Hi Bryan,
yes, James North was sighted. His level editor was completely mouse
driven. you used the mouse to draw the level maps, and then it would be
saved to an array. Which could be serialized and saved to a binary map
file. AS a result I couldn't use it.
Bryan Peterson wrote:
I assume
Hey Thomas,
I'd actually be interested to know some of the technical details
behind that editor. I've been contemplating a side-scroller engine for
a while. I'm currently creating a maze game in Lua using a 2d array to
represent the tile/ground data, and a table of objects/tables with x
and y
Hi Andy and all,
I don't mind if you play with the sounds. All I ask is that you don't
use them for your own comercial use since I either created the sounds
myself, purchased them, or received them as part of my Alchemy deal.
I suppose one form of security I might use is simply add water marks
Hello everyone,
Some of you have been asking us about the status of Beta 9 so I have
decided to respond to your questions publically on list so I can
hopefully address most of you if not all of you at once.
Some of you have been asking us when will the next update for
Montezuma's Return be
Thanks for the update, and I hope the Christmas vacation visiting relatives
was a good one?
---
Shepherds are the best beasts.
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Friday, December 28, 2007 10:46 AM
Subject: [Audyssey] Monte Beta 9 status
Hi Charles,
My vacation was so so. Most of the relatives mentioned were in-laws so I
hung out with them with enough time not to seam rude, and the rest of
the time I spent catching up with some reading on some Star Wars books I
wanted to read, but didn't since I spent the time before Christmas
Hi Kuvvosh,
Quote
Anyway, when I enter intoo Level 3, it started of hit white door and I
havn't even moved.
End quote
Ok, that is really, really, really weird. I have played this game
forward and backward looking for bugs and I have never seen that bug.
Glad for the report. Let me know if
Hi Karl and all,
Uninstalling Beta 7 before installing Beta 8 is manditory. It was
written on the download page where everyone got the download, but
apparently not everyone saw the notice.
Karl wrote:
Hi,
You should probably uninstall beta 7 first.
---
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Hi Claudio,
Did you uninstall Beta 7 before installing Beta 8? It is absolutely
necessary that you remove all references to the previous version before
installing or upgrading to the latest betas. i suspect you forgot to
uninstall Beta 7 so the version on your system is still Beta 7. Beta 8
Sent: Wednesday, December 12, 2007 2:32 PM
Subject: Re: [Audyssey] Monte, a couple suggestions
Hi Kuvvosh,
Quote
Anyway, when I enter intoo Level 3, it started of hit white door and I
havn't even moved.
End quote
Ok, that is really, really, really weird. I have played this game
forward
Hi,
The problem is that The skull sound I am currently using if slowed down
sounds really really terrible. It sounds like a dull clack, clack,
clack, in extreme slow motion. I don't have an answer, but you guys are
hoping for more than I am able to deliver at the moment.
As for reversing the
: Wednesday, December 12, 2007 4:50 PM
Subject: Re: [Audyssey] Monte, a couple suggestions
Hi,
The problem is that The skull sound I am currently using if slowed down
sounds really really terrible. It sounds like a dull clack, clack,
clack, in extreme slow motion. I don't have an answer, but you guys
6:32 AM
Subject: Re: [Audyssey] Monte, a couple suggestions
Hi Kuvvosh,
Quote
Anyway, when I enter intoo Level 3, it started of hit white door and I
havn't even moved.
End quote
Ok, that is really, really, really weird. I have played this game
forward and backward looking for bugs and I
Hi,
The two map things:
What I'm referring to with the move to next different objects is that
it's kind of annoying to have to scroll over twenty or 30 empty spaces
to find a gem or warp platform in the room.
As for the other thing, It would be nice to have it announce when you
are above or
Hi Karl,
Quote
What I'm referring to with the move to next different objects is that
it's kind of annoying to have to scroll over twenty or 30 empty spaces
to find a gem or warp platform in the room.
End quote
I see. Well, i certainly think it would be possible to add, but it would
require that
Hi Charles,
On that point I can't agree more. When I want to know how close Angela
is to death I press h to get a health status update. If Angela is 25%
health or less it is time to have a potion real quick or the next breath
or two Angela takes will be her last.
