[Audyssey] Awesome Homer

2011-08-07 Thread Jim Kitchen

Hi,

I have put version 3 of Awesome Homer up on my site.

File name winah3.exe  File size 9.7 meg

In version 3, the escape key works properly to quit any level.
And now instead of the right shift and right control keys, the up arrow and 
down arrow keys work the same as the left shift and left control keys.

BTW You do not need to uninstall version 1 or 2 before installing version 3.

BFN
Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] quick MOTA beta 21 comment

2011-08-07 Thread Thomas Ward
Hi Charles,

That feature has been in the game for a while. I'm not sure if it was
in beta 18, but it was in beta 19 and 20 for sure. Glad you like the
feature though. I had to give players another way to identify if
Angela had been poisoned or not. Especially, since harpies aren't the
only way to get poisoned in the game..

Cheers!

On 8/6/11, Charles Rivard  wrote:
> For those who don't realize why they die after being nailed by Harpies, I
> like the fact that it tells you that you have been poisoned when you check
> your health.
>
> ---
> "Security is not the absence of danger.  It is the presence of the Lord."
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Re: [Audyssey] quick MOTA beta 21 comment

2011-08-07 Thread Thomas Ward
Hi Bryan,

No, the poisoned announcement was never oficially removed. There was
however a bug in one of the betas where it wasn't working for some
reason, and I fixed it in the next one.

Cheers!

On 8/7/11, Bryan Peterson  wrote:
> I seem to recall that it did at one time and then for whatever reason that
> was removed.
> We are the Knights who say...Ni!

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[Audyssey] guard tower

2011-08-07 Thread Steady Goh
Hi Jeremy, castaway is way cool!! Thanks for the game. I just started playing 
yesterday and it took me one whole sleepless night to complete level 1 on easy. 
haha!
Although i built a guard tower, I don't quite understand how does it help in 
the defence. If I do not have it, where will my nights be when not attacking 
goblins?

锦发/Steady Goh
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Michael,

Well, there are a couple of reasons why I removed the cutscenes. For
one thing most people skip them, and ever since switching to C++
sounds and levels load much faster than with the .Net versions so they
really aren't needed. The other is that I'm still looking for voice
talent for the game. I may choose to re do Angela's voice overs as
well as have someone do Athena which means that I'd have to redo the
cutscenes anyway. So I removed them until I decide what to do next as
far as voice overs etc goes.

As for the game intro I felt it was more appropriate at the beginning
of the game as as an intro for the game rather than for any specific
level. The music played during the game intro was selected and chosen
for that cutscene specifically, and isn't used anywhere else in the
game.

Cheers!

On 8/6/11, Michael Gauler  wrote:
> Hi,
> I also had the problem of  the scope not working, but if it is a missing
> file, that's no problem.
> I haven't played the new version for long yet, but I have some questions not
> related to bugs.
> Why did you remove the cut-scenes and made the first scene apear before you
> come into the main menu instead as the intro to level 1?
> And  I also like to know what piece of music is played during this first
> scene, because I haven't found any representation of it in the main menu or
> during game play at all. I might have overlooked something here, but if not,
> then I wonder why the intro has music not found somewhere else.
>
>
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Hayden,

Remember that big discussion over voices a couple of months back? Most
of the customers/players wanted Acapella Heather so I took out Tom and
put Heather back in. That's why Heather is in beta 21, and will remain
the voice for the game from here on out.

Cheers!

On 8/7/11, Hayden Presley  wrote:
> Hi Thomas,
> I've tried it, and I am impressed. However, why did you change the voice to
> Heather?
>
> Best Regards,
> Hayden

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Karl,

As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've looked, and can't find any reason for the problem. I can't
fix what I don't know is wrong. Best thing to do right now is to
ignore or overlook it because fixing things like that is really,
really, really low on my list of priorities right now. Its not
something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar
to many mainstream PC and console games. I'm not going to totally
rewrite the jump system to allow you to press control and press right
arrow x number of times because its not a standard method of jumping
and I personally don't like it. This methodology of pressing jump and
hitting an arrow several times is something the audio games community
came up with and it is not standard. I'm trying to introduce some true
mainstream standards into my projects so I'm sorry, but I'm not going
to change it for something I consider to be contrary to those
standards and quality I'm trying to introduce here.

Cheers!


On 8/6/11, Karl Belanger  wrote:
> Hi,
> I have two minor bugs and suggestions. First, when I am running and press
> enter, the running seems to pause for a second which it did not used to do.
> This isn't a big issue, but it's something I noticed. The second suggestion
> is that I would like to be able to hold control and tap right repeatedly in
> order to jump quickly. This would help with situations such as vanishing
> platforms.
> Karl

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Alfredo,

No, the game is still in development. I.E. beta stage. I have not even
added the game's registration system let alone can take orders. So in
answer to your question it isn't for sale yet, but I'm thinking in the
next couple of months or so as we have plans to get it done by the
Christmas season for sure.

As to your decision not to play the game until the full release that's
your choice, of course, but I'm just interested to know why. So far
beta 21 seems to be pretty stable except for a few minor bugs/issues
I'm fixing right now. I'll probably have a patch out by the end of the
day addressing the problems encountered. So if your afraid of
something blowing up your computer beta 21 is pretty safe as far as
that goes.

Cheers!

On 8/6/11, Alfredo  wrote:
> Hello,
> I just want to say that I will not play MOAT until the full release has
> been made. Usually I just play a game once and that is it. To say that I
> only play if I feel the need for some action.
> Is there a way I can order the game?
> Alfredo
>

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
HI Tommy,

Well, I really don't know what to tell you. The link is there as I
said at the bottom of the page. Click on the Windows (X86) link and
you will get the file. Perhaps if I rename the link to something else
more explanitory you can find it easier. Its not that hard to find
though.

Cheers!


On 8/6/11, Tommy  wrote:
> Hey Tom!
>
> I still didn't see anywhere. Still said, N/a.
>
> Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson

I really haven't noticed it to be honest.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 3:04 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Karl,

As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've looked, and can't find any reason for the problem. I can't
fix what I don't know is wrong. Best thing to do right now is to
ignore or overlook it because fixing things like that is really,
really, really low on my list of priorities right now. Its not
something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar
to many mainstream PC and console games. I'm not going to totally
rewrite the jump system to allow you to press control and press right
arrow x number of times because its not a standard method of jumping
and I personally don't like it. This methodology of pressing jump and
hitting an arrow several times is something the audio games community
came up with and it is not standard. I'm trying to introduce some true
mainstream standards into my projects so I'm sorry, but I'm not going
to change it for something I consider to be contrary to those
standards and quality I'm trying to introduce here.

Cheers!


On 8/6/11, Karl Belanger  wrote:

Hi,
I have two minor bugs and suggestions. First, when I am running and press
enter, the running seems to pause for a second which it did not used to 
do.
This isn't a big issue, but it's something I noticed. The second 
suggestion
is that I would like to be able to hold control and tap right repeatedly 
in

order to jump quickly. This would help with situations such as vanishing
platforms.
Karl


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Bryan,

Well, I have a theory about the pause thing, and I may be right or
wrong. It is completely possible that this is a system specific issue
rather than anything to do with the engine or game itself. No program
runs exactly the same on every computer. There are differences in CPU
speed, memory, hardware, Windows versions, etc and the best a
developer can hope for is that it works correctly on the majority of
systems and the rest is given over to luck and chance.

Of course, it could always be the engine as well. I updated or
corrected a few things in the G3D input module, and by fixing some
bugs/problems it might have effected other things like running and
picking stuff up at the same time. I'm obviously not going to change
it back as that wouldn't help matters. Besides realistically a person
can't run and pick things up off the ground at the same time anyway.
Let's get real here.

Cheers!


On 8/7/11, Bryan Peterson  wrote:
> I really haven't noticed it to be honest.
> We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread shaun everiss

Tom, Just got the game.
The sound for the scope does not seem to work though there is a scope 
tracking sound in the folder.

 At 09:38 p.m. 7/08/2011, you wrote:

Hi Bryan,

Well, I have a theory about the pause thing, and I may be right or
wrong. It is completely possible that this is a system specific issue
rather than anything to do with the engine or game itself. No program
runs exactly the same on every computer. There are differences in CPU
speed, memory, hardware, Windows versions, etc and the best a
developer can hope for is that it works correctly on the majority of
systems and the rest is given over to luck and chance.

Of course, it could always be the engine as well. I updated or
corrected a few things in the G3D input module, and by fixing some
bugs/problems it might have effected other things like running and
picking stuff up at the same time. I'm obviously not going to change
it back as that wouldn't help matters. Besides realistically a person
can't run and pick things up off the ground at the same time anyway.
Let's get real here.

Cheers!


On 8/7/11, Bryan Peterson  wrote:
> I really haven't noticed it to be honest.
> We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Karl Belanger
I can easily ignore the running thing.
As for jumping you misunderstood me. I was rather referring to that when you
press control+right to jump, when you land I would like to be able to jump
again without having to release and press the control key again.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 07, 2011 5:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

Hi Karl,

As for running and pausing when you press enter I have no clue as to what
causes it. People have been complaining about that for a while now, I've
looked, and can't find any reason for the problem. I can't fix what I don't
know is wrong. Best thing to do right now is to ignore or overlook it
because fixing things like that is really, really, really low on my list of
priorities right now. Its not something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar to
many mainstream PC and console games. I'm not going to totally rewrite the
jump system to allow you to press control and press right arrow x number of
times because its not a standard method of jumping and I personally don't
like it. This methodology of pressing jump and hitting an arrow several
times is something the audio games community came up with and it is not
standard. I'm trying to introduce some true mainstream standards into my
projects so I'm sorry, but I'm not going to change it for something I
consider to be contrary to those standards and quality I'm trying to
introduce here.

Cheers!


