the latter might be to shortening 
the file). Particularly the running may warrant a look, as the character 
nearly flies through rooms, and it's not that hard to miss objects (I'd 
hate to play like that on speakers).
   I know that this email's getting a little long, but I thought of one 
more suggestion when about to send: right now, it's not that hard to blast 
my way through all the monsters in the game without getting hurt. The 
enemies with bows and fire spells are usually the only ones to hit me, 
seeing as I can just shoot the others before they get close. This leads 
into the suggestion: it might add a level of difficulty (perhaps in later 
levels, or in all of them if you like) to have more than one monster in a 
room. This way, the player would have to focus on more than one target, 
and, if the targets were in different locations in the room, would force 
the player to choose who they wanted to target and add another layer of 
strategy to the game.
   Overall, while beta 22 has some nice features, I think I still prefer 
beta 18.


P.s:
I don't mean to sound harsh, and could be writing this a little early, but 
I doubt I'll be able to play again for a week or so, and wanted to write 
out this email before I leave for camp.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Thomas Ward
Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

   I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

   The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
   When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and fire spells
are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you
need to play the game on a higher difficulty setting. That's all I can
really suggest at the moment.

As for multiple enemies though its a good idea, but that feature will
not be in the side-scroller version of the game. I can say, however,
that the 3D FPS version I am working on does have multiple enemies in
a room. If that is a feature you really want then I suggest you check
out the FPS version as soon as that version is released.

Cheers!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Phil Vlasak

Hi Tom,
I like the new weapon sounds and of course the Heather voice.
I'm still getting used to the analog jumping technique.
Maybe a better term would be variable jumping.
I am also getting used to her not saying the door is locked.
It is reasonable that if the door is locked she would not say anything nor 
would she crash into it.

I especially like the descriptions when hitting v.
I find it quicker and easier to hear everything rather than having to arrow 
down to what I want.


Thanks,
Phil



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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Thomas Ward
Hi Bryan,

Right. I don't know how many people on this list have been around
firearms, but something like the Shotgun, for example, sounds like a
Mossberg 12-gauge at a distance. The pistol sounds like a Remington
.38 Special from a distance. So the sounds are correct depending on if
we are talking about a close up or far away perspective.One reason I
purchased these sounds is because they are fairly authentic if we are
talking about hearing the gunshots from a distance like down range
rather than right up close.

Plus as has already been mentioned before Greek temples used wooden
doors not stone doors. I think people's perspective that the doors
should be stone is based on perhaps older cultures like the Egyptians
who use to seal their tombs with huge granet doors or stones that had
to be pushed or cut out of the way to gain entry. So from a historical
argument I would probably use stone doors if this were Egypt, but it
isn't exactly historical to use stone doors in a Greek temple or tomb
built better than a thousand or more years later in history.

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I disagree about the weapon sounds. I've heard and indeed fired several
 pistols that sounded more or less exactly like that. As for the door sounds,
 Thomas has already explained that. Ancient Greek temples, and I've confirmed
 this with my own research, did indeed have wooden doors rather than stone
 for the most part.
 We are the Knights who say...Ni!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Thomas Ward
Hi Phil,

Well, I guess you can think of it as variable jumping, but analog
jumping is the technical term for it so that's what I went with. I
guess that's because I tend to be atechnical kind of guy. :D

As for the new view command I like it better this way as well. I got
sick and tired of looking through the menyu for something when I could
just press v and have Heather speak everything in real time as I run,
jump, or whatever. Plus this way is much much easier to update as
well. For instance, one thing I didn't add but will be adding soon is
the ability to tell you were the staircases are. With the old menu
system it took twice as much work to add them to the view system where
this way I just write  however many if statements I need and its done.
Much much simpler to update on the fly.

I also like the e command. I just press e and I get instant info were
the enemy is, how far away it is, and on the fly information in a
combat situation. That has been a big help too.

Cheers!