Charles Rivard wrote:
As far
Subject: Re: [Audyssey] Monte, a couple suggestions
Hi Karl,
Quote
What I'm referring to with the move to next different objects is that
it's kind of annoying to have to scroll over twenty or 30 empty spaces
to find a gem or warp platform in the room.
End quote
I see. Well, i certainly
Hi,
Here are a few thoughts for Monte. I think that the gems and gold
totals should not be reset between levels. This would add a little more
value to the standard game, by allowing the player to see how much
treasure they've gained so far. Also, in the map, I would like to see
a way to move
I have to say, beta 8 is great, found a few bugs. First itme I played it I
got to level 3, and just quit cause I wanted to. Anyway, when I enter into
Level 3, it started of hit white door and I havn't even moved. Also, I
suggest, a warning when you are about to die from poison for the easy
Hello!
I have a problem with monte.
If i start the game the Sapi says welcome to beta7
But i have installed the beta8.
The intro is another like beta7 also is it beta8.
But why sapi says 7?
Best regards, Claudio.
---
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If you want to leave the list, send
Hi,
You should probably uninstall beta 7 first.
Original message:
Hello!
I have a problem with monte.
If i start the game the Sapi says welcome to beta7
But i have installed the beta8.
The intro is another like beta7 also is it beta8.
But why sapi says 7?
Best regards, Claudio.
---
Thom I like beta7. the screaming sound is cool.
Its much better than the screaming sound used in alpha1.
Also I like the sound when angela is injured by electricity. The sound
used in the previous betas was frightening.
I strongly feel you should revert back to the previous sound used for
Hi Nicol,
I know where you are coming from with the end of level sounds and menu
beeps, but I removed them, because they didn't really seam to fit in
with the other high quality sound effects. It is not really a console
game, and I felt using gongs and things like that would fit in better
with
I personally feel the new sound is fine. Leave it.
Time is an illusion, lunchtime doubly so.
- Original Message -
From: nicol [EMAIL PROTECTED]
To: gamers Gamers@audyssey.org
Sent: Sunday, December 09, 2007 4:42 AM
Subject: [Audyssey] monte beta7 impressions
Thom I like beta7
an atari game. Thanks for an awesome game and keep up the good work.
Mike
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 09, 2007 10:37
Subject: Re: [Audyssey] monte beta7 impressions
Hi Nicol,
I know
Hi,
Monte is currently selling for $35.00 USD.
Cheers.
Brandon Armstrong wrote:
how much is montie Brandon
---
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Hi,
I have played some of the registered version, and here are some thoughts:
1. I noticed the second level isn't a bonus level any more. Will there
still be bonus levels later?
2. I like what is now level 4. It's a lot of fun.
3. There needs! to be a yes/no prompt when loading or saving games. I
Hello Karl,
In order to introduce the standard mode of game play we had to convert
the bonus levels into standard levels of game play. So no there won't be
any bonus levels unless we remove the standard game play option.
As for a yes/no prompt to save and load games that is possible. We will
how much is montie Brandon
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 06, 2007 8:23 PM
Subject: Re: [Audyssey] Monte, registered version, first thoughts
Hello Karl,
In order to introduce the standard
Why pick up potions? keys only would make it more interesting! hehe
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 02, 2007 4:29 PM
Subject: Re: [Audyssey] Monte: speed/chalenge game
Hi Karl,
Interesting
Hi,
Dude, that would be extremely hard to beat. You better hope no monsters
get near you or you are dead meet with no magic potions to restore your
health.
Though, I admit that is an interesting challenge.
Yohandy wrote:
Why pick up potions? keys only would make it more interesting! hehe
Hi Karl,
Interesting. Once I release Beta 7 tomorrow I will have to record my
speed challenge. I imagine it would offer a great look into the first
five levels of the game.