On 8/6/11, Karl Belanger  wrote:
> Hi,
> I have two minor bugs and suggestions. First, when I am running and 
> press enter, the running seems to pause for a second which it did not used
to do.
> This isn't a big issue, but it's something I noticed. The second 
> suggestion is that I would like to be able to hold control and tap 
> right repeatedly in order to jump quickly. This would help with 
> situations such as vanishing platforms.
> Karl

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson
True. If you or I were running along and found/dropped something we would 
have to pause even just briefly to pick it up. THe same would hold true for 
opening a door.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 3:38 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Bryan,

Well, I have a theory about the pause thing, and I may be right or
wrong. It is completely possible that this is a system specific issue
rather than anything to do with the engine or game itself. No program
runs exactly the same on every computer. There are differences in CPU
speed, memory, hardware, Windows versions, etc and the best a
developer can hope for is that it works correctly on the majority of
systems and the rest is given over to luck and chance.

Of course, it could always be the engine as well. I updated or
corrected a few things in the G3D input module, and by fixing some
bugs/problems it might have effected other things like running and
picking stuff up at the same time. I'm obviously not going to change
it back as that wouldn't help matters. Besides realistically a person
can't run and pick things up off the ground at the same time anyway.
Let's get real here.

Cheers!


On 8/7/11, Bryan Peterson  wrote:

I really haven't noticed it to be honest.
We are the Knights who say...Ni!


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson

As he said, it's a known issue that'll be fixed in a patch.
We are the Knights who say...Ni!
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 4:26 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Tom, Just got the game.
The sound for the scope does not seem to work though there is a scope 
tracking sound in the folder.

 At 09:38 p.m. 7/08/2011, you wrote:

Hi Bryan,

Well, I have a theory about the pause thing, and I may be right or
wrong. It is completely possible that this is a system specific issue
rather than anything to do with the engine or game itself. No program
runs exactly the same on every computer. There are differences in CPU
speed, memory, hardware, Windows versions, etc and the best a
developer can hope for is that it works correctly on the majority of
systems and the rest is given over to luck and chance.

Of course, it could always be the engine as well. I updated or
corrected a few things in the G3D input module, and by fixing some
bugs/problems it might have effected other things like running and
picking stuff up at the same time. I'm obviously not going to change
it back as that wouldn't help matters. Besides realistically a person
can't run and pick things up off the ground at the same time anyway.
Let's get real here.

Cheers!


On 8/7/11, Bryan Peterson  wrote:
> I really haven't noticed it to be honest.
> We are the Knights who say...Ni!

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Re: [Audyssey] Castaways error message

2011-08-07 Thread burakyuksek

Redownload the file.
saygilar sevgiler.
- Original Message - 
From: "Lori Duncan" 

To: 
Sent: Wednesday, August 03, 2011 6:23 PM
Subject: [Audyssey] Castaways error message


Hi I just tried to enstall Castaways on my computer but get this message 
when I try to run the setup file.


Error:  !   C:\Documents and Settings\Lori\Desktop\Lori\castaways.zip: The 
archive is either in unknown format or damaged
!   Cannot execute 
"C:\DOCUME~1\Lori\LOCALS~1\Temp\Rar$EX03.203\Castaways.exe"

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Re: [Audyssey] Castaways error message

2011-08-07 Thread Lisa Hayes

and where can get the file/
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "burakyuksek" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 9:03 PM
Subject: Re: [Audyssey] Castaways error message



Redownload the file.
saygilar sevgiler.
- Original Message - 
From: "Lori Duncan" 

To: 
Sent: Wednesday, August 03, 2011 6:23 PM
Subject: [Audyssey] Castaways error message


Hi I just tried to enstall Castaways on my computer but get this message 
when I try to run the setup file.


Error:  !   C:\Documents and Settings\Lori\Desktop\Lori\castaways.zip: 
The archive is either in unknown format or damaged
!   Cannot execute 
"C:\DOCUME~1\Lori\LOCALS~1\Temp\Rar$EX03.203\Castaways.exe"

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[Audyssey] Treasure hunt potcast of Shane low

2011-08-07 Thread burakyuksek
Hi,
Can you upload your potcast? I wanna listen it.
saygılar sevgiler.
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread fred olver
Thomas, I see several posts by you concerning MODA BETA 21. Is it possible 
for you to consulidate your posts in to say one or two rather than 15 or 20. 
I know I have a delete key.

Fred Olver

- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 4:14 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released


> HI Tommy,
>
> Well, I really don't know what to tell you. The link is there as I
> said at the bottom of the page. Click on the Windows (X86) link and
> you will get the file. Perhaps if I rename the link to something else
> more explanitory you can find it easier. Its not that hard to find
> though.
>
> Cheers!
>
>
> On 8/6/11, Tommy  wrote:
>> Hey Tom!
>>
>> I still didn't see anywhere. Still said, N/a.
>>
>> Tommy
>
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Re: [Audyssey] Castaways error message

2011-08-07 Thread dhruv kumar
www.kitchensinc.net

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson
Just a slight correction. It's M O T A, not M O D A. Stands for Mysteries of 
the Ancients. And not to be rude or anything but if you have a Delete key 
Thomas' messages shouldn't be an issue.

We are the Knights who say...Ni!
- Original Message - 
From: "fred olver" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 5:41 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released


Thomas, I see several posts by you concerning MODA BETA 21. Is it possible 
for you to consulidate your posts in to say one or two rather than 15 or 
20. I know I have a delete key.


Fred Olver

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 4:14 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



HI Tommy,

Well, I really don't know what to tell you. The link is there as I
said at the bottom of the page. Click on the Windows (X86) link and
you will get the file. Perhaps if I rename the link to something else
more explanitory you can find it easier. Its not that hard to find
though.

Cheers!


On 8/6/11, Tommy  wrote:

Hey Tom!

I still didn't see anywhere. Still said, N/a.

Tommy


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Phil Vlasak

Hi Thomas,
Instead of Windows/86 you could put
MOTA-Standard-Beta21.exe
on the link.
By the way, I got the 
Scope_Target.wav

and
Scope_Track.wav
from beta 18 and now the scope works fine.
Phil


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson
I do have one question. I can't seem to find the lever that unlocks the last 
door in the first level. I killed the boss but the door is locked. I 
backtracked several times through the level but I can't seem to find 
whatever lever I'm missing.

We are the Knights who say...Ni!
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 6:19 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
Instead of Windows/86 you could put
MOTA-Standard-Beta21.exe
on the link.
By the way, I got the Scope_Target.wav
and
Scope_Track.wav
from beta 18 and now the scope works fine.
Phil


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Tommy

Thanks Tom!

I found it!

Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Karl,

Ah, I see what you mean, but there is a very good reason why you have
to release the jump keys and press them again to jump again.
Basically, what it boils down to if I didn't do it this way Angela
would jump, land, and immediately jump again before you had a chance
to release the controls. I've jumped into fire pits, into spike traps,
or jumped face first into walls because I never really had any
opertunity to let go of the controls before Angela starts into that
second jump. Especially, with game pads and mice.

I don't know about you, but ever since I added joystick support I play
the game quite a lot using a game pad, and the input is so rapid that
there really is no responce time when jumping. I might press the jump
button and press the stick left or right and Angela jumps two or three
times right into a trap before I let go of the controls. So the
solution for that nasty problem was when Angela lands to wait for you
to release the joystick, keyboard, or mouse controls before jumping
again. It resolves that problem for all input devices equally so
that's pretty much why it works the way it does.

HTH

On 8/7/11, Karl Belanger  wrote:
> I can easily ignore the running thing.
> As for jumping you misunderstood me. I was rather referring to that when you
> press control+right to jump, when you land I would like to be able to jump
> again without having to release and press the control key again.
> Karl

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Bryan,

Smile. The lever is where it has been for the last few versions.

S
p
o
i
l
e
r

There is a secret room behind a fake wall. Its in the room below the
room with the vanishing platform.

HTH


On 8/7/11, Bryan Peterson  wrote:
> I do have one question. I can't seem to find the lever that unlocks the last
> door in the first level. I killed the boss but the door is locked. I
> backtracked several times through the level but I can't seem to find
> whatever lever I'm missing.
> We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Phil,

The thing is as I'm producing both a Windows and Linux version of this
game its essential to identify which is for Windows and which is for
Linux here. I'm thinking something like
Mysteries of the Ancients (Windows X86)
Mysteries of the Ancients (Linux X86)
to identify the downloads for each version. It tells you exactly what
the link is for including platform, and processor type.


As far as the sounds goes that's good, but I believe I updated them
since that version so the tone and pitch changes will be off though.
FMOD and DirectSound change the pitch differently therefore I had to
modify and change the pitch of the files to sound correct for each
platform.

HTH

On 8/7/11, Phil Vlasak  wrote:
> Hi Thomas,
> Instead of Windows/86 you could put
> MOTA-Standard-Beta21.exe
> on the link.
> By the way, I got the
> Scope_Target.wav
> and
> Scope_Track.wav
> from beta 18 and now the scope works fine.
> Phil
>

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Re: [Audyssey] guard tower

2011-08-07 Thread Jeremy Kaldobsky
Steady, I'm glad to hear you enjoy the game!  :D

The question about guard towers has come up a lot, so I'll try to explain it as 
best as I can.  Please let me know if this helps clear up how they are used.

When you have soldiers, they will pick a building to serve as their home base.  
This will usually be the barracks, and this is the place they will return to 
and rest at after a day of battling goblins.  The problem is that your barracks 
might be very far from the goblins, lets pretend it is 15 tiles away.  Every 
time they want to attack, your soldiers must march 15 tiles to the battle, kill 
goblins, and then march 15 tiles back home to rest.  Tons of time is being 
wasted walking, when they could have rested and killed more goblins had the 
barracks been close to the battle.

One way to solve this would be to build another barracks near the fighting so 
your soldiers don't have to travel so far to rest between battles.  This would 
work but Barracks are expensive, so it is much cheaper to build guard towers.  
Guard towers also let soldiers rest just like your barracks, so you can put 
these near the battle and they are much cheaper to build.  If the guard tower 
is 2 tiles away, your soldiers can attack the goblins, go back to rest, attack 
them more, and more, and it has only taken as long as it used to take them to 
attack once and then walk 15 tiles back to the barracks.  By traveling shorter 
distances, your people can attack more.