On 8/16/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Tom,
 I like the new weapon sounds and of course the Heather voice.
 I'm still getting used to the analog jumping technique.
 Maybe a better term would be variable jumping.
 I am also getting used to her not saying the door is locked.
 It is reasonable that if the door is locked she would not say anything nor
 would she crash into it.
 I especially like the descriptions when hitting v.
 I find it quicker and easier to hear everything rather than having to arrow
 down to what I want.

 Thanks,
 Phil

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Bryan Peterson
Maybe release the Beta 18 sounds as a separate sound pack? That way those 
who wanted it could have it while those who, like me, are happy with the 
newer sounds, could stick with those. It's the sae idea that was discussed 
with regard to speech packs with different voices.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and fire 
spells

are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you
need to play the game on a higher difficulty setting. That's all I can
really suggest at the moment.

As for multiple enemies though its a good idea, but that feature will
not be in the side-scroller version of the game. I can say, however,
that the 3D FPS version I am working on does have multiple enemies in
a room. If that is a feature you really want then I suggest you check
out the FPS version as soon as that version is released.

Cheers!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Bryan Peterson
I do ahve one criticism. I'm sorr to report that te site still doesn't work 
properly. I's the reverse of a situation I noticed but forgot to report in 
Beta 21. In Beta 21 the site didn't work in level 1 but seemed to work just 
fine in level 2. Now it's the exact reverse in Beta 22. The site seems to 
work perfectly in level 1 but for some reason doesn't work at all in level 
2. I don't even get the regular beeping when it's on, much less the pinging 
when I'm locked on to a monster

We are the Knights who say...Ni!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:32 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Tom,
I like the new weapon sounds and of course the Heather voice.
I'm still getting used to the analog jumping technique.
Maybe a better term would be variable jumping.
I am also getting used to her not saying the door is locked.
It is reasonable that if the door is locked she would not say anything nor 
would she crash into it.

I especially like the descriptions when hitting v.
I find it quicker and easier to hear everything rather than having to 
arrow down to what I want.


Thanks,
Phil



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list,
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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Thomas Ward
Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just
except the game as it was intended to be designed. MOTA players are
under the impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web
space right now imagine if I released voice packs, sound packs, etc
for each and every single game I ever create. Its going to end up
costing me extra web space and download bandwidth to support what I
consider non-essential junk. I'd prefer people to just accept the
changes as they are and stop requesting sound packs for this, that,
and the other thing because people just can't be satisfied with the
product I'm creating as is. They don't think about how much extra
time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm
in charge of deciding such things and I have personal reasons for
doing what I do to.

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Maybe release the Beta 18 sounds as a separate sound pack? That way those
 who wanted it could have it while those who, like me, are happy with the
 newer sounds, could stick with those. It's the sae idea that was discussed
 with regard to speech packs with different voices.
 We are the Knights who say...Ni!

---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Darren Duff
Personally at this point, I think you should make the game to your liking
and when it's done if people don't like it then they don't have to play
it 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just except the
game as it was intended to be designed. MOTA players are under the
impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web space
right now imagine if I released voice packs, sound packs, etc for each and
every single game I ever create. Its going to end up costing me extra web
space and download bandwidth to support what I consider non-essential junk.
I'd prefer people to just accept the changes as they are and stop requesting
sound packs for this, that, and the other thing because people just can't be
satisfied with the product I'm creating as is. They don't think about how
much extra time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm in
charge of deciding such things and I have personal reasons for doing what I
do to.

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Maybe release the Beta 18 sounds as a separate sound pack? That way 
 those who wanted it could have it while those who, like me, are happy 
 with the newer sounds, could stick with those. It's the sae idea that 
 was discussed with regard to speech packs with different voices.
 We are the Knights who say...Ni!

