[Audyssey] q9

2009-11-16 Thread shaun everiss
Hi.
this game really rocks.
I have found a way to get buy with the club only, 
s
p
o
i
l
e
r
if you jump over a monster you have more chance of getting in 3 or 4 hits 
before he realises.
in mpost cases you should be able to keep full health or so.
with the cave monsters you still lose health but it is majorly slowed down.
in the jungle mode you can kill your enemies outright.
this game is a good stress reliever.


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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread dark
agreed. The mechanics have been really well thought out, so you actually 
need to considder what your being attacked by and what's in your immediate 
environment, --- which with the random enemies makes things very interesting 
indeed!


The only thing I find a litle odd in this respect, is that it seems enemies 
can just walk streight over pits!


it'd be nice if they had to take the time to jump just as you do,  so 
you could use pits to your advantage too.


Exceptional game none the less,  and also one of the quickest key 
generators ever!


the fact that I also don't have to bug the developer when I want to install 
it on my laptop is also a major pluss.


Beware the grue!

dark.
- Original Message - 
From: peter Mahach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 11:08 AM
Subject: Re: [Audyssey] Thoughts on Q9



to not clutter up the list with new threads I'll reply here.
I love the game. I just love the sounds and the fact that enemies have 
different footsteps and bodyfalls on each level like q9 does. I'll tell 
you also that there are many ways to beat this. run like hel not 
recomended, use the shield could work but not the best or 1 I did once was 
I had a subtracting fortune field so I just watched these bats get zapped. 
what a view! lol.
- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 11:54 AM
Subject: [Audyssey] Thoughts on Q9



Hey all,

Just played my first game of Q9. I think it's the best game we've had in 
quite some time.


For those with Macs using Fusion jumping is harder than it should be to 
say the least. When I press Up+Right no matter how fast I press right I 
jump right into it. I've been able to get past the pits but I don't have 
this problem with Mota or SL, so I'm not sure what's going on with this 
game. I do believe it's a Fusion problem, which is a shame, as it's a 
game I'm interested in. I beat the demo, but it took longer than I 
thought.


Other than Fusion problems, the game itself is nice. Love the music.



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[Audyssey] lite-tech interactive

2009-11-16 Thread Josh
Hi,

Is lite-tech interactive still making games? 

Josh

My email address is: jkenn...@gmail.com . www.satogo.com Get klango at 
www.klango.net it's free! Get NVDA www.nvda-project.org it's free! Grab Ubuntu 
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Re: [Audyssey] lite-tech interactive

2009-11-16 Thread lirin

Josh pisze:

Hi,

Is lite-tech interactive still making games? 


Josh

My email address is: jkenn...@gmail.com . www.satogo.com Get klango at www.klango.net it's free! Get NVDA www.nvda-project.org it's free! Grab Ubuntu at www.ubuntu.com it's free! and www.twitter.com/jkenn337 follow-me-on-twitter. 
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   If i know corectly, no, sadly.  


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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread lirin

dark pisze:
agreed. The mechanics have been really well thought out, so you 
actually need to considder what your being attacked by and what's in 
your immediate environment, --- which with the random enemies makes 
things very interesting indeed!


The only thing I find a litle odd in this respect, is that it seems 
enemies can just walk streight over pits!


it'd be nice if they had to take the time to jump just as you do,  
so you could use pits to your advantage too.


Exceptional game none the less,  and also one of the quickest key 
generators ever!


the fact that I also don't have to bug the developer when I want to 
install it on my laptop is also a major pluss.


Beware the grue!

dark.
- Original Message - From: peter Mahach piterm...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 11:08 AM
Subject: Re: [Audyssey] Thoughts on Q9



to not clutter up the list with new threads I'll reply here.
I love the game. I just love the sounds and the fact that enemies 
have different footsteps and bodyfalls on each level like q9 does. 
I'll tell you also that there are many ways to beat this. run like 
hel not recomended, use the shield could work but not the best or 1 I 
did once was I had a subtracting fortune field so I just watched 
these bats get zapped. what a view! lol.

- Original Message - From: Orin orin8...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 11:54 AM
Subject: [Audyssey] Thoughts on Q9



Hey all,

Just played my first game of Q9. I think it's the best game we've 
had in quite some time.


For those with Macs using Fusion jumping is harder than it should be 
to say the least. When I press Up+Right no matter how fast I press 
right I jump right into it. I've been able to get past the pits but 
I don't have this problem with Mota or SL, so I'm not sure what's 
going on with this game. I do believe it's a Fusion problem, which 
is a shame, as it's a game I'm interested in. I beat the demo, but 
it took longer than I thought.