Some people wonder what happens if they scatter guard towers around the map.  
The good news is that it can't hurt, it can only help.  The soldiers will 
always try to protect your town if they can, which means they would rather 
attack goblins who are close to one of your buildings.  After attacking the 
closest goblins, they will head to the closest place they can rest.  If you 
have guard towers dotted around the map, they will almost certainly see one 
that is closer than walking all of the way back to your barracks.  And if your 
barracks happens to be closer, they will rest their instead.

> Hi Jeremy, castaway is way cool!!
> Thanks for the game. I just started playing yesterday and it
> took me one whole sleepless night to complete level 1 on
> easy. haha!
> Although i built a guard tower, I don't quite understand
> how does it help in the defence. If I do not have it, where
> will my nights be when not attacking goblins?
> 
> 锦发/Steady Goh


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Re: [Audyssey] Castaways: What Is Up with Stocking the Ship With Bread?`

2011-08-07 Thread Jeremy Kaldobsky
There is some kind of bug with the ship that I've been trying to spot.  You are 
the second person who has experienced it, and sadly I can't seem to get my own 
game to do it to help me find the problem.  I'm pretty sure there must be some 
kind of typo that I introduced during the last major update.  I'll keep 
looking!  Hopefully I find it soon.

> Hi,
> 
> Basically, the subject says it all. As I watch, my
> supplies, especially
> bread, are disappearing from the ship. What is going on?
> 
>  
> 
> Best Regards,
> 
> Hayden


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[Audyssey] Large ledges

2011-08-07 Thread Damien C. Pendleton
Hi Thomas,
>From what I can tell, so far, MOTA 21 is rather stable.
However, I've forgotten how to get over large ledges. I have looked in the room 
plus two rooms back and can't find any switches to turn them into bridges, but 
at the same time I can't jump over them in the normal way.
Any help would be appreciated.
Thanks.
Regards,
Damien.
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Re: [Audyssey] Large ledges

2011-08-07 Thread Bryan Peterson

You need to use the running jump.
We are the Knights who say...Ni!
- Original Message - 
From: "Damien C. Pendleton" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 8:29 AM
Subject: [Audyssey] Large ledges



Hi Thomas,
From what I can tell, so far, MOTA 21 is rather stable.
However, I've forgotten how to get over large ledges. I have looked in the 
room plus two rooms back and can't find any switches to turn them into 
bridges, but at the same time I can't jump over them in the normal way.

Any help would be appreciated.
Thanks.
Regards,
Damien.
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Re: [Audyssey] Large ledges

2011-08-07 Thread Thomas Ward
Hi Damien,

s
p
o
i
l
e
r

There are some traps too big to jump over from a standing jump. To
jump over them you will need to perform a running jump. To do that you
would hold down shift plus control and an arrow key and Angela will
run up to the trap and try and jump it if she can.

HTH

On 8/7/11, Damien C. Pendleton  wrote:
> Hi Thomas,
> From what I can tell, so far, MOTA 21 is rather stable.
> However, I've forgotten how to get over large ledges. I have looked in the
> room plus two rooms back and can't find any switches to turn them into
> bridges, but at the same time I can't jump over them in the normal way.
> Any help would be appreciated.
> Thanks.
> Regards,
> Damien.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Michael Taboada (AI5HF)

Hi,
I was just curious, since in one of your previous emails you mentioned 
voiceovers. Have you thought to make the game fully self-voiced by a human? 
Just curious, as that is what I prefer, although I'm sure it could be a bit 
more expensive if you don't want to do it yourself.

Cheers,

-Michael.



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Michael Taboada (AI5HF)

Hi,
Would you mind explaining to me how this analog jump system works, as I've 
never used or heard of it before, having not played many mainstream pc or 
other games.

Thanks,

-Michael.

From: "Thomas Ward" 
Sent: Sunday, August 07, 2011 4:04 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Beta 21 Released


Hi Karl,

As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've looked, and can't find any reason for the problem. I can't
fix what I don't know is wrong. Best thing to do right now is to
ignore or overlook it because fixing things like that is really,
really, really low on my list of priorities right now. Its not
something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar
to many mainstream PC and console games. I'm not going to totally
rewrite the jump system to allow you to press control and press right
arrow x number of times because its not a standard method of jumping
and I personally don't like it. This methodology of pressing jump and
hitting an arrow several times is something the audio games community
came up with and it is not standard. I'm trying to introduce some true
mainstream standards into my projects so I'm sorry, but I'm not going
to change it for something I consider to be contrary to those
standards and quality I'm trying to introduce here.

Cheers!


On 8/6/11, Karl Belanger  wrote:

Hi,
I have two minor bugs and suggestions. First, when I am running and press
enter, the running seems to pause for a second which it did not used to 
do.
This isn't a big issue, but it's something I noticed. The second 
suggestion
is that I would like to be able to hold control and tap right repeatedly 
in

order to jump quickly. This would help with situations such as vanishing
platforms.
Karl


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Re: [Audyssey] guard tower

2011-08-07 Thread Hayden Presley
Hi,
At least that is a relief. For a moment there I thought my people were rading 
their own ship.
:)

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Jeremy Kaldobsky
Sent: Sunday, August 07, 2011 9:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] guard tower

Steady, I'm glad to hear you enjoy the game!  :D

The question about guard towers has come up a lot, so I'll try to explain it as 
best as I can.  Please let me know if this helps clear up how they are used.

When you have soldiers, they will pick a building to serve as their home base.  
This will usually be the barracks, and this is the place they will return to 
and rest at after a day of battling goblins.  The problem is that your barracks 
might be very far from the goblins, lets pretend it is 15 tiles away.  Every 
time they want to attack, your soldiers must march 15 tiles to the battle, kill 
goblins, and then march 15 tiles back home to rest.  Tons of time is being 
wasted walking, when they could have rested and killed more goblins had the 
barracks been close to the battle.

One way to solve this would be to build another barracks near the fighting so 
your soldiers don't have to travel so far to rest between battles.  This would 
work but Barracks are expensive, so it is much cheaper to build guard towers.  
Guard towers also let soldiers rest just like your barracks, so you can put 
these near the battle and they are much cheaper to build.  If the guard tower 
is 2 tiles away, your soldiers can attack the goblins, go back to rest, attack 
them more, and more, and it has only taken as long as it used to take them to 
attack once and then walk 15 tiles back to the barracks.  By traveling shorter 
distances, your people can attack more.

Some people wonder what happens if they scatter guard towers around the map.  
The good news is that it can't hurt, it can only help.  The soldiers will 
always try to protect your town if they can, which means they would rather 
attack goblins who are close to one of your buildings.  After attacking the 
closest goblins, they will head to the closest place they can rest.  If you 
have guard towers dotted around the map, they will almost certainly see one 
that is closer than walking all of the way back to your barracks.  And if your 
barracks happens to be closer, they will rest their instead.

> Hi Jeremy, castaway is way cool!!
> Thanks for the game. I just started playing yesterday and it
> took me one whole sleepless night to complete level 1 on
> easy. haha!
> Although i built a guard tower, I don't quite understand
> how does it help in the defence. If I do not have it, where
> will my nights be when not attacking goblins?
> 
> 锦发/Steady Goh


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Hayden Presley
Hi,
Lol...I'm not surprised. It seems whenever you change a feature of the game
that has been there forever, peoplewant the old one back.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 07, 2011 3:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

Hi Hayden,

Remember that big discussion over voices a couple of months back? Most
of the customers/players wanted Acapella Heather so I took out Tom and
put Heather back in. That's why Heather is in beta 21, and will remain
the voice for the game from here on out.

Cheers!

On 8/7/11, Hayden Presley  wrote:
> Hi Thomas,
> I've tried it, and I am impressed. However, why did you change the voice
to
> Heather?
>
> Best Regards,
> Hayden

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Re: [Audyssey] guard tower

2011-08-07 Thread Hayden Presley
Hi,
I don't understand that either. My knights are still roving half way across the 
map as fra as I can tell. BTW, I've just about finished level 1, we're just 
going to see if I can prevent my ship's resources fromvanishing this time. Lol

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Steady Goh
Sent: Sunday, August 07, 2011 3:36 AM
To: Gamers Discussion list
Subject: [Audyssey] guard tower

Hi Jeremy, castaway is way cool!! Thanks for the game. I just started playing 
yesterday and it took me one whole sleepless night to complete level 1 on easy. 
haha!
Although i built a guard tower, I don't quite understand how does it help in 
the defence. If I do not have it, where will my nights be when not attacking 
goblins?

锦发/Steady Goh
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Re: [Audyssey] guard tower

2011-08-07 Thread Jeremy Kaldobsky
I suppose it's possible that I don't understand your question.  Could you 
explain, in detail, what is happening with your Knights?  This will help me 
answer, when I fully understand what is being asked.

> Hi,
> I don't understand that either. My knights are still roving
> half way across the map as fra as I can tell. BTW, I've just
> about finished level 1, we're just going to see if I can
> prevent my ship's resources fromvanishing this time. Lol
> 
> Best Regards,
> Hayden


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Re: [Audyssey] guard tower

2011-08-07 Thread Steady Goh

Hi Jeremy, thanks for your detailed explanation. It's clear now.

锦发/Steady Goh
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 10:18 PM
Subject: Re: [Audyssey] guard tower



Steady, I'm glad to hear you enjoy the game!  :D

The question about guard towers has come up a lot, so I'll try to explain 
it as best as I can.  Please let me know if this helps clear up how they 
are used.


When you have soldiers, they will pick a building to serve as their home 
base.  This will usually be the barracks, and this is the place they will 
return to and rest at after a day of battling goblins.  The problem is 
that your barracks might be very far from the goblins, lets pretend it is 
15 tiles away.  Every time they want to attack, your soldiers must march 
15 tiles to the battle, kill goblins, and then march 15 tiles back home to 
rest.  Tons of time is being wasted walking, when they could have rested 
and killed more goblins had the barracks been close to the battle.