---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Darren Duff
Nah... People need to stop wining and except change and play the game. This
game has been through the ringer and needs to be completed the way Thomas
wants to make it and if people don't like it then they don't have to play
it. You can't make everybody happy and I know that Tom has already said that
the game already isn't what he wanted it to be because people don't like one
thing or another and he is trying to make them happy.  I say just make the
game as you like and get it done. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Tuesday, August 16, 2011 12:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Maybe release the Beta 18 sounds as a separate sound pack? That way those
who wanted it could have it while those who, like me, are happy with the
newer sounds, could stick with those. It's the sae idea that was discussed
with regard to speech packs with different voices.
We are the Knights who say...Ni!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts


 Hi John,

 Thanks for your thoughts and comments. However, I have a few responces 
 of my own below.

 John wrote:

   I personally preferred the weapon sounds from beta 18. For me, the 
 new ones are far more sci fi, and far less realistic.

 My reply:

 Well, that's unfortunate because the gun shots etc in beta 18 were low 
 fidelity and I wanted to replace them with hi-fi sounds. As I 
 purchased the new sounds for round about $35 I can't just afford to 
 throw that money away and put the old ones back in. Besides I'm 
 personally happy with the new sounds so if people want the old ones 
 I'll see what other people have to say about them before I put the old 
 sounds back in the game.

 John Wrote:

 The new door sounds sound like a haunted house rather than an ancient 
 temple. The older ones (a stone door) really make the ambience 
 authentic.


 My Reply:

 Not really. Most ancient greek temples used wooden doors not stone.
 Were this ancient Egypt or something stone would in deed be more 
 appropriate here. So I think this is a situation of historical 
 accuracy vs player perspective. So I'd like to hear others thoughts 
 here. If the majority of the people want the stone doors back I'll do 
 it, but it would not be historically accurate in my book.

 John wrote:

   The ability to jump continually (from beta 18) was an invaluable aid 
 in making my times with the levers, and getting over the fire pit in 
 level one and the chasm in level two.

 My Reply:

 Sorry, That is not technically possible. The way jumping worked in say 
 beta 18 caused endless problems with joysticks, mice, etc. You had no 
 control over when to jump and when you wanted to stop jumping because 
 it would go into an infinite loop usually ending up with Angela in a 
 fire, chasm, etc before you were able to stop. So restrictionms were 
 put in place that you had to let go of the controls keyboard, mouse, 
 joystick, whatever before starting a new jump. I'm sorry, but I had no 
 choice but to do it this way.

 John Wrote:

 I really preferred the previous sound for nearing a spike. I've found 
 the sound since beta 19 rather hard to here, particularly near 
 statues.

 My Reply:

 I see. Rather than replacing them perhaps just increasing the volume 
 might be a better solution?
 John Wrote:
   When picking up objects, you have to press enter on the object 
 rather than holding it down.

 My Reply:

 Again this is a technical restriction. I changed the way the G3D 
 Engine handles input to fix certain issues with handling input and in 
 the process of fixing the bigger problem this was a side effect of the 
 fix. So there isn't anything I can do but to restore the old input 
 code which will introduce problems and bugs into the game that would 
 be undesirable. So I'm afraid there isn't anything I can do to fix 
 this behavior without causing more bugs and problems than it is worth.

 John Wrote:

 Right now, it's not that hard to blast my way through all the monsters 
 in the game without getting hurt. The enemies with bows and fire 
 spells are usually the only ones to hit me, seeing as I can just shoot 
 the others before they get close. This leads into the suggestion: it 
 might add a level of difficulty (perhaps in later levels, or in all of 
 them if you like) to have more than one monster in a room.

 My Reply:

 What difficulty level are you playing on? I usually play on Advanced 
 and Expert and believe me one enemy is more than enough of a 
 challenge. If you are still playing on say Beginner then the game was 
 intentionally made to be easy, and if you find it too easy then you 
 need to play the game on a higher difficulty setting. That's all I can 
 really suggest at the moment

Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Thomas Ward
Hi Bryan,

Thanks. I'll check it out. That blasted laser sight has been more
trouble than its worth. :D

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I do ahve one criticism. I'm sorr to report that te site still doesn't work
 properly. I's the reverse of a situation I noticed but forgot to report in
 Beta 21. In Beta 21 the site didn't work in level 1 but seemed to work just
 fine in level 2. Now it's the exact reverse in Beta 22. The site seems to
 work perfectly in level 1 but for some reason doesn't work at all in level
 2. I don't even get the regular beeping when it's on, much less the pinging
 when I'm locked on to a monster
 We are the Knights who say...Ni!