Karl wrote:
Hi,
Here's a chalenge: play Monte. Pick up only potions and keys. No
swords, no torches, no treasure. I
hi
are there any other traps and other obstacles int he full monty or are
fire pits, laval pits, burning ropes, chains and spikes the main ones?
and spiders, skulls and snakes the main enemies of the game?
On 2 Dec 2007, at 21:29, Thomas Ward wrote:
Hi Karl,
Interesting. Once I release Beta 7
yeah sounds good tom.
Unfortunately the main headphones are partually busted, the material for the
head part is old and warn out. I have smaller phones but the game sounds
rather bad with them so does everything else.
But I hope to have the materials to repair them, I should have what I need
Hi,
All of the enemies and traps are discussed at length in chapter 7 of the
manual. The Beta 7 manual has a new section, 7.10, which gives a short
description of the Guardian, the boss skull, you have to fight to beat
the game.
However, the basic enemies and traps you see in Beta 6 are all the
Hi,
Here's a chalenge: play Monte. Pick up only potions and keys. No
swords, no torches, no treasure. I got a score of 17300 doing this on
easy, but I unfortunately picked up 1 gem by mistake on level 1.
Karl
--
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Hi Bryan,
The idea of a sequel version at some point might not be a bad idea. In
the sequel I wouldn't necessarily follow strict guidelines of the
original since Monte does that well enough.
In the sequel I can bring Angela back, but make all new temples, add in
things that got dropped through
Hi Charles,
That is currently my plan. I am having troubles compiling level 4 and I
am far from a complete and ready product. I'm going to have to sell the
game as is, with no bosses, and then make some sort of optional upgrade
in the future. A 2.0 version or something down the road those who
Hi Dark,
Thanks for the suggestions. Though even thetype of bosses you mentioned
are currently out of m time range for 1.0. Though, I am still logging
suggestions for some future update.
---
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Hi all,
Over the last couple of days or so a few of you have suggested some sort
of bosses for the game. Especially, for the final level. I will be
honest about this and state I honestly had not considered this for the
game so there is no code in place to make this possible without
reworking
Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 25, 2007 11:11 AM
Subject: [Audyssey] Monte bosses.
Hi all,
Over the last couple of days or so a few of you have suggested some sort
of bosses for the game. Especially, for the final level. I
I can honestly say you'd get my money for the game even if there were the
promise of bosses. AKA you released it before christmas, but then released
some sort of major version upgrade later that added bosses to the game and
the like. I really do think bosses would add a whole new level of
Hello tom.
Given the way the game works, you might considder bosses of a slightly
different style which would nevertheless be easier to code into the game.
I'm thinking, of the way bosses worked in the playstation platform games
Pandemonium and Pandemonium 2.
these were basically large game
i honestly never thought about bosses, I say leave it as is.
At 07:11 a.m. 26/11/2007, you wrote:
Hi all,
Over the last couple of days or so a few of you have suggested some sort
of bosses for the game. Especially, for the final level. I will be
honest about this and state I honestly had not
-
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 25, 2007 12:11 PM
Subject: [Audyssey] Monte bosses.
Hi all,
Over the last couple of days or so a few of you have suggested some sort
of bosses for the game. Especially, for the final level. I
Forget the bosses and release the game sooner than later is my vote.
Most everyone has been waiting long enough.
Thomas Ward wrote:
Hi all,
Over the last couple of days or so a few of you have suggested some sort
of bosses for the game. Especially, for the final level. I will be
honest
Hi htom
This happens each time I specifically run through a room when I've drinked
a potion.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Thomas Ward
Sent: Saturday, November 24, 2007 4:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MONTE
Hi
Carl I only now saw your post, you already answered my question.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of nicol
Sent: Saturday, November 24, 2007 12:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MONTE
Hi htom
This happens each time I
Hi,
The only thing we are complaining about is when two torches get
activated immediately after entering a dark room.
Karl
Original message:
Hi Charles,
Yeah, I have struggled with the right answer to the torches for a while
now. I am personally in agreement with you if you remain in a room
Hi Karl,
Quote
The only thing we are complaining about is when two torches get
activated immediately after entering a dark room.