Other than Fusion problems, the game itself is nice. Love the music.



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   Hi.

Sorry for little offtopic, but i have problem.

I wanna buy this tittle, and i haven't a paypal account, is there a way 
to purchase it without a paypal account?


Thanks

Cheers

Tom

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Re: [Audyssey] lite-tech interactive

2009-11-16 Thread dark
Not as far as I've ever heard Josh,  which is quite sad, sinse their 
games were getting better and better with each release,  the audio 
environment in treasuremania is one of the best i've heard in a game.


Beware the Grue!

Dark.
- Original Message - 
From: Josh jkenn...@gmail.com

To: gamers list gamers@audyssey.org
Sent: Monday, November 16, 2009 12:42 PM
Subject: [Audyssey] lite-tech interactive



Hi,

Is lite-tech interactive still making games?

Josh

My email address is: jkenn...@gmail.com . www.satogo.com Get klango at 
www.klango.net it's free! Get NVDA www.nvda-project.org it's free! Grab 
Ubuntu at www.ubuntu.com it's free! and www.twitter.com/jkenn337 
follow-me-on-twitter.

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[Audyssey] Q9 and Buy

2009-11-16 Thread Angellko21
Please,I want to buy ghis game,but I am from Czech republic and I have not 
Pay pall,please,How exactly do I my order?Please,help me.This game is good:)
Lukáš Kakara 



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[Audyssey] Q9 and paypal

2009-11-16 Thread dark
For people who don't have paypal accounts and want the game, there is also a 
form on the paypal page to let you pay directly with a creddit card such as 
visa, american express or mastercard, rather than loguing into and using 
paypal. 

Hth. 

Beware the grue! 

Dark.
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Re: [Audyssey] lite-tech interactive

2009-11-16 Thread peter Mahach
needless to say I am in contact of 2 of the light tech devs. I'll have to 
talk to them more or something. I really agree wth dark here and I'd love to 
see what they could come up with.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 1:48 PM
Subject: Re: [Audyssey] lite-tech interactive


Not as far as I've ever heard Josh,  which is quite sad, sinse their 
games were getting better and better with each release,  the audio 
environment in treasuremania is one of the best i've heard in a game.


Beware the Grue!

Dark.
- Original Message - 
From: Josh jkenn...@gmail.com

To: gamers list gamers@audyssey.org
Sent: Monday, November 16, 2009 12:42 PM
Subject: [Audyssey] lite-tech interactive



Hi,

Is lite-tech interactive still making games?

Josh

My email address is: jkenn...@gmail.com . www.satogo.com Get klango at 
www.klango.net it's free! Get NVDA www.nvda-project.org it's free! Grab 
Ubuntu at www.ubuntu.com it's free! and www.twitter.com/jkenn337 
follow-me-on-twitter.

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[Audyssey] Q9 - My reaction

2009-11-16 Thread Philip Bennefall
Hello everyone,

I would like to express my gratitude and, quite frankly, my astonishment at the 
flud of orders and praise that has been hitting my inbox over the last 12 hours 
or so. I must say I am completely overwhelmed, and extremely happy to see that 
so many people enjoy the game. It's very encouraging, especially since I never 
expected such a response. Thanks so much to all of you who has bought the game 
so far and sent me all your kind comments. Now, I have a few hours ahead of me 
where I'll be going through and replying to questions that I have received.

Thanks again!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread Thomas Ward

Hi Orin,
Given the fact the game is written essentially in C++ and is DirectX 8 
compatible I can't see any reason why Q9 would have any problems running 
via Fusion. Generally speaking native C++ applications and games work 
best with Fusion, but who knows.
One thing I can say is I had a problemperforming jumps until I figured 
out you have to press up arrow, hold it down, and press the right arrow 
key several times in a row until I made it over the pits. It is quite 
tricky and gets ttrickier the further you move along in the game.


HTH

Orin wrote:

Hey all,

Just played my first game of Q9. I think it's the best game we've had in quite 
some time.

For those with Macs using Fusion jumping is harder than it should be to say the 
least. When I press Up+Right no matter how fast I press right I jump right into 
it. I've been able to get past the pits but I don't have this problem with Mota 
or SL, so I'm not sure what's going on with this game. I do believe it's a 
Fusion problem, which is a shame, as it's a game I'm interested in. I beat the 
demo, but it took longer than I thought.