---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Thomas Ward
Hi Darren,

That's precisely how I'm handling the situation. I'll listen to
criticism, suggestions, etc if they are valid, but as far as I'm
concerned beyond bug reports and adding new levels etc this game is
done. I'm not spending hours debating weather the doors should be
stone or wood or weather or not the beta 18 weapons sound better than
the beta 2x weapons. I frankly don't care about that any more. I'm
beyond that point and am working on release candidate 1, RC1, which
means at this point I've frozen the source at beta 22 and the only
changes now are bug fixes and new levels from here on out. The time
for suggestions, complaints, and debating is over. I'm working on a 90
day schedule to release this game in time for the Christmas holidays.
Plus at the same time I'm working on MOTA 3D which is the same game
from an FPS perspective. I simply don't have the time to hash every
detail out with everyone who has an opinion.

Cheers!

On 8/16/11, Darren Duff duff...@gmail.com wrote:
 Personally at this point, I think you should make the game to your liking
 and when it's done if people don't like it then they don't have to play
 it

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Darren Duff
Good for you! Lol
! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 1:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi Darren,

That's precisely how I'm handling the situation. I'll listen to criticism,
suggestions, etc if they are valid, but as far as I'm concerned beyond bug
reports and adding new levels etc this game is done. I'm not spending hours
debating weather the doors should be stone or wood or weather or not the
beta 18 weapons sound better than the beta 2x weapons. I frankly don't care
about that any more. I'm beyond that point and am working on release
candidate 1, RC1, which means at this point I've frozen the source at beta
22 and the only changes now are bug fixes and new levels from here on out.
The time for suggestions, complaints, and debating is over. I'm working on a
90 day schedule to release this game in time for the Christmas holidays.
Plus at the same time I'm working on MOTA 3D which is the same game from an
FPS perspective. I simply don't have the time to hash every detail out with
everyone who has an opinion.

Cheers!

On 8/16/11, Darren Duff duff...@gmail.com wrote:
 Personally at this point, I think you should make the game to your 
 liking and when it's done if people don't like it then they don't have 
 to play it

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Bryan Peterson
That would be my thought as well personally. Overall you've had this project 
on your back for nearly six years, even if it's only been in its current 
form for three. I'd say get it done how you want it and to hec with the ones 
who don't like it. After all, it's hardly as though you're holding that 357 
Magnum to their heads and forcing them to play.

We are the Knights who say...Ni!
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, August 16, 2011 10:26 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Personally at this point, I think you should make the game to your liking
and when it's done if people don't like it then they don't have to play
it

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just except 
the

game as it was intended to be designed. MOTA players are under the
impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web space
right now imagine if I released voice packs, sound packs, etc for each and
every single game I ever create. Its going to end up costing me extra web
space and download bandwidth to support what I consider non-essential 
junk.
I'd prefer people to just accept the changes as they are and stop 
requesting
sound packs for this, that, and the other thing because people just can't 
be

satisfied with the product I'm creating as is. They don't think about how
much extra time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm in
charge of deciding such things and I have personal reasons for doing what 
I

do to.

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:

Maybe release the Beta 18 sounds as a separate sound pack? That way
those who wanted it could have it while those who, like me, are happy
with the newer sounds, could stick with those. It's the sae idea that
was discussed with regard to speech packs with different voices.
We are the Knights who say...Ni!