End quote
Interesting. I haven't been able to track down this bug yet let alone a
reason in the code for this, but I will certainly keep an eye out for it.
Just for
Hi Karl,
Quote
What is happening is that you are running up against a monster that is
moving the same direction as you. Because the game doesn't let you run
past monsters, you must wait until they move.
End quote
After checking I think you are correct about this. It seams while
invincibility is
Hi,
This happens regardless of invincibility status.
Karl
Original message:
Hi Karl,
Quote
What is happening is that you are running up against a monster that is
moving the same direction as you. Because the game doesn't let you run
past monsters, you must wait until they move.
End quote
Hi Charles,
Yeah, I have struggled with the right answer to the torches for a while
now. I am personally in agreement with you if you remain in a room too
long one should burn out and the other will light after it. However,
enough people have complained about it that changing the behavior of
Hi,
here is several more questions I will answer below
.
Quote
300 points times difficulty.
Does this mean that easy is 1, medium is 2, hard is 3 and insane is 4?
End quote
Yes, that is correct. An item on easy worth 300 points will be 1200
points on insane. I get that value simply doing 300
Hi,
Smile That goes with out saying. All I meant was you are allowed to
get closer to the monster without harm while invincibility is on and you
are more likely to notice when you are not escaping for your life.
Karl wrote:
Hi,
This happens regardless of invincibility status.
Karl
---
Hi AC,
Originally, when James North had the game he included whips in it
because he was basing his Arizona Smith carachter off of Indiana Jones.
As you may remember Indiana Jones is of course very famous for his
trusty whip and 45 revolver. Which you will be seeing allot more of
those in the
Hi,
What is happening is that you are running up against a monster that is
moving the same direction as you. Because the game doesn't let you run
past monsters, you must wait until they move.
BTW, Tom, any chance of bringing back different monster speeds based on
difficulty now that there is no
Hi Nicol,
Quote
1. it happens that 2 torches is used after each other. I went into a dark
room, there was a spider and gems or keys, and when I went out of that room
the torch went dead and the next one immediately lights up.
End quote
Well, from looking at that code it is unlikely you were
Hi thom
Beta6 is wonderful, the limitation of 4 swords and potions adds more
challenge to the game.
I have came across some bugs.
1. it happens that 2 torches is used after each other. I went into a dark
room, there was a spider and gems or keys, and when I went out of that room
the torch went
Hi Thom
Something else which I have picked up. When I drink a magic potion and I
walk through a room where there is a monster while the magical potion is
still working, although I'm running, my footsteps sounds very slow and odd.
I'm holding down shift while moving but each time when I drink a
at the beginning of a level. This would prevent someone from
cheating, wouldn't it?
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 23, 2007 3:55 PM
Subject: Re: [Audyssey] monte beta6 impressions
Hi Nicol,
Quote
1
Hi Nicol,
Quote
I'm holding down shift while moving but each time when I drink a magical
potion and I walk through a room with monsters in it, its as if I am unable
to run.
End quote
Personally,I can't see anything in the code to account for this problem.
Does this happen all the time or just
Hi Phil,
Yeah, I do remember that now that you mention it. I haven't played
Pacman in so long I almost forgot about that great game.
Now, where is Mrs. Pacman? I want it, I want it, I want it, I want it!!!
Lol!
Phil Vlasak wrote:
Hi Tom,
I almost forgot that the original Pacman and my Pacman
Hi Bryan,
Quote
Probably, but it just didn't make sense to me to have it say paused when the
little tone should be ample indication. Or maybe you could write it in as a
toggle in the options menu.
End quote
Well, I just removed those two lines of code so hopefully that should
satisfy the
Hi Daniel,
Huh? The ESP paused message and music was never in Monty. the paused
message Bryan is talking about is sapi saying paused/unpaused when you
press the pause button or key.
In either case the offending message is gone from the RC1 unstable branch.
Cheers.
blind guy wrote:
hi.
funny
Hi Charles,
Hah hah. Actually, I think my mysterious munk chant while magic
invincibility is enabled sounds cool, but we will see what others say
when RC1 hits the web next month.
