[Audyssey] Monte Level Editor was super liam versus danger city

2009-08-06 Thread Thomas Ward
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

Re: [Audyssey] Monte Level Editor was super liam versus danger city

2009-08-06 Thread James Dietz
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

Re: [Audyssey] /monte fun stuff with tomb hunter

2008-02-16 Thread Thomas Ward
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

[Audyssey] Monte Beta 9 status.

2007-12-28 Thread Thomas Ward
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

Re: [Audyssey] Monte Beta 9 status.

2007-12-28 Thread Charles Rivard
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

Re: [Audyssey] Monte Beta 9 status.

2007-12-28 Thread Thomas Ward
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

Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Thomas Ward
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

Re: [Audyssey] Monte beta7 or 8?

2007-12-12 Thread Thomas Ward
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. --- Gamers mailing list __

Re: [Audyssey] Monte beta7 or 8?

2007-12-12 Thread Thomas Ward
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

Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Damien Sadler
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

Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Thomas Ward
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

Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Damien Sadler
: 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

Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Charles Rivard
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

Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Karl
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

Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Thomas Ward
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

Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Thomas Ward
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

Re: [Audyssey] Monte, a couple suggestions

2007-12-12 Thread Charles Rivard
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

[Audyssey] Monte, a couple suggestions

2007-12-11 Thread Karl
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

Re: [Audyssey] Monte, a couple suggestions

2007-12-11 Thread Kuvvosh Suggs
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

[Audyssey] Monte beta7 or 8?

2007-12-11 Thread Claudio
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send

Re: [Audyssey] Monte beta7 or 8?

2007-12-11 Thread Karl
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. ---

[Audyssey] monte beta7 impressions

2007-12-09 Thread nicol
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

Re: [Audyssey] monte beta7 impressions

2007-12-09 Thread Thomas Ward
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

Re: [Audyssey] monte beta7 impressions

2007-12-09 Thread Bryan
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

Re: [Audyssey] monte beta7 impressions

2007-12-09 Thread Mike Reiser
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

Re: [Audyssey] Monte, registered version, first thoughts

2007-12-07 Thread Thomas Ward
Hi, Monte is currently selling for $35.00 USD. Cheers. Brandon Armstrong wrote: how much is montie Brandon --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at

[Audyssey] Monte, registered version, first thoughts

2007-12-06 Thread Karl
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

Re: [Audyssey] Monte, registered version, first thoughts

2007-12-06 Thread Thomas Ward
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

Re: [Audyssey] Monte, registered version, first thoughts

2007-12-06 Thread Brandon Armstrong
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

Re: [Audyssey] Monte: speed/chalenge game

2007-12-03 Thread Yohandy
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

Re: [Audyssey] Monte: speed/chalenge game

2007-12-03 Thread Thomas Ward
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

Re: [Audyssey] Monte: speed/chalenge game

2007-12-02 Thread Thomas Ward
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

Re: [Audyssey] Monte: speed/chalenge game

2007-12-02 Thread william lomas
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

Re: [Audyssey] Monte: speed/chalenge game

2007-12-02 Thread shaun everiss
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

Re: [Audyssey] Monte: speed/chalenge game

2007-12-02 Thread Thomas Ward
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

[Audyssey] Monte: speed/chalenge game

2007-11-29 Thread Karl
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 -- Email services provided by the System Access Mobile Network. Visit

Re: [Audyssey] Monte bosses.

2007-11-26 Thread Thomas Ward
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

Re: [Audyssey] Monte bosses.

2007-11-26 Thread Thomas Ward
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

Re: [Audyssey] Monte bosses.

2007-11-26 Thread Thomas Ward
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL

[Audyssey] Monte bosses.

2007-11-25 Thread Thomas Ward
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

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Bryan
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

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Shadow Dragon
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

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Dark
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

Re: [Audyssey] Monte bosses.

2007-11-25 Thread shaun everiss
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

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Charles Rivard
- 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

Re: [Audyssey] Monte bosses.

2007-11-25 Thread Raul A. Gallegos
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

Re: [Audyssey] MONTE

2007-11-24 Thread nicol
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

Re: [Audyssey] MONTE

2007-11-24 Thread nicol
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

Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Karl
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

Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Thomas Ward
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

Re: [Audyssey] MONTE

2007-11-23 Thread Thomas Ward
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

Re: [Audyssey] MONTE

2007-11-23 Thread Karl
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

Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Thomas Ward
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

Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Thomas Ward
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

Re: [Audyssey] MONTE

2007-11-23 Thread Thomas Ward
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 ---

Re: [Audyssey] MONTE

2007-11-23 Thread Thomas Ward
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

Re: [Audyssey] MONTE

2007-11-23 Thread Karl
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

Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Thomas Ward
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

[Audyssey] monte beta6 impressions

2007-11-23 Thread nicol
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

[Audyssey] MONTE

2007-11-23 Thread nicol
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

Re: [Audyssey] monte beta6 impressions

2007-11-23 Thread Charles Rivard
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

Re: [Audyssey] MONTE

2007-11-23 Thread Thomas Ward
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

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
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

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
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

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
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

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
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

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Claudio
Hello Thomas! Go to www.pcsgames.net And you will find the Game. Regards, Claudio. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Thomas Ward
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.

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Phil Vlasak
] 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Claudio
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Claudio
Hello Phil! Is the version from packman on the site not the full release of the game? Regards, Claudio. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at

Re: [Audyssey] Monte beta thoughts

2007-11-18 Thread Claudio
Hello Thomas! Im sorry for that. Regards, Claudio. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All

Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Thomas Ward
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

Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Phil Vlasak
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

Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Thomas Ward
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

Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Thomas Ward
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

Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread blind guy
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

Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Bryan
] 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

Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Phil Vlasak
: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

Re: [Audyssey] Monte beta thoughts

2007-11-17 Thread Charles Rivard
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

[Audyssey] monte

2007-11-13 Thread nicol
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

Re: [Audyssey] monte

2007-11-13 Thread Thomas Ward
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

Re: [Audyssey] monte

2007-11-13 Thread Raul A. Gallegos
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.

Re: [Audyssey] monte

2007-11-13 Thread Karl
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

Re: [Audyssey] monte

2007-11-13 Thread Thomas Ward
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

Re: [Audyssey] Monte score

2007-10-24 Thread Thomas Ward
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

Re: [Audyssey] Monte score

2007-10-24 Thread Karl
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

Re: [Audyssey] Monte score

2007-10-24 Thread Thomas Ward
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

[Audyssey] Monte score

2007-10-23 Thread Karl
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 -- Email services

Re: [Audyssey] monte

2007-08-04 Thread Trenton Matthews
: 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

Re: [Audyssey] monte

2007-08-04 Thread Thomas Ward
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

Re: [Audyssey] monte

2007-08-04 Thread Thomas Ward
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

Re: [Audyssey] monte

2007-08-04 Thread Trenton Matthews
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

Re: [Audyssey] monte

2007-07-19 Thread Thomas Ward
- 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

Re: [Audyssey] monte

2007-07-18 Thread Trenton Matthews
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

[Audyssey] monte

2007-07-17 Thread nicol
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

Re: [Audyssey] monte

2007-07-17 Thread Thomas Ward
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

Re: [Audyssey] monte

2007-07-17 Thread miss-refugee
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

Re: [Audyssey] monte suggestion

2007-07-09 Thread Andy Smith
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:

Re: [Audyssey] monte problem

2007-07-08 Thread Thomas Ward
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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