Other than Fusion problems, the game itself is nice. Love the music.



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Re: [Audyssey] lite-tech interactive

2009-11-16 Thread Thomas Ward

Hi Josh,
Last I heard Lite-Tech Interactive decided to stop developing accessible 
games. We haven't heard any news from them in ages.


Josh wrote:

Hi,

Is lite-tech interactive still making games? 


Josh

My email address is: jkenn...@gmail.com . www.satogo.com Get klango at www.klango.net it's free! Get NVDA www.nvda-project.org it's free! Grab Ubuntu at www.ubuntu.com it's free! and www.twitter.com/jkenn337 follow-me-on-twitter. 
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Re: [Audyssey] My Opinion of Q9

2009-11-16 Thread Thomas Ward

Hi Charles,
Actually I don't think of my fellow accessible game developers as 
competition. I think of them in terms of colleagues rather than my 
competitors. I never got into game development for the money, as you and 
others know, so my only financial stake in it is to make sure I can 
cover development expenses and if I get a little extra that's alright by 
me. I can always use a little spending cash now and then.
Around 2006 several of us created a mailing list and wiki for the agdev 
community. Although there was some interest and we got along well enough 
there wasn't enough interest to keep the agdev site going. However, my 
point is those of us who do accessible gaming as a hobby generally 
treated each other as colleagues rather than the competition.


Smile.

Charles Rivard wrote:
We, the gamers who buy games, get this from the competition??  Heh heh heh. 
Good post, Tom.  This is high praise, indeed.

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Re: [Audyssey] Q9 - My reaction

2009-11-16 Thread Bryan Peterson
I'll be buying it myself just as soon as finances permit. I want to see the 
rest of the Jungle World for one thing LOL!

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 9:54 AM
Subject: [Audyssey] Q9 - My reaction



Hello everyone,

I would like to express my gratitude and, quite frankly, my astonishment 
at the flud of orders and praise that has been hitting my inbox over the 
last 12 hours or so. I must say I am completely overwhelmed, and extremely 
happy to see that so many people enjoy the game. It's very encouraging, 
especially since I never expected such a response. Thanks so much to all 
of you who has bought the game so far and sent me all your kind comments. 
Now, I have a few hours ahead of me where I'll be going through and 
replying to questions that I have received.


Thanks again!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread Bryan Peterson
You actually don't have to hold down the Up arrow. At least I never do and I 
still clear the pits.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 10:16 AM
Subject: Re: [Audyssey] Thoughts on Q9



Hi Orin,
Given the fact the game is written essentially in C++ and is DirectX 8 
compatible I can't see any reason why Q9 would have any problems running 
via Fusion. Generally speaking native C++ applications and games work best 
with Fusion, but who knows.
One thing I can say is I had a problemperforming jumps until I figured out 
you have to press up arrow, hold it down, and press the right arrow key 
several times in a row until I made it over the pits. It is quite tricky 
and gets ttrickier the further you move along in the game.


HTH

Orin wrote:

Hey all,

Just played my first game of Q9. I think it's the best game we've had in 
quite some time.


For those with Macs using Fusion jumping is harder than it should be to 
say the least. When I press Up+Right no matter how fast I press right I 
jump right into it. I've been able to get past the pits but I don't have 
this problem with Mota or SL, so I'm not sure what's going on with this 
game. I do believe it's a Fusion problem, which is a shame, as it's a 
game I'm interested in. I beat the demo, but it took longer than I 
thought.


Other than Fusion problems, the game itself is nice. Love the music.



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Re: [Audyssey] My Opinion of Q9

2009-11-16 Thread Valiant8086
I'm liking this game myself. Fun stuff.
  - Original Message - 
  From: Thomas Ward 
  To: Charles Rivard ; Gamers Discussion list 
  Sent: Monday, November 16, 2009 12:34 PM
  Subject: Re: [Audyssey] My Opinion of Q9


  Hi Charles,
  Actually I don't think of my fellow accessible game developers as 
  competition. I think of them in terms of colleagues rather than my 
  competitors. I never got into game development for the money, as you and 
  others know, so my only financial stake in it is to make sure I can 
  cover development expenses and if I get a little extra that's alright by 
  me. I can always use a little spending cash now and then.
  Around 2006 several of us created a mailing list and wiki for the agdev 
  community. Although there was some interest and we got along well enough 
  there wasn't enough interest to keep the agdev site going. However, my 
  point is those of us who do accessible gaming as a hobby generally 
  treated each other as colleagues rather than the competition.