One way to solve this would be to build another barracks near the fighting 
so your soldiers don't have to travel so far to rest between battles. 
This would work but Barracks are expensive, so it is much cheaper to build 
guard towers.  Guard towers also let soldiers rest just like your 
barracks, so you can put these near the battle and they are much cheaper 
to build.  If the guard tower is 2 tiles away, your soldiers can attack 
the goblins, go back to rest, attack them more, and more, and it has only 
taken as long as it used to take them to attack once and then walk 15 
tiles back to the barracks.  By traveling shorter distances, your people 
can attack more.


Some people wonder what happens if they scatter guard towers around the 
map.  The good news is that it can't hurt, it can only help.  The soldiers 
will always try to protect your town if they can, which means they would 
rather attack goblins who are close to one of your buildings.  After 
attacking the closest goblins, they will head to the closest place they 
can rest.  If you have guard towers dotted around the map, they will 
almost certainly see one that is closer than walking all of the way back 
to your barracks.  And if your barracks happens to be closer, they will 
rest their instead.



Hi Jeremy, castaway is way cool!!
Thanks for the game. I just started playing yesterday and it
took me one whole sleepless night to complete level 1 on
easy. haha!
Although i built a guard tower, I don't quite understand
how does it help in the defence. If I do not have it, where
will my nights be when not attacking goblins?

锦发/Steady Goh



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Michael,

Yes, I've considered and have looked at possible voice talent to voice
the game. However, to get quality voice talent to do the entire game
would cost quite a lot of money, and I haven't found any free voice
talent that really worked out. Of the two women I tried both ended up
having to quit about half way through recording for personal reasons.
So I fell back on using Sapi voices for the time being.

As for doing it myself that's a bad idea. For one I don't have a very
good voice, and do to some nerve damage in my face its sometimes
difficult to speak clearly without mumbling or slering my words.
Besides that I'd prefer a female do the voice overs, since the lead
character is female, and I don't qualify for that position at all. :D

Cheers!

On 8/7/11, Michael Taboada (AI5HF)  wrote:
> Hi,
> I was just curious, since in one of your previous emails you mentioned
> voiceovers. Have you thought to make the game fully self-voiced by a human?
> Just curious, as that is what I prefer, although I'm sure it could be a bit
> more expensive if you don't want to do it yourself.
> Cheers,
>
> -Michael.
>

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Hayden,

Right you are. I've discovered don't release a public beta until you
are prepared to stick with feature x as if you remove it or change it
somebody is bound to not like it and want the old one back. That said,
I think people forget that this is a work in progress and I'm
experimenting a bit with this and that. That's in part why there are
so many betas. Although, now we have passed the experiment part and
beta 21 and upcoming beta 22 are bug fix releases trying to get the
game ready for final release.

Cheers!

On 8/7/11, Hayden Presley  wrote:
> Hi,
> Lol...I'm not surprised. It seems whenever you change a feature of the game
> that has been there forever, peoplewant the old one back.
>
> Best Regards,
> Hayden

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
I don't like the change, either, but after discussion on the list, he made 
the decision.  I would like to have the option to use the voice of my 
choice, but that would be a heck of a lot of work for Tom.


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

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, August 07, 2011 1:46 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
I've tried it, and I am impressed. However, why did you change the voice 
to

Heather?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, August 06, 2011 8:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

I can wait, because I can imagine how awesome it will be.  (grinning in
anticipation)

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

- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, August 06, 2011 7:27 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



I'm downloading it now. I can't wait for the full game!
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, August 06, 2011 12:14 PM
Subject: [Audyssey] MOTA Beta 21 Released



Hello Gamers,

USA Games Interactive would like to announce the immediate release of
Mysteries of the Ancients Beta 21 for public testing. This all new
test release addresses a number of bugs and key issues present in
betas 18 through 20. This is most likely the most stable test release
of the game since beta 18, and hopefully resolves most of the issues
found in prior releases.

What's New

* Added the ability to automatically save checkpoints.
* Fixed the bug where the game crashes
when switching between windows with alt+tab.
* Fixed the bug where the game crashes on exit.
* Fixed the timing bug where torches burned out too quickly,
locks were reset too soon, and Angela's health was updated too quickly.
* Fixed the bug in the settings menu
where it fails to display all the menu options.
* Removed cutscenes between levels.
* Replaced Scansoft Tom with Acapela Heather.
* Updated the LoadGame() function.
* Updated the SaveGame() function.
* Updated the actions menu.
* Updated the information menu.
* Updated the load game menu.
* Updated the save game menu.
* Updated the settings menu.
* Updated the sound descriptions menu.
* Updated the weapons menu.
* Updated/replaced weapon sounds.
* Updated end user documentation.

Downloading and Installing

For maximum stability please do not install this over an older
release, and remove any and all prior releases before installing beta
21. You can download Mysteries of the Ancients from the official
Mysteries of the Ancients home page:
http://www.usagamesinteractive.com/mota.php

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Michael and all,

Well, an analog jump system generally works like this. The longer the
jump buttons or keys are held down the further and higher the
character will jump with in reason. A character can't jump forever,
but can jump pretty high or far if the keys or buttons are held down
long enough. The shorter time the jump buttons or keys are held down
the shorter distance the character will jump. So depending on how long
the key or button is pressed you can get anything from a short hop to
a long jump over a pit, spikes, or similar trap. Make sense?

The primary advantage of an analog jump system over a fixed jump
system is you can time your jumps and jump only as high or far as you
need to. It also adds more challenge to the game as if you don't hold
down the jump buttons/keys long enough you might just miss the edge of
atrap and fall into it, or if you hold down the jump buttons/keys too
long you might clear the first trap and land in a second trap. I've
minimized some of this since its kind of hard to judge distances, but
that's generally how many mainstream games work.

HTH

On 8/7/11, Michael Taboada (AI5HF)  wrote:
> Hi,
> Would you mind explaining to me how this analog jump system works, as I've
> never used or heard of it before, having not played many mainstream pc or
> other games.
> Thanks,
>
> -Michael.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Charles,

Well, I've considered doing voice packs for the game at some point.
I.E. zip up something like Scansoft Tom and offer it for download if
Heather isn't your forte etc. Those kinds of things are certainly
possible. Its just I don't really have time to update the Scansoft Tom
recordings at the moment, and I'm thinking of doing these kinds of add
ons after 1.0 is released. If people are in favor of this idea let me
know, and I'll look at these kind of mods after we have something
ready to sell.

The other alternative is just scrap the speech directory altogether
and use Sapi support. Unfortunately, that would work for some people,
but not for others. Not everyone owns high quality Sapi voices like
Heather, Tom, the Ivona voices, so we are right back to where we
started. We can not possibly satisfy everyone here.

Cheers!

On 8/7/11, Charles Rivard  wrote:
> I don't like the change, either, but after discussion on the list, he made
> the decision.  I would like to have the option to use the voice of my
> choice, but that would be a heck of a lot of work for Tom.
>
> ---
> "Security is not the absence of danger.  It is the presence of the Lord."

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson

I remember when he tried that. People kept having Sapi issues.
We are the Knights who say...Ni!
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 11:43 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released


I don't like the change, either, but after discussion on the list, he made 
the decision.  I would like to have the option to use the voice of my 
choice, but that would be a heck of a lot of work for Tom.


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

- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, August 07, 2011 1:46 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
I've tried it, and I am impressed. However, why did you change the voice 
to

Heather?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, August 06, 2011 8:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

I can wait, because I can imagine how awesome it will be.  (grinning in
anticipation)

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

- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, August 06, 2011 7:27 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



I'm downloading it now. I can't wait for the full game!
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, August 06, 2011 12:14 PM
Subject: [Audyssey] MOTA Beta 21 Released



Hello Gamers,

USA Games Interactive would like to announce the immediate release of
Mysteries of the Ancients Beta 21 for public testing. This all new
test release addresses a number of bugs and key issues present in
betas 18 through 20. This is most likely the most stable test release
of the game since beta 18, and hopefully resolves most of the issues
found in prior releases.

What's New

* Added the ability to automatically save checkpoints.
* Fixed the bug where the game crashes
when switching between windows with alt+tab.
* Fixed the bug where the game crashes on exit.
* Fixed the timing bug where torches burned out too quickly,
locks were reset too soon, and Angela's health was updated too quickly.
* Fixed the bug in the settings menu
where it fails to display all the menu options.
* Removed cutscenes between levels.
* Replaced Scansoft Tom with Acapela Heather.
* Updated the LoadGame() function.
* Updated the SaveGame() function.
* Updated the actions menu.
* Updated the information menu.
* Updated the load game menu.
* Updated the save game menu.
* Updated the settings menu.
* Updated the sound descriptions menu.
* Updated the weapons menu.
* Updated/replaced weapon sounds.
* Updated end user documentation.

Downloading and Installing

For maximum stability please do not install this over an older
release, and remove any and all prior releases before installing beta
21. You can download Mysteries of the Ancients from the official
Mysteries of the Ancients home page:
http://www.usagamesinteractive.com/mota.php

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[Audyssey] MOTA first player

2011-08-07 Thread mike maslo
I was wondering if the first player version of the game is being developed
still?


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[Audyssey] cast way help

2011-08-07 Thread mike maslo
I just started to play this game. I think it is very interesting but I have
one of the easiest question for everyone but me.

I am trying to make my store room and I switch some of the people to be
peasants etc. My question is how do I make them actually do something. Every
time I check they are just standing around.

Should I at first make all of them peasants or how should I do that?


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Re: [Audyssey] MOTA first player

2011-08-07 Thread Bryan Peterson
You mean first-person? Smile. I'm sure it is, but I think Thomas wants to 
get Standard out the door before he focuses on it.

We are the Knights who say...Ni!
- Original Message - 
From: "mike maslo" 

To: "'Gamers Discussion list'" 
Sent: Sunday, August 07, 2011 12:32 PM
Subject: [Audyssey] MOTA first player



I was wondering if the first player version of the game is being developed
still?


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Re: [Audyssey] cast way help

2011-08-07 Thread Thomas Ward
Hi Mike,

Don't worry. If there is a job to do the peasants will perform it
automatically. For instance if your lumberjack cuts down a tree in the
forest the peasants will carry it to the storehouse or sawmill. If the
peasants are just standing around that means there aren't any tasks
available for them to perform yet.