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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Bryan Peterson
Personally I feel the exact same way. I was merely making a suggestion is 
all. It's Thomas' decision and his alone whether he decides to do anything 
about it

We are the Knights who say...Ni!
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, August 16, 2011 10:31 AM
Subject: Re: [Audyssey] mota beta 22 thoughts


Nah... People need to stop wining and except change and play the game. 
This

game has been through the ringer and needs to be completed the way Thomas
wants to make it and if people don't like it then they don't have to play
it. You can't make everybody happy and I know that Tom has already said 
that
the game already isn't what he wanted it to be because people don't like 
one

thing or another and he is trying to make them happy.  I say just make the
game as you like and get it done.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Tuesday, August 16, 2011 12:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Maybe release the Beta 18 sounds as a separate sound pack? That way those
who wanted it could have it while those who, like me, are happy with the
newer sounds, could stick with those. It's the sae idea that was discussed
with regard to speech packs with different voices.
We are the Knights who say...Ni!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted house rather than an ancient
temple. The older ones (a stone door) really make the ambience
authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable aid
in making my times with the levers, and getting over the fire pit in
level one and the chasm in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since beta 19 rather hard to here, particularly near
statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the monsters
in the game without getting hurt. The enemies with bows and fire
spells are usually the only ones to hit me, seeing as I can just shoot
the others before they get close. This leads into the suggestion: it
might add a level of difficulty (perhaps in later levels, or in all of
them if you like) to have more than one monster in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert

Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Bryan Peterson
LOL. It's saved my hide more than a few times though so if it can be 
fixed...

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 10:55 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Bryan,

Thanks. I'll check it out. That blasted laser sight has been more
trouble than its worth. :D

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:
I do ahve one criticism. I'm sorr to report that te site still doesn't 
work
properly. I's the reverse of a situation I noticed but forgot to report 
in
Beta 21. In Beta 21 the site didn't work in level 1 but seemed to work 
just

fine in level 2. Now it's the exact reverse in Beta 22. The site seems to
work perfectly in level 1 but for some reason doesn't work at all in 
level
2. I don't even get the regular beeping when it's on, much less the 
pinging

when I'm locked on to a monster
We are the Knights who say...Ni!


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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Yohandy

Thomas,
I'd say don't do it. I don't understand what's going on with this community. 
It's always compromises with you guys. can't a man create a game how he 
wants, and everyone just play it how it was intended? when you play a ps3 
game do you suddenly say hmm, I'm gonna swap this game's sounds for much 
cooler ones. course not. you just play the thing how it was designed. 
sheesh. this community exasperates me so much. there's rarely a discussion 
thread that doesn't contain these words. well can't you do such and such? 
swap sounds? make game easier? discard analog jumping? and on and on. no 
wonder guys like Draconis don't post updates. I think it's for the best. 
once their new games comes out people will play it, and it will be too late 
to change anything. if I was a dev I'd do exactly the same thing.






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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 12:22 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just
except the game as it was intended to be designed. MOTA players are
under the impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web
space right now imagine if I released voice packs, sound packs, etc
for each and every single game I ever create. Its going to end up
costing me extra web space and download bandwidth to support what I
consider non-essential junk. I'd prefer people to just accept the
changes as they are and stop requesting sound packs for this, that,
and the other thing because people just can't be satisfied with the
product I'm creating as is. They don't think about how much extra
time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm
in charge of deciding such things and I have personal reasons for
doing what I do to.

Cheers!




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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Thomas Ward
Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion of the game
and am working on actual game play and updates for v1.0.

Cheers!


On 8/16/11, Yohandy yohand...@gmail.com wrote:
 Thomas,
 I'd say don't do it. I don't understand what's going on with this community.
 It's always compromises with you guys. can't a man create a game how he
 wants, and everyone just play it how it was intended? when you play a ps3
 game do you suddenly say hmm, I'm gonna swap this game's sounds for much
 cooler ones. course not. you just play the thing how it was designed.
 sheesh. this community exasperates me so much. there's rarely a discussion
 thread that doesn't contain these words. well can't you do such and such?
 swap sounds? make game easier? discard analog jumping? and on and on. no
 wonder guys like Draconis don't post updates. I think it's for the best.
 once their new games comes out people will play it, and it will be too late
 to change anything. if I was a dev I'd do exactly the same thing.