  Smile.

  Charles Rivard wrote:
   We, the gamers who buy games, get this from the competition??  Heh heh heh. 
   Good post, Tom.  This is high praise, indeed.
   ---
   In God we trust!
 


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Re: [Audyssey] My Opinion of Q9

2009-11-16 Thread Mike Reiser
Definitely like this game, now if I can just figure out the trick to jumping 
over these pits that'll be great lol.  

Mike
On Nov 16, 2009, at 12:08 PM, Valiant8086 wrote:

 I'm liking this game myself. Fun stuff.
  - Original Message - 
  From: Thomas Ward 
  To: Charles Rivard ; Gamers Discussion list 
  Sent: Monday, November 16, 2009 12:34 PM
  Subject: Re: [Audyssey] My Opinion of Q9
 
 
  Hi Charles,
  Actually I don't think of my fellow accessible game developers as 
  competition. I think of them in terms of colleagues rather than my 
  competitors. I never got into game development for the money, as you and 
  others know, so my only financial stake in it is to make sure I can 
  cover development expenses and if I get a little extra that's alright by 
  me. I can always use a little spending cash now and then.
  Around 2006 several of us created a mailing list and wiki for the agdev 
  community. Although there was some interest and we got along well enough 
  there wasn't enough interest to keep the agdev site going. However, my 
  point is those of us who do accessible gaming as a hobby generally 
  treated each other as colleagues rather than the competition.
 
  Smile.
 
  Charles Rivard wrote:
 We, the gamers who buy games, get this from the competition??  Heh heh heh. 
 Good post, Tom.  This is high praise, indeed.
 ---
 In God we trust!
 
 
 
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 gamers-unsubscr...@audyssey.org.
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  http://www.avast.com
 
 
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Re: [Audyssey] My Opinion of Q9

2009-11-16 Thread Andy
  I find that pressing up arrow, letting up on it, then jabbing the 
irght arrow like a crazy man brigs me through just fine.


Mike Reiser wrote:
Definitely like this game, now if I can just figure out the trick to jumping over these pits that'll be great lol.  


Mike
On Nov 16, 2009, at 12:08 PM, Valiant8086 wrote:

  

I'm liking this game myself. Fun stuff.
 - Original Message - 
 From: Thomas Ward 
 To: Charles Rivard ; Gamers Discussion list 
 Sent: Monday, November 16, 2009 12:34 PM

 Subject: Re: [Audyssey] My Opinion of Q9


 Hi Charles,
 Actually I don't think of my fellow accessible game developers as 
 competition. I think of them in terms of colleagues rather than my 
 competitors. I never got into game development for the money, as you and 
 others know, so my only financial stake in it is to make sure I can 
 cover development expenses and if I get a little extra that's alright by 
 me. I can always use a little spending cash now and then.
 Around 2006 several of us created a mailing list and wiki for the agdev 
 community. Although there was some interest and we got along well enough 
 there wasn't enough interest to keep the agdev site going. However, my 
 point is those of us who do accessible gaming as a hobby generally 
 treated each other as colleagues rather than the competition.


 Smile.

 Charles Rivard wrote:

We, the gamers who buy games, get this from the competition??  Heh heh heh. 
Good post, Tom.  This is high praise, indeed.

---
In God we trust!

  

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 Virus Database (VPS): 091116-0, 11/16/2009
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 avast! - copyright (c) 1988-2009 ALWIL Software.
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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread Yohandy

   Thomas,
I can tell you that there's no need to hold down the arrow key. I never hold 
it down and I've had no problems with pits. I just completed the game and I 
really enjoyed it.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 12:16 PM
Subject: Re: [Audyssey] Thoughts on Q9



Hi Orin,
Given the fact the game is written essentially in C++ and is DirectX 8 
compatible I can't see any reason why Q9 would have any problems running 
via Fusion. Generally speaking native C++ applications and games work best 
with Fusion, but who knows.
One thing I can say is I had a problemperforming jumps until I figured out 
you have to press up arrow, hold it down, and press the right arrow key 
several times in a row until I made it over the pits. It is quite tricky 
and gets ttrickier the further you move along in the game.


HTH

Orin wrote:

Hey all,

Just played my first game of Q9. I think it's the best game we've had in 
quite some time.


For those with Macs using Fusion jumping is harder than it should be to 
say the least. When I press Up+Right no matter how fast I press right I 
jump right into it. I've been able to get past the pits but I don't have 
this problem with Mota or SL, so I'm not sure what's going on with this 
game. I do believe it's a Fusion problem, which is a shame, as it's a 
game I'm interested in. I beat the demo, but it took longer than I 
thought.