HTH

On 8/7/11, mike maslo  wrote:
> I just started to play this game. I think it is very interesting but I have
> one of the easiest question for everyone but me.
>
> I am trying to make my store room and I switch some of the people to be
> peasants etc. My question is how do I make them actually do something. Every
> time I check they are just standing around.
>
> Should I at first make all of them peasants or how should I do that?
>
>
> ---
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Re: [Audyssey] MOTA first player

2011-08-07 Thread Thomas Ward
Hi Mike,

Absolutely. We are still working on the 3d FPS version of the game.
The only reason we haven't put out a demo or beta of the first-person
version of the game is that we've been trying out various things with
the standard version of the game, getting it stable enough for
release, and then will devote our attention to the 3d FPS version.

As it happens the 3d FPS beta is almost ready for public testing as it
right now. I think once I post beta 22 of the standard version, I.E.
the side-scroller version, I'll go ahead and put up the FPS beta as
well as it is nearly ready to play. I'll just need a few days to fully
test and work a few last minute things out of the FPS version before
that happens though.

HTH

On 8/7/11, mike maslo  wrote:
> I was wondering if the first player version of the game is being developed
> still?
>
>
> ---
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Re: [Audyssey] cast way help

2011-08-07 Thread mike maslo
Well how do you get them to create the store room in the first place?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 07, 2011 1:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] cast way help

Hi Mike,

Don't worry. If there is a job to do the peasants will perform it
automatically. For instance if your lumberjack cuts down a tree in the
forest the peasants will carry it to the storehouse or sawmill. If the
peasants are just standing around that means there aren't any tasks
available for them to perform yet.

HTH

On 8/7/11, mike maslo  wrote:
> I just started to play this game. I think it is very interesting but I 
> have one of the easiest question for everyone but me.
>
> I am trying to make my store room and I switch some of the people to 
> be peasants etc. My question is how do I make them actually do 
> something. Every time I check they are just standing around.
>
> Should I at first make all of them peasants or how should I do that?
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
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> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> list, please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] cast way help

2011-08-07 Thread Bryan Peterson
You have to select an empt square and then a building to build. Peasants 
will then carry supllies to the construction site and then builders will 
take over.

We are the Knights who say...Ni!
- Original Message - 
From: "mike maslo" 

To: "'Gamers Discussion list'" 
Sent: Sunday, August 07, 2011 12:59 PM
Subject: Re: [Audyssey] cast way help



Well how do you get them to create the store room in the first place?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 07, 2011 1:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] cast way help

Hi Mike,

Don't worry. If there is a job to do the peasants will perform it
automatically. For instance if your lumberjack cuts down a tree in the
forest the peasants will carry it to the storehouse or sawmill. If the
peasants are just standing around that means there aren't any tasks
available for them to perform yet.

HTH

On 8/7/11, mike maslo  wrote:

I just started to play this game. I think it is very interesting but I
have one of the easiest question for everyone but me.

I am trying to make my store room and I switch some of the people to
be peasants etc. My question is how do I make them actually do
something. Every time I check they are just standing around.

Should I at first make all of them peasants or how should I do that?


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[Audyssey] Cast Aways Help

2011-08-07 Thread mike maslo
Hi everyone:

When I first start the game should create the store room correct?

Every time I check it says no one is doing anything

I asked the members to be peasants lumber jacks fisherman etc.

I do not understand why it is not doing anything?


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard

Aw nuts!

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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 3:49 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Hayden,

Remember that big discussion over voices a couple of months back? Most
of the customers/players wanted Acapella Heather so I took out Tom and
put Heather back in. That's why Heather is in beta 21, and will remain
the voice for the game from here on out.

Cheers!

On 8/7/11, Hayden Presley  wrote:

Hi Thomas,
I've tried it, and I am impressed. However, why did you change the voice 
to

Heather?

Best Regards,
Hayden


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
If you try to fix the minor hesitation that he found when pressing the enter 
key while running, who knows what you might, to coin a word, unfix.  (grin)


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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 4:04 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Karl,

As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've looked, and can't find any reason for the problem. I can't
fix what I don't know is wrong. Best thing to do right now is to
ignore or overlook it because fixing things like that is really,
really, really low on my list of priorities right now. Its not
something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar
to many mainstream PC and console games. I'm not going to totally
rewrite the jump system to allow you to press control and press right
arrow x number of times because its not a standard method of jumping
and I personally don't like it. This methodology of pressing jump and
hitting an arrow several times is something the audio games community
came up with and it is not standard. I'm trying to introduce some true
mainstream standards into my projects so I'm sorry, but I'm not going
to change it for something I consider to be contrary to those
standards and quality I'm trying to introduce here.

Cheers!


On 8/6/11, Karl Belanger  wrote:

Hi,
I have two minor bugs and suggestions. First, when I am running and press
enter, the running seems to pause for a second which it did not used to 
do.
This isn't a big issue, but it's something I noticed. The second 
suggestion
is that I would like to be able to hold control and tap right repeatedly 
in

order to jump quickly. This would help with situations such as vanishing
platforms.
Karl


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Bryan,

Well, yes and no. Its true that a handful of people had problems with
Sapi support, because for some strange reason Sapi is easy to screw
up. Yet, it was under ten people who had problems. From a technical
standpoint that's probably worth the risk of supporting the technology
as Jeremy, Jim Kitchen, GMA, and other audio game developers use Sapi
support without too much trouble with it.  It is, in fact, becoming a
standard among audio game developers as a common API we use to speak
information in our games.

The longer I've been  with this community  and have been developing
games I've found that Sapi actually resolves a lot more problems than
it causes. That's why I am strongly considering making Sapi support a
standard option in my future games for the reasons below.

First, there is the matter of end user preference. I'm talking about
that big thread back in June about which voice someone likes or
doesn't like, the rate is too fast or too slow, the pitch is too high
or too low, etc can be solved by switching to Sapi. If someone doesn't
like the default Sapi voice on their computer weather it is Microsoft
Sam or Microsoft Anna they can head over to Nextup.com or Cepstral.com
and buy a different one. Given the number of audio games that rely on
Sapi support I figure most people probably own at least one Sapi voice
they like by now.

Second, using Sapi, from a programming standpoint, is quicker and
easier.  To use *.wav files as I've been doing slows production down
alot because I have to record the speech files, edit the speech files,
and then write a bunch of code to load the proper *.wav file when it
is needed. With Sapi all I have to do is pass a string of text to the
Sapi->Speak() function and I'm done. No recording, editing, or extra
coding required.

Third, it saves money. If I have to higher someone to do the voice
overs that can cost quite a bit to have someone speak the menus,
status messages, and so on all be it the end result will sound more
professional. Even if I continue recording and using Sapi voices
that's not exactly free either. I have to license the voice, and pay
for the rights to use those voice clips in my game. That costs money
and will come out of any game I produce.

Finally, it makes the installation smaller. Last time I checked I
think MOTA's speech directory was close to 50 MB or something like
that.  While its not a problem for a modern PC its the idea that there
is an easier and simpler way to self-voice a game that doesn't wack
off 50 MB of your hard drive space right off the bat. That 50 MB could
be used for something else like audio books, mp3s, more games, etc. No
sense waisting space if you don't have to is basically what I mean.


I know the counter arguments as well. Not everyone has a good Sapi
voice. The default sapi voice sucks. Sapi support can break. Those are
all good points, but the reasons I mentioned above actually proves
Sapi is still probably the best option to self-voice a game on Windows
right now. That's why I'm strongly thinking about using it in Raceway
and any other games I might produce in the future.

Cheers!


On 8/7/11, Bryan Peterson  wrote:
> I remember when he tried that. People kept having Sapi issues.
> We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
The way it currently is set to operate makes sense.  I don't think that you 
would usually jump, land, jump, land, and so on without pausing.


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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 9:00 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Karl,

Ah, I see what you mean, but there is a very good reason why you have
to release the jump keys and press them again to jump again.
Basically, what it boils down to if I didn't do it this way Angela
would jump, land, and immediately jump again before you had a chance
to release the controls. I've jumped into fire pits, into spike traps,
or jumped face first into walls because I never really had any
opertunity to let go of the controls before Angela starts into that
second jump. Especially, with game pads and mice.

I don't know about you, but ever since I added joystick support I play
the game quite a lot using a game pad, and the input is so rapid that
there really is no responce time when jumping. I might press the jump
button and press the stick left or right and Angela jumps two or three
times right into a trap before I let go of the controls. So the
solution for that nasty problem was when Angela lands to wait for you
to release the joystick, keyboard, or mouse controls before jumping
again. It resolves that problem for all input devices equally so
that's pretty much why it works the way it does.

HTH

On 8/7/11, Karl Belanger  wrote:

I can easily ignore the running thing.
As for jumping you misunderstood me. I was rather referring to that when 
you
press control+right to jump, when you land I would like to be able to 
jump

again without having to release and press the control key again.
Karl


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Charles,

Unfix? That's a new one on me, but you are right. I'm learning after
10 years of programming sometimes its best to leave well enough alone.
Sometimes when trying to fix something I end up breaking it instead.
:D

Cheers!


On 8/7/11, Charles Rivard  wrote:
> If you try to fix the minor hesitation that he found when pressing the enter
> key while running, who knows what you might, to coin a word, unfix.  (grin)
>
> ---
> "Security is not the absence of danger.  It is the presence of the Lord."

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Re: [Audyssey] Large ledges

2011-08-07 Thread shaun everiss
WELL i AM OBVIOUSLY DOING SOMETHING WRONG BECAUSE i CAN'T  GET 
TO  SWING THE ROPE THE RIGHT WAY TO GET TO THE DOOR WITH ALL THE 
LEVERS FOR THE FIRE PIT ON LEVEL1.

tHE LAST LEVER IS DOWN THE LADDER AT A BLANK SPACE WHICH IS A SECRET AREA.
iNTERESTINGLY i DID NOT FIND A BOSS THERE THOUGH JUST A REGULAR MONSTER.
oN THAT NOTE THERE SEEMS NOT TO BE AS MANY WEAPONS.
aLSO WEAPON SOUNDS BAR THE USI SOUND ALMOST THE SAME WITH A FEW PITCH 
VARIANCES WAS THIS INTENDED.