Charles Rivard wrote:
On what sound to play when invincibility is up, how about an occasional
drinking of the
Hello Thomas!
Go to
www.pcsgames.net
And you will find the Game.
Regards, Claudio.
---
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Hi Claudio,
Smile Oh, I already have the Pacman Talks demo. I was joking around
with Phil for the sequel Mrs. Pacman, which he told everyone he was
going to make, and turned around and made Sarah instead.
Claudio wrote:
Hello Thomas!
Go to
www.pcsgames.net
And you will find the Game.
]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, November 18, 2007 2:09 PM
Subject: Re: [Audyssey] Monte beta thoughts
Hello Thomas!
Go to
www.pcsgames.net
And you will find the Game.
Regards, Claudio.
---
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Hello Phil!
Thank you for your mail.
I tink sarah and Packman have the same interface but not the same storry and
the same creatures and monsters.
Right?
Regards, Claudio.
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You can make
Hello Phil!
Is the version from packman on the site not the full release of the game?
Regards, Claudio.
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Hello Thomas!
Im sorry for that.
Regards, Claudio.
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All
Hi Karl,
Quote
I like the new joystick support. I assume there will be a remapping
feature in future versions?
End quote
At some point there will be a joystick mapping feature, but at the
moment I don't know just when that feature will be added. I am mainly
going to focus on registration and
Hi Tom,
Quote
Lastly, there needs to be some power on and power off sound effect
for the invincibility effect of potions.
End quote
I have two suggestions,
1. like in my Sarah game, you play an invincibility song looped while the
effect is on.
2. Simulating that you are drinking the potion a
Hi Bryan,
Yeah, I can easily remove those paused/unpaused messages if you want me
to. There is only two lines that needs removing so it is no big deal.
I'm already starting on release canidate 1 which will feature all the
levels for registered users as well as any bug fixes, and any urgent
Hi Phil,
Quote
I have two suggestions,
1. like in my Sarah game, you play an invincibility song looped while the
effect is on.
End quote
I think looping a sound while the effect is on is the best option for
this type of thing. So far what I have come up with, which I think
sounds cool, is
the previous developer's sound files. But that's just my opinion.
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 17, 2007 4:48 PM
Subject: Re: [Audyssey] Monte beta thoughts
Hi Bryan,
Yeah, I can easily
]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 17, 2007 4:48 PM
Subject: Re: [Audyssey] Monte beta thoughts
Hi Bryan,
Yeah, I can easily remove those paused/unpaused messages if you want me
to. There is only two lines that needs removing so it is no big deal.
I'm already
:54 PM
Subject: Re: [Audyssey] Monte beta thoughts
Hi Phil,
Quote
I have two suggestions,
1. like in my Sarah game, you play an invincibility song looped while the
effect is on.
End quote
I think looping a sound while the effect is on is the best option for
this type of thing. So far
list gamers@audyssey.org
Sent: Saturday, November 17, 2007 10:29 AM
Subject: Re: [Audyssey] Monte beta thoughts
Hi Karl,
Quote
I like the new joystick support. I assume there will be a remapping
feature in future versions?
End quote
At some point there will be a joystick mapping feature
HI thom
I came across a bug while playing beta5. sometimes the sound of the torch
keeps on playing. If I enter a dark room and the torch lights up, the sound
keeps playing forever until I die or complete the level, this makes it
difficult for me to listen when I'm near the burning edge of the
Hi Nicol,
Quote
I came across a bug while playing beta5. sometimes the sound of the torch
keeps on playing. If I enter a dark room and the torch lights up, the sound
keeps playing forever until I die or complete the level, this makes it
difficult for me to listen when I'm near the burning edge
Thomas Ward wrote:
It is on the things to do list. I don't know when it will reach the
stable branch, but it should be soon. I have Beta 6 scheduled to be
released sometime this week, and if I get the time I will add the pause
feature to Beta 6.
Monty already has a pause feature Tom.
Hi,
I've noticed this when the rare bug surfaces where two torches light at
the same time, one right after the other when you enter a dark room.
