Hi Tom,
Thanks for letting me know. I wasn't sure especially on the net and direct x
thing sinse I have had situations myself where i've had to install net
framework 1 despite having two on my machine, as you said though, this is
probably specific to one and doesn't run all the way up to
Here are the events scheduled for Monday, October 24th::
Ultimate Outburst
8:00 PM eastern
Hosted by Suzy B.
Location: Game Zone
This game is made up of 2 opposing teams. There will b 6 rounds in which the
team must guess the ten items in the Given Category, one point for each correct
I may be late on responding to this, but I think that having multiple
weapons is a good way to solve the ammo problem. In other zombie shooters
like resident evil, you are always given some gun or other that has infinite
ammo, but it's always a weak weapon, like a standard handgun which takes 5
I think we should have unlimited ammo, but make it so that if you shoot too
much, you get more bad guys after you.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, October 24, 2011 12:14 AM
To: Gamers
That would work, aside from the fact that the more guys you have coming
after you the more you have to shoot. Even if you could shoot your way out
of a situation, doing that would only attract more, unless there were hiding
places on the map, and the AI was programmed to stop coming after you
More do come after you if you shoot, because they track the sound.
As for an aiming aid, I can't help but think of Charles Rivard's
archery experience. Actually, that may have been on a different list,
so I hope people know what I'm talking about.
In my games, there's an exact tone or sound of
Richard, the bullets actually do travel and their range is currently unlimited.
If a zombie is far away, the odds of hitting it get very small. Up close you
may be up to a few degrees off from center cut you'd still hit it. If that
same zombie was moved back a ways, you might have to be
Good catch on the lack of reset, I had noticed that too, and it screwed me
up in the shack more than once.
Chris Bartlett
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Monday, October 24, 2011 4:36 PM
I very much like the idea of a sound that lets you know when you're on target.
Christina
- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 24, 2011 4:36 PM
Subject: Re: [Audyssey] Swamp, update to fix
Especially after my last mouse controlled game, I found that many people in the
community don't like using it because they feel they are bad at it. In almost
all cases, if a feature is added to a game that utilizes the control advantages
that a mouse brings, there will not be a way to
The steering actually requires aiming to be turned on in the version everyone
is using. It works very similar to how aiming works, except your entire body
turns instead of just your weapon. You can center and shoot zombies in exactly
the same way, but when steering you can also smoothly
My opinion here would be to make each press of the arrows move
you five degrees rather than 45. This would give all the control
one would need, also it's a measurement many are familiar with,
as most of our fps games use five-degree turns.
---
Gamers mailing list __ Gamers@audyssey.org
If you
Re: aiming sound, I'd like this to be optional. Even for as simple as the
game is, I love the atmospherics and it would interfere to have excess
beeping for me. But I see the need, so let's have an aiming sound option,
or command like the radar.
Chris Bartlett
---
Gamers mailing list
Hi Dark,
Yeah, I've noticed that as well. I still had to install .Net 1.1 in
order to get some games like Rail Racer to run on Windows 7 even
though Windows 7 comes with .Net 4.0 out of the box. The reason for
that is do to the fact Microsoft made a lot of changes in the .Net
Framework between
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