Hi Thomas,
From what I can tell, so far, MOTA 21 is rather stable.
However, I've forgotten how to get over large ledges. I have looked 
in the room plus two rooms back and can't find any switches to turn 
them into bridges, but at the same time I can't jump over them in 
the normal way.

Any help would be appreciated.
Thanks.
Regards,
Damien.
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Charles,

That's a good point. A human being would have to pause even if it was
a second or so before trying to jump again. To rest if nothing else.
The way it worked in beta 18 was totally unrealistic because as soon
as Angela's feet hit the ground she bounced straight back up into the
air like a jack rabit, and was half way through a second jump before
you let go of the controls and the results might be, well, unexpected.
 Hahahahahaha!

Let's put it this way. I cursed a lot before that problem was fixed.
Angela would successfully jump over trap number 1, and bounce up into
the air, I'd let go of the joystick button to stop her from jumping
and she'd land smack dab in trap number 2. Totally not cool. :D

Cheers!

On 8/7/11, Charles Rivard  wrote:
> The way it currently is set to operate makes sense.  I don't think that you
> would usually jump, land, jump, land, and so on without pausing.
>
> ---
> "Security is not the absence of danger.  It is the presence of the Lord."

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[Audyssey] the solution to the voice of the game - Re: MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
Solution:  Change the name of the character to Thomas Carter, use scan soft 
Tom as the voice, and if people think that the voice is yours, don't argue. 
Or, you can make a short sound file of yourself saying something like 
"Produced by USA Games Interactive dot com" which is included in the opening 
sequence.  (ornery grin)


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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 12:30 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Michael,

Yes, I've considered and have looked at possible voice talent to voice
the game. However, to get quality voice talent to do the entire game
would cost quite a lot of money, and I haven't found any free voice
talent that really worked out. Of the two women I tried both ended up
having to quit about half way through recording for personal reasons.
So I fell back on using Sapi voices for the time being.

As for doing it myself that's a bad idea. For one I don't have a very
good voice, and do to some nerve damage in my face its sometimes
difficult to speak clearly without mumbling or slering my words.
Besides that I'd prefer a female do the voice overs, since the lead
character is female, and I don't qualify for that position at all. :D

Cheers!

On 8/7/11, Michael Taboada (AI5HF)  wrote:

Hi,
I was just curious, since in one of your previous emails you mentioned
voiceovers. Have you thought to make the game fully self-voiced by a 
human?
Just curious, as that is what I prefer, although I'm sure it could be a 
bit

more expensive if you don't want to do it yourself.
Cheers,

-Michael.



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[Audyssey] voice pack thought - Re: MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard

I'd be in favor of the voice pack idea.  Thanks.

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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 12:53 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Charles,

Well, I've considered doing voice packs for the game at some point.
I.E. zip up something like Scansoft Tom and offer it for download if
Heather isn't your forte etc. Those kinds of things are certainly
possible. Its just I don't really have time to update the Scansoft Tom
recordings at the moment, and I'm thinking of doing these kinds of add
ons after 1.0 is released. If people are in favor of this idea let me
know, and I'll look at these kind of mods after we have something
ready to sell.

The other alternative is just scrap the speech directory altogether
and use Sapi support. Unfortunately, that would work for some people,
but not for others. Not everyone owns high quality Sapi voices like
Heather, Tom, the Ivona voices, so we are right back to where we
started. We can not possibly satisfy everyone here.

Cheers!

On 8/7/11, Charles Rivard  wrote:
I don't like the change, either, but after discussion on the list, he 
made

the decision.  I would like to have the option to use the voice of my
choice, but that would be a heck of a lot of work for Tom.

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Re: [Audyssey] cast way help

2011-08-07 Thread Thomas Ward
Hi Mike,

Make sure you have some builders and supplies or nothing will get
built. You basically find a bare patch of ground you want to build on,
press enter, select the type of building you want to build, and press
enter to begin building.

HTH


On 8/7/11, mike maslo  wrote:
> Well how do you get them to create the store room in the first place?

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[Audyssey] Follow up on cast away

2011-08-07 Thread mike maslo
Hi everyone:

I started my game and this is what I did. Please if I did something wrong
let me know.

I started with building the store room. After I did that I assigned 6 of my
members to be a peasant 6 lumber jacks. I sat here and waited for something
to happen.

Every time I check all of them are standing around doing nothing. Is this
normal or am I doing something wrong? It keeps saying that I need all of
these materials but no one is doing anything.

Any help would be appreciated.


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Re: [Audyssey] Cast Aways Help

2011-08-07 Thread Thomas Ward
Hi Mike,

Yes, you'll need a storehouse before anything else. If you have at
least one storehouse any supplies that washed up on the beach or your
workers create or find on the island will be braught to the storehouse
and stored there until needed.

On 8/7/11, mike maslo  wrote:
> Hi everyone:
>
> When I first start the game should create the store room correct?
>
> Every time I check it says no one is doing anything
>
> I asked the members to be peasants lumber jacks fisherman etc.
>
> I do not understand why it is not doing anything?
>
>
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Phil Vlasak

Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle 
increases to 100 percent.

When you have passed the far edge the volume reduces to
50 per cent.
Phil


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[Audyssey] MOTA running jump keys

2011-08-07 Thread Phil Vlasak

Hi Thomas,
I noticed in the key list you have
running jump, shift plus control and an arrow key
What about those who can't use arrow keys?
Does shift plus control and  l key work  for jumping to the right?
I didn't try it out, and thought you just might have left those j and l 
choices out for running jump in the manual.
Phil 



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
How's this for an idea.  For those who want to jump as soon as they land, 
put a pogo stick somewhere in the game for them to use when they want to. 
It would not be necessary to use it, though.  (grin)


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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 3:19 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Charles,

That's a good point. A human being would have to pause even if it was
a second or so before trying to jump again. To rest if nothing else.
The way it worked in beta 18 was totally unrealistic because as soon
as Angela's feet hit the ground she bounced straight back up into the
air like a jack rabit, and was half way through a second jump before
you let go of the controls and the results might be, well, unexpected.
Hahahahahaha!

Let's put it this way. I cursed a lot before that problem was fixed.
Angela would successfully jump over trap number 1, and bounce up into
the air, I'd let go of the joystick button to stop her from jumping
and she'd land smack dab in trap number 2. Totally not cool. :D

Cheers!

On 8/7/11, Charles Rivard  wrote:
The way it currently is set to operate makes sense.  I don't think that 
you

would usually jump, land, jump, land, and so on without pausing.

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Re: [Audyssey] Follow up on cast away

2011-08-07 Thread Thomas Ward
Hi Mike,

Did you unpause the game? When the game starts it is paused. You have
to press the spacebar to actually start/unpause the game. Otherwise
your people will stand around doing nothing, because the game hasn't
officially started yet.

As for lumberjacks you don't want six lumnberjacks. That is way, way,
way too many people asigned to a single task. You need perhaps only
one lumberjack at most and as the game progresses you will want to
give your people other jobs like cook, farmer, fisherman, hunter, etc.
Basically, balance it out a bit. The only job you need a lot of people
for is peasant as they are the people responcible for carrying and
stocking supplies while your skilled workers cook, farm, build, or
make stuff.

On 8/7/11, mike maslo  wrote:
> Hi everyone:
>
> I started my game and this is what I did. Please if I did something wrong
> let me know.
>
> I started with building the store room. After I did that I assigned 6 of my
> members to be a peasant 6 lumber jacks. I sat here and waited for something
> to happen.
>
> Every time I check all of them are standing around doing nothing. Is this
> normal or am I doing something wrong? It keeps saying that I need all of
> these materials but no one is doing anything.
>
> Any help would be appreciated.
>
>
> ---
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Re: [Audyssey] the solution to the voice of the game - Re: MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Charles,

Haha. I'm afraid that wouldn't work. Too many Jaws users have the Real
Speak Direct voices and know what Tom ssounds like. He definitely
doesn't sound like me.

Cheers!

On 8/7/11, Charles Rivard  wrote:
> Solution:  Change the name of the character to Thomas Carter, use scan soft
> Tom as the voice, and if people think that the voice is yours, don't argue.
> Or, you can make a short sound file of yourself saying something like
> "Produced by USA Games Interactive dot com" which is included in the opening
> sequence.  (ornery grin)
>
> ---
> "Security is not the absence of danger.  It is the presence of the Lord."

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
That would deduct from the replay value.  It's more of a challenge to have 
to judge your distance.  I can see where you're coming from, though.


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

- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 3:37 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle 
increases to 100 percent.

When you have passed the far edge the volume reduces to
50 per cent.
Phil


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[Audyssey] so happy

2011-08-07 Thread Curt Taubert
Hi all, I finally beat the Awesome Homer Game.  I have one question about 
level 6.  When I take the second hall to the left and turn to the right at 
the next hallway, I stay duct down, but I still hear Homer do that dough, 
sound.  Is he running into anything?  I thought it was a barrel.  However, 
if I don't take the hall to the right I'm fine. 



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[Audyssey] MOTA Beta 21 heather voice

2011-08-07 Thread Phil Vlasak

Hi Thomas,
I am one of those who like the Heather voice much better than the Tom voice.
I think of it as it is what Angela is thinking, so it fits the game.
To my ears the Heather voice is of a higher quality than the tom voice, such 
as made up of 22 bit versus 8 or 16 bit sound files.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 1:53 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Charles,

Well, I've considered doing voice packs for the game at some point.
I.E. zip up something like Scansoft Tom and offer it for download if
Heather isn't your forte etc. Those kinds of things are certainly
possible. Its just I don't really have time to update the Scansoft Tom
recordings at the moment, and I'm thinking of doing these kinds of add
ons after 1.0 is released. If people are in favor of this idea let me
know, and I'll look at these kind of mods after we have something
ready to sell.