Other than Fusion problems, the game itself is nice. Love the music.



---
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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread Philip Bennefall

Hi Yohandy,

On what difficulty level did you complete the game? There is a different 
ending on easy as compared to the other three difficulty levels. And what is 
your over-all opinion of the whole game?


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 7:49 PM
Subject: Re: [Audyssey] Thoughts on Q9



   Thomas,
I can tell you that there's no need to hold down the arrow key. I never 
hold
it down and I've had no problems with pits. I just completed the game and 
I

really enjoyed it.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 12:16 PM
Subject: Re: [Audyssey] Thoughts on Q9



Hi Orin,
Given the fact the game is written essentially in C++ and is DirectX 8
compatible I can't see any reason why Q9 would have any problems running
via Fusion. Generally speaking native C++ applications and games work 
best

with Fusion, but who knows.
One thing I can say is I had a problemperforming jumps until I figured 
out

you have to press up arrow, hold it down, and press the right arrow key
several times in a row until I made it over the pits. It is quite tricky
and gets ttrickier the further you move along in the game.

HTH

Orin wrote:

Hey all,

Just played my first game of Q9. I think it's the best game we've had in
quite some time.

For those with Macs using Fusion jumping is harder than it should be to
say the least. When I press Up+Right no matter how fast I press right I
jump right into it. I've been able to get past the pits but I don't have
this problem with Mota or SL, so I'm not sure what's going on with this
game. I do believe it's a Fusion problem, which is a shame, as it's a
game I'm interested in. I beat the demo, but it took longer than I
thought.

Other than Fusion problems, the game itself is nice. Love the music.



---
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.61/2497 - Release Date: 11/11/09 
19:41:00



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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread Angellko21
Hi,please,do you tell me about cheat codes?No,I don.t want to know codes,but 
howmany points I must have?:)
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 7:53 PM
Subject: Re: [Audyssey] Thoughts on Q9



Hi Yohandy,

On what difficulty level did you complete the game? There is a different 
ending on easy as compared to the other three difficulty levels. And what 
is your over-all opinion of the whole game?


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 7:49 PM
Subject: Re: [Audyssey] Thoughts on Q9



   Thomas,
I can tell you that there's no need to hold down the arrow key. I never 
hold
it down and I've had no problems with pits. I just completed the game and 
I

really enjoyed it.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 12:16 PM
Subject: Re: [Audyssey] Thoughts on Q9



Hi Orin,
Given the fact the game is written essentially in C++ and is DirectX 8
compatible I can't see any reason why Q9 would have any problems running
via Fusion. Generally speaking native C++ applications and games work 
best

with Fusion, but who knows.
One thing I can say is I had a problemperforming jumps until I figured 
out

you have to press up arrow, hold it down, and press the right arrow key
several times in a row until I made it over the pits. It is quite tricky
and gets ttrickier the further you move along in the game.

HTH

Orin wrote:

Hey all,

Just played my first game of Q9. I think it's the best game we've had 
in

quite some time.

For those with Macs using Fusion jumping is harder than it should be to
say the least. When I press Up+Right no matter how fast I press right I
jump right into it. I've been able to get past the pits but I don't 
have

this problem with Mota or SL, so I'm not sure what's going on with this
game. I do believe it's a Fusion problem, which is a shame, as it's a
game I'm interested in. I beat the demo, but it took longer than I
thought.

Other than Fusion problems, the game itself is nice. Love the music.



---
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.61/2497 - Release Date: 11/11/09 
19:41:00



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__ Informace od NOD32 4611 (20091116) __

Tato zprava byla proverena antivirovym systemem NOD32.
http://www.nod32.cz





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If you

Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread Yohandy
I completed it on easy for now. will try other difficulties later. Man easy 
was hard enough lol. I'm impressed. great work on the game!

   s
p
o
i
l
e
r
s
p
a
c
e
Boss is definitely very interesting. first time I fought him I just ran 
straight at him and fell in the pit. hahaha. Let's just say I didn't do that 
again. I also like how he runs away from me when I activate the deus shield. 
that boss sure isn't stupid.



From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 1:53 PM
Subject: Re: [Audyssey] Thoughts on Q9



Hi Yohandy,

On what difficulty level did you complete the game? There is a different 
ending on easy as compared to the other three difficulty levels. And what 
is your over-all opinion of the whole game?