---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Bryan Peterson
That's why if I do any comercial titles in the future (I have a few ideas), 
I'll be encripting the sounds and msic once I've got them how I! like them.

We are the Knights who say...Ni!
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 2:43 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Thomas,
I'd say don't do it. I don't understand what's going on with this 
community. It's always compromises with you guys. can't a man create a 
game how he wants, and everyone just play it how it was intended? when you 
play a ps3 game do you suddenly say hmm, I'm gonna swap this game's sounds 
for much cooler ones. course not. you just play the thing how it was 
designed. sheesh. this community exasperates me so much. there's rarely a 
discussion thread that doesn't contain these words. well can't you do such 
and such? swap sounds? make game easier? discard analog jumping? and on 
and on. no wonder guys like Draconis don't post updates. I think it's for 
the best. once their new games comes out people will play it, and it will 
be too late to change anything. if I was a dev I'd do exactly the same 
thing.






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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 12:22 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just
except the game as it was intended to be designed. MOTA players are
under the impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web
space right now imagine if I released voice packs, sound packs, etc
for each and every single game I ever create. Its going to end up
costing me extra web space and download bandwidth to support what I
consider non-essential junk. I'd prefer people to just accept the
changes as they are and stop requesting sound packs for this, that,
and the other thing because people just can't be satisfied with the
product I'm creating as is. They don't think about how much extra
time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm
in charge of deciding such things and I have personal reasons for
doing what I do to.

Cheers!




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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Bryan Peterson
It's ironic really. They don't seem to consider the fact that the longer 
they keep it up the farther back it's going to push the release. So then 
they'll be whining about that again too.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 3:13 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion of the game
and am working on actual game play and updates for v1.0.

Cheers!


On 8/16/11, Yohandy yohand...@gmail.com wrote:

Thomas,
I'd say don't do it. I don't understand what's going on with this 
community.

It's always compromises with you guys. can't a man create a game how he
wants, and everyone just play it how it was intended? when you play a ps3
game do you suddenly say hmm, I'm gonna swap this game's sounds for much
cooler ones. course not. you just play the thing how it was designed.
sheesh. this community exasperates me so much. there's rarely a 
discussion

thread that doesn't contain these words. well can't you do such and such?
swap sounds? make game easier? discard analog jumping? and on and on. no
wonder guys like Draconis don't post updates. I think it's for the best.
once their new games comes out people will play it, and it will be too 
late

to change anything. if I was a dev I'd do exactly the same thing.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Lori Duncan
Hi Thomas, while I do preffer the old method of jumping I also think that's 
the right attitude to take in this case, but please don't whatever you do 
get too stressed out over it, remember to take a rest once in a while.


Take care from Lori.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, August 16, 2011 10:13 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] mota beta 22 thoughts


Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion of the game
and am working on actual game play and updates for v1.0.

Cheers!


On 8/16/11, Yohandy yohand...@gmail.com wrote:

Thomas,
I'd say don't do it. I don't understand what's going on with this 
community.

It's always compromises with you guys. can't a man create a game how he
wants, and everyone just play it how it was intended? when you play a ps3
game do you suddenly say hmm, I'm gonna swap this game's sounds for much
cooler ones. course not. you just play the thing how it was designed.
sheesh. this community exasperates me so much. there's rarely a 
discussion

thread that doesn't contain these words. well can't you do such and such?
swap sounds? make game easier? discard analog jumping? and on and on. no
wonder guys like Draconis don't post updates. I think it's for the best.
once their new games comes out people will play it, and it will be too 
late

to change anything. if I was a dev I'd do exactly the same thing.