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Re: [Audyssey] Follow up on cast away

2011-08-07 Thread mike maslo
Oh wow I did not see that in the directions. Thanks so much for your help.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 07, 2011 3:43 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Follow up on cast away

Hi Mike,

Did you unpause the game? When the game starts it is paused. You have to
press the spacebar to actually start/unpause the game. Otherwise your people
will stand around doing nothing, because the game hasn't officially started
yet.

As for lumberjacks you don't want six lumnberjacks. That is way, way, way
too many people asigned to a single task. You need perhaps only one
lumberjack at most and as the game progresses you will want to give your
people other jobs like cook, farmer, fisherman, hunter, etc.
Basically, balance it out a bit. The only job you need a lot of people for
is peasant as they are the people responcible for carrying and stocking
supplies while your skilled workers cook, farm, build, or make stuff.

On 8/7/11, mike maslo  wrote:
> Hi everyone:
>
> I started my game and this is what I did. Please if I did something 
> wrong let me know.
>
> I started with building the store room. After I did that I assigned 6 
> of my members to be a peasant 6 lumber jacks. I sat here and waited 
> for something to happen.
>
> Every time I check all of them are standing around doing nothing. Is 
> this normal or am I doing something wrong? It keeps saying that I need 
> all of these materials but no one is doing anything.
>
> Any help would be appreciated.
>
>
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Re: [Audyssey] Large ledges

2011-08-07 Thread Thomas Ward
Hi Shaun,

All I can say is practice, practice, practice. Its not that difficult
to get the hang of.

As far as the weapons go all I can tell you is I got them on a sound
effects cd, liked the weapons, and used them. One of them was a
9-millimeter browning, another was a 357 magnum, one was a 12-gauge
shotgun, and the other sound was a Uzi. The weapons were not modified
by me in any way. So no the way they sound was not intentional on my
part. Its just the way they came from the sound effect library I
purchased.

Cheers!


On 8/7/11, shaun everiss  wrote:
> WELL i AM OBVIOUSLY DOING SOMETHING WRONG BECAUSE i CAN'T  GET
> TO  SWING THE ROPE THE RIGHT WAY TO GET TO THE DOOR WITH ALL THE
> LEVERS FOR THE FIRE PIT ON LEVEL1.
> tHE LAST LEVER IS DOWN THE LADDER AT A BLANK SPACE WHICH IS A SECRET AREA.
> iNTERESTINGLY i DID NOT FIND A BOSS THERE THOUGH JUST A REGULAR MONSTER.
> oN THAT NOTE THERE SEEMS NOT TO BE AS MANY WEAPONS.
> aLSO WEAPON SOUNDS BAR THE USI SOUND ALMOST THE SAME WITH A FEW PITCH
> VARIANCES WAS THIS INTENDED.

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[Audyssey] Problem with ledge in Mota

2011-08-07 Thread Lori Duncan
Hi Tom, I've just started playing beta 21, but when I reach room 4 with the 
swinging rope, I jump up and climb to where I hear the water ledge sound on my 
left, then I jump left, but when I hit the ground the R key still says I'm in 
room 4, what am I doing wrong?  Thanks from Lori.
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Re: [Audyssey] the solution to the voice of the game - Re: MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
Ah well, I still like the idea of hearing the producer of the game 
announcing the company that produced the game.  A free plug.  Plus, it cures 
the curiosity of those who want to know what the voice of Thomas Ward is 
like.  Me, for one.


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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 3:46 PM
Subject: Re: [Audyssey] the solution to the voice of the game - Re: MOTA 
Beta 21 Released




Hi Charles,

Haha. I'm afraid that wouldn't work. Too many Jaws users have the Real
Speak Direct voices and know what Tom ssounds like. He definitely
doesn't sound like me.

Cheers!

On 8/7/11, Charles Rivard  wrote:
Solution:  Change the name of the character to Thomas Carter, use scan 
soft
Tom as the voice, and if people think that the voice is yours, don't 
argue.

Or, you can make a short sound file of yourself saying something like
"Produced by USA Games Interactive dot com" which is included in the 
opening

sequence.  (ornery grin)

---
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Phil,

Grown. Please, no more work. I've already got too much work to do as it is. :D

Actually, I know what the problem is, and it might not be too hard to
fix. While jumping the sounds are not repositioned or updated as
Angela jumps. That's a hold over from before we actually had analog
jumping. I think that shouldn't be to difficult to change. Probably
one or two lines of code should do it.

Cheers!

On 8/7/11, Phil Vlasak  wrote:
> Hi Thomas,
> I think a way to tell when you have jumped past an obstacle is needed.
> I think an increase in volume might do the trick.
> For example the sound of the pit or spikes could be set at
> 50 percent volume.
> As you jump when you reach the near edge the volume of the obstacle
> increases to 100 percent.
> When you have passed the far edge the volume reduces to
> 50 per cent.
> Phil
>

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Re: [Audyssey] Cast Aways Help

2011-08-07 Thread Jeremy Kaldobsky
If nothing else seems to be working, make sure the game is unpaused lol.  Press 
space bar and you should hear a ticking sound to indicate that time is passing.

> Hi everyone:
> 
> When I first start the game should create the store room
> correct?
> 
> Every time I check it says no one is doing anything
> 
> I asked the members to be peasants lumber jacks fisherman
> etc.
> 
> I do not understand why it is not doing anything?


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
Something else for beta 21's patch?  Seeing as we're testing ideas in betas, 
it's a thought, and I can see how it would give a more realistic feel to the 
game, too.  I can be happy with or without it.  It would be worth trying.


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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 4:00 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Phil,

Grown. Please, no more work. I've already got too much work to do as it 
is. :D


Actually, I know what the problem is, and it might not be too hard to
fix. While jumping the sounds are not repositioned or updated as
Angela jumps. That's a hold over from before we actually had analog
jumping. I think that shouldn't be to difficult to change. Probably
one or two lines of code should do it.

Cheers!

On 8/7/11, Phil Vlasak  wrote:

Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle
increases to 100 percent.
When you have passed the far edge the volume reduces to
50 per cent.
Phil



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Re: [Audyssey] MOTA Beta 21 heather voice

2011-08-07 Thread Thomas Ward
Hi Phil,

Actually, Real Speak Tom is a 22500 KHZ Sapi voice the same as
Acapella Heather. The difference though is that Acapella Heather is
built using bright speech technology the same as the Ivona 2 voices. I
don't exactly know what Bright Speech technology is, but the Acapella
voices and the Ivona voices have a higher more human quality than say
Cepstral, Microsoft, or Scansoft's voices. Personally, if I had the
cash to license them I'd probably stick to the Ivona voices because I
haven't found anything else that matches them in voice quality.

Cheers!

On 8/7/11, Phil Vlasak  wrote:
> Hi Thomas,
> I am one of those who like the Heather voice much better than the Tom voice.
> I think of it as it is what Angela is thinking, so it fits the game.
> To my ears the Heather voice is of a higher quality than the tom voice, such
> as made up of 22 bit versus 8 or 16 bit sound files.

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Re: [Audyssey] Problem with ledge in Mota

2011-08-07 Thread Charles Rivard
Maybe you're still in room 4.  Try moving on, and see who, or what, you 
might find.  (grin)


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

- Original Message - 
From: "Lori Duncan" 

To: 
Sent: Sunday, August 07, 2011 3:59 PM
Subject: [Audyssey] Problem with ledge in Mota


Hi Tom, I've just started playing beta 21, but when I reach room 4 with 
the swinging rope, I jump up and climb to where I hear the water ledge 
sound on my left, then I jump left, but when I hit the ground the R key 
still says I'm in room 4, what am I doing wrong?  Thanks from Lori.

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Re: [Audyssey] Problem with ledge in Mota

2011-08-07 Thread Thomas Ward
Hi Lori,

You probably aren't holding the jump keys down long enough to reach
the ledge is my guess. Mysteries of the Ancients beta 21 uses analog
jumping which means that the distance you jump is subject to how long
the jump keys or jump buttons are being pressed in real time. If the
keys are held down for a short amount of time Angela performs a small
jump. If they are held down for a second or two then she might perform
a longer jump. Make sense?

Cheers!


On 8/7/11, Lori Duncan  wrote:
> Hi Tom, I've just started playing beta 21, but when I reach room 4 with the
> swinging rope, I jump up and climb to where I hear the water ledge sound on
> my left, then I jump left, but when I hit the ground the R key still says
> I'm in room 4, what am I doing wrong?  Thanks from Lori.
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Re: [Audyssey] Problem with ledge in Mota

2011-08-07 Thread Charles Rivard
I just started a game and got to the ledge.  Before jumping onto the rope, I 
was in room 3.  After jumping off to the left, I was in room 4.  I died on 
purpose and started over.  I didn't hold the jump combination down for very 
long.  I landed, and was still in room 3.  The analog jump is working.

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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 4:14 PM
Subject: Re: [Audyssey] Problem with ledge in Mota



Hi Lori,

You probably aren't holding the jump keys down long enough to reach
the ledge is my guess. Mysteries of the Ancients beta 21 uses analog
jumping which means that the distance you jump is subject to how long
the jump keys or jump buttons are being pressed in real time. If the
keys are held down for a short amount of time Angela performs a small
jump. If they are held down for a second or two then she might perform
a longer jump. Make sense?

Cheers!


On 8/7/11, Lori Duncan  wrote:
Hi Tom, I've just started playing beta 21, but when I reach room 4 with 
the
swinging rope, I jump up and climb to where I hear the water ledge sound 
on

my left, then I jump left, but when I hit the ground the R key still says
I'm in room 4, what am I doing wrong?  Thanks from Lori.
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Charles,

I'm certainly going to look into it. After all as Angela jumps the
audio perspective should change in real time so I'm going to update
that code shortly.

As for the beta 21 patch. Its beginning to look like a full upgrade as
tbetween the suggestions and bug fixes sent in by the list there are a
number of additions or changes I've added to the mix and I've got
enough here for a beta 22 release.