When the first torch burns out, the second one keeps burning indefinitely.
Original message:
Hi Nicol,
Quote
I came across a bug while playing
Hi Raul,
Quote
Monty already has a pause feature Tom. It's called, view the map.
End quote
That is true, but I do also have to agree with Nicol a classic pause
feature would be nice as well. The pause feature has been something in
the works for quite some time. The Pause and Unpause sound
Hi Karl,
Wow! I do believe that is a record for Beta 4. No one else has reported
such a high score to me anyway so you are likely the number 1 player
score wize.
Karl wrote:
Hi,
My new high score on Insane is 397200, with successful completion of
the entire demo. I did not grab all the
Hi,
This brings up a small request. On insane, it's easier to make a
successfull jump without burning a sword when you do not want to,
because the monsters are moving faster. I also think faster moving
monsters make it easier to jump over monsters because there is less of
a chance that you
Hi Karl,
Actually, as of Beta 4 all four skill levels use the same timer rate for
the movement of game objects. This was changed in order to cut down on
the use of extra swords, torches, and so on. For the most part it fixed
the problem, but once and a while the problem appears, but is no
Hi,
My new high score on Insane is 397200, with successful completion of
the entire demo. I did not grab all the gems, etc. but I was simply
trying to make it through.
On another note, I only lost one life, because a snake bit me on level 1.
Has anyone done better?
Karl
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: Saturday, August 04, 2007 8:20 AM
Subject: [Audyssey] monte
Hi
Charles made a suggestion on the u s a games list that when a player
causes the character to bang into a wall more than 3 times the character
should loose health. I totally totally disagree with that. Up to now there
is games
Hi Nicol,
First, I'd like to point out I have no current plans of reducing health
if you walk into a wall. I for one agree with you that it shouldn't
cause health damage by just merely walking into the wall.
However, Charles's suggestion does make a little more sense in the
context it was given
Hi trenton,
(Smile) Nicol was quoting Charles out of context. Charles and I were
discussing on the USA Games list what should happen if you jump and hit
a wall. one suggestion is you should be injured which certainly could
happen in real life if you hit that wall with enough speed, and the fact
Awe, gottcha there!
*smiles back*
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 04, 2007 11:30 AM
Subject: Re: [Audyssey] monte
Hi trenton,
(Smile) Nicol was quoting Charles out of context. Charles and I
-
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 17, 2007 5:15 PM
Subject: Re: [Audyssey] monte
Hi Nicol,
After I had released the Monty beta 1 initial release someone emailed me
a copy of the original 1983 Montezuma's Revenge rules
I wonder what the original diing sound was like. I don't think I've heard
the original Monty sound from the atari game.
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 17, 2007 5:15 PM
Subject: Re: [Audyssey
Nice patch, thom. I like the sound descriptions.
When the original beta was released, I wasn't at all aware that it was a
spider, I thought it was one of those burning ropes.
Thom, I personally feel one should be able to kill snakes.
Now I recognize the warp platform' sound; its exactly the same
Hi Nicol,
After I had released the Monty beta 1 initial release someone emailed me
a copy of the original 1983 Montezuma's Revenge rules and directions. In
that list of rules I discovered that snakes could not be killed so i
removed them being killed in patch 1. In addition I got the official
I like the update as well. I've already finished both levels on easy
difficulty, now I'm going to try normal.
- Original Message -
From: nicol [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Tuesday, July 17, 2007 3:33 PM
Subject: [Audyssey] monte
Nice patch, thom. I like the sound
hmmm this game rules!
On 7/8/07, Thomas Ward [EMAIL PROTECTED] wrote:
Hi Nicol,
The extra lives feature hasn't been implamented yet, but according to
the original game every 1 points or so you could get an extra life.
However, you could have no more than 6 lives at a time.
nicol wrote:
Hi Michael,
Yes, you missed a few things, and you wont' find them unless you use a
torch in some rooms to reveal some of the hidden treasures. Some rooms
are completely dark, and to do it in audio I turned off the audio for
hidden effects. When you carry a lit torch into that room the treasures
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