---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Hayden Presley
Hi Brian,
Ya got that right. It is funny the way people want this to be added, think
it's as easy as falling off a log to add, then turn around to complain about
it. I am glad Thomas is closing down the suggestions side of things, and
will be working exclusively (or most exclusively) on adding levels,
cutscenes, etc etc.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Tuesday, August 16, 2011 4:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

It's ironic really. They don't seem to consider the fact that the longer 
they keep it up the farther back it's going to push the release. So then 
they'll be whining about that again too.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 3:13 PM
Subject: Re: [Audyssey] mota beta 22 thoughts


 Hi Yohandy,

 That's a very valid point. I think I've been far too liberal in the
 past, too willing to change things based on suggestions in the past,
 and now its gotten to the point where everybody expects me to change
 this or that at the drop of a hat. What some gamers here forget is no
 mainstream developer commercial, independant, or otherwise is going to
 just change such and such because one or two gamers grumble about it.
 What I've done in terms of beta 22 which I wanted to do clear back as
 early as beta 20 is freeze the development of the game. That is to say
 stop adding features, changes, whatever and actually focus on adding
 new levels, cutscenes, and whatever has to be done to get this 1.0
 ready. That is primarily what I'm doing right now, and I'm sticking to
 that. I've closed out the suggestions and changes portion of the game
 and am working on actual game play and updates for v1.0.

 Cheers!


 On 8/16/11, Yohandy yohand...@gmail.com wrote:
 Thomas,
 I'd say don't do it. I don't understand what's going on with this 
 community.
 It's always compromises with you guys. can't a man create a game how he
 wants, and everyone just play it how it was intended? when you play a ps3
 game do you suddenly say hmm, I'm gonna swap this game's sounds for much
 cooler ones. course not. you just play the thing how it was designed.
 sheesh. this community exasperates me so much. there's rarely a 
 discussion
 thread that doesn't contain these words. well can't you do such and such?
 swap sounds? make game easier? discard analog jumping? and on and on. no
 wonder guys like Draconis don't post updates. I think it's for the best.
 once their new games comes out people will play it, and it will be too 
 late
 to change anything. if I was a dev I'd do exactly the same thing.

 ---
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No virus found in this message.
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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Charles Rivard
Suggestions are one thing, demands are another.  The same goes for 
constructive criticism as opposed to griping.


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 3:43 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Thomas,
I'd say don't do it. I don't understand what's going on with this 
community. It's always compromises with you guys. can't a man create a 
game how he wants, and everyone just play it how it was intended? when you 
play a ps3 game do you suddenly say hmm, I'm gonna swap this game's sounds 
for much cooler ones. course not. you just play the thing how it was 
designed. sheesh. this community exasperates me so much. there's rarely a 
discussion thread that doesn't contain these words. well can't you do such 
and such? swap sounds? make game easier? discard analog jumping? and on 
and on. no wonder guys like Draconis don't post updates. I think it's for 
the best. once their new games comes out people will play it, and it will 
be too late to change anything. if I was a dev I'd do exactly the same 
thing.






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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 12:22 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just
except the game as it was intended to be designed. MOTA players are
under the impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web
space right now imagine if I released voice packs, sound packs, etc
for each and every single game I ever create. Its going to end up
costing me extra web space and download bandwidth to support what I
consider non-essential junk. I'd prefer people to just accept the
changes as they are and stop requesting sound packs for this, that,
and the other thing because people just can't be satisfied with the
product I'm creating as is. They don't think about how much extra
time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm
in charge of deciding such things and I have personal reasons for
doing what I do to.

Cheers!




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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Charles Rivard
Your electronic signature is what you'll get when 1.0 comes out.  You'll 
give them, too:


Cheers!

---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 4:13 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion of the game
and am working on actual game play and updates for v1.0.

Cheers!


On 8/16/11, Yohandy yohand...@gmail.com wrote:

Thomas,
I'd say don't do it. I don't understand what's going on with this 
community.