On 8/7/11, Charles Rivard  wrote:
> Something else for beta 21's patch?  Seeing as we're testing ideas in betas,
> it's a thought, and I can see how it would give a more realistic feel to the
> game, too.  I can be happy with or without it.  It would be worth trying.
>

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[Audyssey] Cast away final help

2011-08-07 Thread mike maslo
I just lost the game for everyone died. Amusing in a sick tormented way.

I need to know ;once I have created my storage room and tavern how do people
eat? Is there something I need to do to make them eat?


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Re: [Audyssey] Cast away final help

2011-08-07 Thread Thomas Ward
Hi Mike,

Yes. If you want your people to eat you have to have at least one cook
in your party. As your food supplies get low you will need probably at
least one hunter to hunt for wild game, one or two fisherman to bring
in fish, and you'll want to build a vegetable farm and farmer to get
started with the basics. As your community grows you will need a wheat
farm, baker, mill, and all the jobs associated with making and baking
bread. Plus making wine will become helpful as well. Castaways is a
strategy game, and you are going to have to plan and build your
community in such a way that everything gets done without your people
starving to death, getting sick from illness, or being rampaged by
goblin hords.

Cheers!


On 8/7/11, mike maslo  wrote:
> I just lost the game for everyone died. Amusing in a sick tormented way.
>
> I need to know ;once I have created my storage room and tavern how do people
> eat? Is there something I need to do to make them eat?
>
>
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Re: [Audyssey] Problem with ledge in Mota

2011-08-07 Thread Lori Duncan
Hi Tom yeah that makes sense, think I made that same mistake the last time 
now I think about it.  Sorry about that, will try and remember this time 
lol.  Thanks from Lori.


--
From: "Thomas Ward" 
Sent: Sunday, August 07, 2011 10:14 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Problem with ledge in Mota


Hi Lori,

You probably aren't holding the jump keys down long enough to reach
the ledge is my guess. Mysteries of the Ancients beta 21 uses analog
jumping which means that the distance you jump is subject to how long
the jump keys or jump buttons are being pressed in real time. If the
keys are held down for a short amount of time Angela performs a small
jump. If they are held down for a second or two then she might perform
a longer jump. Make sense?

Cheers!


On 8/7/11, Lori Duncan  wrote:
Hi Tom, I've just started playing beta 21, but when I reach room 4 with 
the
swinging rope, I jump up and climb to where I hear the water ledge sound 
on

my left, then I jump left, but when I hit the ground the R key still says
I'm in room 4, what am I doing wrong?  Thanks from Lori.
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Re: [Audyssey] Cast away final help

2011-08-07 Thread mike maslo
Well this is quite fun and wish I would have started when it first came out

Thanks for all the help and sorry for all the questions.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 07, 2011 4:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Cast away final help

Hi Mike,

Yes. If you want your people to eat you have to have at least one cook in
your party. As your food supplies get low you will need probably at least
one hunter to hunt for wild game, one or two fisherman to bring in fish, and
you'll want to build a vegetable farm and farmer to get started with the
basics. As your community grows you will need a wheat farm, baker, mill, and
all the jobs associated with making and baking bread. Plus making wine will
become helpful as well. Castaways is a strategy game, and you are going to
have to plan and build your community in such a way that everything gets
done without your people starving to death, getting sick from illness, or
being rampaged by goblin hords.

Cheers!


On 8/7/11, mike maslo  wrote:
> I just lost the game for everyone died. Amusing in a sick tormented way.
>
> I need to know ;once I have created my storage room and tavern how do 
> people eat? Is there something I need to do to make them eat?
>
>
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Re: [Audyssey] MOTA running jump keys

2011-08-07 Thread Thomas Ward
Hi Phil,

Yes the j, k, l, and i keys all work as alternative arrow keys. So if
you want to run and jump to the left shift+control+l would perform the
same action as shift+control+right arrow.

HTH


On 8/7/11, Phil Vlasak  wrote:
> Hi Thomas,
> I noticed in the key list you have
> running jump, shift plus control and an arrow key
> What about those who can't use arrow keys?
> Does shift plus control and  l key work  for jumping to the right?
>  I didn't try it out, and thought you just might have left those j and l
> choices out for running jump in the manual.
> Phil
>
>
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Re: [Audyssey] cast way help

2011-08-07 Thread Christopher Bartlett
At the beginning of the game, all your castaways are set to be builders.
This is all right though, since builders will be peasants if they don't have
a site to build.  Once they have gathered all the supplies for the
storehouse, they will turn back into builders.  After you have the
storehouse built, you may wish to change some of your builders to peasants.

Chris Bartlett



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Re: [Audyssey] Cast away final help

2011-08-07 Thread Bryan Peterson

You need to asign one person to be a cook.
We are the Knights who say...Ni!
- Original Message - 
From: "mike maslo" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 3:19 PM
Subject: [Audyssey] Cast away final help



I just lost the game for everyone died. Amusing in a sick tormented way.

I need to know ;once I have created my storage room and tavern how do 
people

eat? Is there something I need to do to make them eat?


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Re: [Audyssey] Large ledges

2011-08-07 Thread shaun everiss

aah ok.
They sound prity chunky anyways.
At 08:53 a.m. 8/08/2011, you wrote:

Hi Shaun,

All I can say is practice, practice, practice. Its not that difficult
to get the hang of.

As far as the weapons go all I can tell you is I got them on a sound
effects cd, liked the weapons, and used them. One of them was a
9-millimeter browning, another was a 357 magnum, one was a 12-gauge
shotgun, and the other sound was a Uzi. The weapons were not modified
by me in any way. So no the way they sound was not intentional on my
part. Its just the way they came from the sound effect library I
purchased.

Cheers!


On 8/7/11, shaun everiss  wrote:
> WELL i AM OBVIOUSLY DOING SOMETHING WRONG BECAUSE i CAN'T  GET
> TO  SWING THE ROPE THE RIGHT WAY TO GET TO THE DOOR WITH ALL THE
> LEVERS FOR THE FIRE PIT ON LEVEL1.
> tHE LAST LEVER IS DOWN THE LADDER AT A BLANK SPACE WHICH IS A SECRET AREA.
> iNTERESTINGLY i DID NOT FIND A BOSS THERE THOUGH JUST A REGULAR MONSTER.
> oN THAT NOTE THERE SEEMS NOT TO BE AS MANY WEAPONS.
> aLSO WEAPON SOUNDS BAR THE USI SOUND ALMOST THE SAME WITH A FEW PITCH
> VARIANCES WAS THIS INTENDED.

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[Audyssey] lumber jacks in cast away

2011-08-07 Thread mike maslo
Hi everyone,

I have someone as a lumber jack but no one is transporting the logs to the
store to make lumber. I can't make anything because of that. How do I make
them transport or process the logs?


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[Audyssey] Arachne

2011-08-07 Thread Greg Steel
Hi Tom I noticed in the documentation of mota their wasn't anything about the 
arachne isn't it a half woman and snake skin?
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Re: [Audyssey] lumber jacks in cast away

2011-08-07 Thread Bryan Peterson
In order to make the logs into lumber you actually need a sawmill and a 
carpenter. A carpenter will fill in as a lumberjack if there are no 
carpenterial duties to be performed I.E. no logs at the sawill.

We are the Knights who say...Ni!
- Original Message - 
From: "mike maslo" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 4:06 PM
Subject: [Audyssey] lumber jacks in cast away



Hi everyone,

I have someone as a lumber jack but no one is transporting the logs to the
store to make lumber. I can't make anything because of that. How do I make
them transport or process the logs?


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Re: [Audyssey] Arachne

2011-08-07 Thread Bryan Peterson
You're thinking of the Lamia. Arachne is a giant spider. She was a woman who 
made te mistake of challenging Athena to a weaving contest. She lost and 
Athena turned her into a spider.

We are the Knights who say...Ni!
- Original Message - 
From: "Greg Steel" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 4:20 PM
Subject: [Audyssey] Arachne


Hi Tom I noticed in the documentation of mota their wasn't anything about 
the arachne isn't it a half woman and snake skin?

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Phil Vlasak

Hi Thomas,
I guess that is what I was experiencing. While you are jumping the sound of 
the obstacle should be moving from your right to your left during the jump.

I hope you can fix that.
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 5:00 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Phil,

Grown. Please, no more work. I've already got too much work to do as it 
is. :D


Actually, I know what the problem is, and it might not be too hard to
fix. While jumping the sounds are not repositioned or updated as
Angela jumps. That's a hold over from before we actually had analog
jumping. I think that shouldn't be to difficult to change. Probably
one or two lines of code should do it.

Cheers!

On 8/7/11, Phil Vlasak  wrote:

Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle
increases to 100 percent.
When you have passed the far edge the volume reduces to
50 per cent.
Phil



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-
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Re: [Audyssey] MOTA running jump keys

2011-08-07 Thread Phil Vlasak

Hi Thomas,
It's good that the alternative keys work.
The Apendix does need a little revising though.
Running Jump: shift+control+arrow 
should be,
Running Jump right: shift+control+l/right arrow 
Running Jump left: shift+control+j/left arrow 


Standard Jump: control+arrow
should be, 
Standard Jump right: control+l/right arrow 
Standard Jump left: control+j/left arrow 

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 5:31 PM
Subject: Re: [Audyssey] MOTA running jump keys



Hi Phil,

Yes the j, k, l, and i keys all work as alternative arrow keys. So if
you want to run and jump to the left shift+control+l would perform the
same action as shift+control+right arrow.

HTH



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Yohandy
actually, no it wouldn't. it would with how the game is set up right now, 
but what if you had to jump 5 firepits in a row with only a 1 step boundary 
between them? you'd need to know exactly when you land. or how about if you 
had many vanishing platforms you need to jump to in a row before the one 
you're standing on vanishes? it's definitely a good compromise. of course if 
traps don't get any harder than they currently are, then it's best to leave 
game as is, but I'd personally love some extreme challenge in MOTA




- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 4:47 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released


That would deduct from the replay value.  It's more of a challenge to have 
to judge your distance.  I can see where you're coming from, though.


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

- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Sunday, August 07, 2011 3:37 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle 
increases to 100 percent.

When you have passed the far edge the volume reduces to
50 per cent.
Phil


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