It's always compromises with you guys. can't a man create a game how he
wants, and everyone just play it how it was intended? when you play a ps3
game do you suddenly say hmm, I'm gonna swap this game's sounds for much
cooler ones. course not. you just play the thing how it was designed.
sheesh. this community exasperates me so much. there's rarely a 
discussion

thread that doesn't contain these words. well can't you do such and such?
swap sounds? make game easier? discard analog jumping? and on and on. no
wonder guys like Draconis don't post updates. I think it's for the best.
once their new games comes out people will play it, and it will be too 
late

to change anything. if I was a dev I'd do exactly the same thing.


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list,
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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Thomas Ward
Hi Bryan,

Yeah, I've strongly thought about that. I certainly could encrypt
MOTA's sounds but as people are still translating the speech files
into foreign languages I'd hate to locked them out of the sounds while
that work is still going on. Still I'll probably encrypt everything
when 1.0 comes out.

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 That's why if I do any comercial titles in the future (I have a few ideas),
 I'll be encripting the sounds and msic once I've got them how I! like them.
 We are the Knights who say...Ni!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Bryan Peterson
Yeah. Because it's one thing to take a free game and play with the sounds 
but quite another matter entirely to tinker with something someone sells to 
you. Even back in the days when BSC's sounds were easily accessible I never 
had any inclination to tamper with them. And if the developer paid money for 
those sounds in the first place it's nothing short of insulting to replace 
them. It's one thing if it says it's ok in the license agreement but if 
not...

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 8:07 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Bryan,

Yeah, I've strongly thought about that. I certainly could encrypt
MOTA's sounds but as people are still translating the speech files
into foreign languages I'd hate to locked them out of the sounds while
that work is still going on. Still I'll probably encrypt everything
when 1.0 comes out.

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:
That's why if I do any comercial titles in the future (I have a few 
ideas),
I'll be encripting the sounds and msic once I've got them how I! like 
them.

We are the Knights who say...Ni!


---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Valiant8086

Hi.
I like the newer sounds myself. I've recorded gunshots myself and they 
sound more like the newer ones than what the original mota gunshots 
sounded like.


Sent with Thunderbird 3.1.10 portable.

On 8/16/2011 12:08 PM, Bryan Peterson wrote:
Maybe release the Beta 18 sounds as a separate sound pack? That way 
those who wanted it could have it while those who, like me, are happy 
with the newer sounds, could stick with those. It's the sae idea that 
was discussed with regard to speech packs with different voices.

We are the Knights who say...Ni!
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and 
fire spells

are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you
need to play the game on a higher difficulty setting. That's all I can
really suggest at the moment.

As for multiple enemies though its a good idea, but that feature will
not be in the side-scroller version of the game. I can say, however,
that the 3D FPS version I am working on does have multiple enemies in
a room. If that is a feature you really want then I suggest you check
out the FPS version as soon as that version is released.

Cheers!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Valiant8086
Or they can mod it, seeing the sounds are just wav files that could be 
easily replaced. Do you plan to keep the sounds that way?

Sent with Thunderbird 3.1.10 portable.

On 8/16/2011 12:26 PM, Darren Duff wrote:

Personally at this point, I think you should make the game to your liking
and when it's done if people don't like it then they don't have to play
it

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just except the
game as it was intended to be designed. MOTA players are under the
impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web space
right now imagine if I released voice packs, sound packs, etc for each and
every single game I ever create. Its going to end up costing me extra web
space and download bandwidth to support what I consider non-essential junk.
I'd prefer people to just accept the changes as they are and stop requesting
sound packs for this, that, and the other thing because people just can't be
satisfied with the product I'm creating as is. They don't think about how
much extra time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm in
charge of deciding such things and I have personal reasons for doing what I
do to.

Cheers!

On 8/16/11, Bryan Petersonbpeterson2...@cableone.net  wrote:

Maybe release the Beta 18 sounds as a separate sound pack? That way
those who wanted it could have it while those who, like me, are happy
with the newer sounds, could stick with those. It's the sae idea that
was discussed with regard to speech packs with different voices.
We are the Knights who say...Ni!

---
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