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 7:49 PM
Subject: Re: [Audyssey] Thoughts on Q9



   Thomas,
I can tell you that there's no need to hold down the arrow key. I never 
hold
it down and I've had no problems with pits. I just completed the game and 
I

really enjoyed it.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 12:16 PM
Subject: Re: [Audyssey] Thoughts on Q9



Hi Orin,
Given the fact the game is written essentially in C++ and is DirectX 8
compatible I can't see any reason why Q9 would have any problems running
via Fusion. Generally speaking native C++ applications and games work 
best

with Fusion, but who knows.
One thing I can say is I had a problemperforming jumps until I figured 
out

you have to press up arrow, hold it down, and press the right arrow key
several times in a row until I made it over the pits. It is quite tricky
and gets ttrickier the further you move along in the game.

HTH

Orin wrote:

Hey all,

Just played my first game of Q9. I think it's the best game we've had 
in

quite some time.

For those with Macs using Fusion jumping is harder than it should be to
say the least. When I press Up+Right no matter how fast I press right I
jump right into it. I've been able to get past the pits but I don't 
have

this problem with Mota or SL, so I'm not sure what's going on with this
game. I do believe it's a Fusion problem, which is a shame, as it's a
game I'm interested in. I beat the demo, but it took longer than I
thought.

Other than Fusion problems, the game itself is nice. Love the music.



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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread dark
I didn't know you need to hold the up arrow down? I've just been hammering 
the right arrow like crazy,  which has got me through even on 
insane,  though getting past the nasties there is another thing 
entirely.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 5:16 PM
Subject: Re: [Audyssey] Thoughts on Q9



Hi Orin,
Given the fact the game is written essentially in C++ and is DirectX 8 
compatible I can't see any reason why Q9 would have any problems running 
via Fusion. Generally speaking native C++ applications and games work best 
with Fusion, but who knows.
One thing I can say is I had a problemperforming jumps until I figured out 
you have to press up arrow, hold it down, and press the right arrow key 
several times in a row until I made it over the pits. It is quite tricky 
and gets ttrickier the further you move along in the game.


HTH

Orin wrote:

Hey all,

Just played my first game of Q9. I think it's the best game we've had in 
quite some time.


For those with Macs using Fusion jumping is harder than it should be to 
say the least. When I press Up+Right no matter how fast I press right I 
jump right into it. I've been able to get past the pits but I don't have 
this problem with Mota or SL, so I'm not sure what's going on with this 
game. I do believe it's a Fusion problem, which is a shame, as it's a 
game I'm interested in. I beat the demo, but it took longer than I 
thought.


Other than Fusion problems, the game itself is nice. Love the music.



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Re: [Audyssey] My Opinion of Q9

2009-11-16 Thread dark
And from a customers perspective,  there areally aren't enough 
accessible games released to require people to make massive amounts of 
choice to buy one over another.


There are a couple of instances,  like Che's blind adrenaline card room 
vs all in play, - of games where having both at once really wouldn't be 
advantageous,  but usually, if two devs produce side scrollers,   
they're different enough for the customer to want both!


I've bought q9, and enjoy it,  but this will certainly not stop me from 
buying Mota.


Beware the grue1


Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, November 16, 2009 5:34 PM
Subject: Re: [Audyssey] My Opinion of Q9



Hi Charles,
Actually I don't think of my fellow accessible game developers as 
competition. I think of them in terms of colleagues rather than my 
competitors. I never got into game development for the money, as you and 
others know, so my only financial stake in it is to make sure I can cover 
development expenses and if I get a little extra that's alright by me. I 
can always use a little spending cash now and then.
Around 2006 several of us created a mailing list and wiki for the agdev 
community. Although there was some interest and we got along well enough 
there wasn't enough interest to keep the agdev site going. However, my 
point is those of us who do accessible gaming as a hobby generally treated 
each other as colleagues rather than the competition.


Smile.

Charles Rivard wrote:
We, the gamers who buy games, get this from the competition??  Heh heh 
heh. Good post, Tom.  This is high praise, indeed.

---
In God we trust!




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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Jacob Kruger
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and then 
hit the right/left arrow key to make it over them...LOL!


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers 
to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread christopher huby
Hi Philip,

I must say I love this game it is ausum.

I know it is for people over 14 but even I like it at the grand old age of
36 (ouch).

thanks for a fab game.

Regards
 
Christopher Huby
Email: christopher.h...@blueyonder.co.uk
Email2: christopher.h...@hotmail.co.uk
Mobile: 07967603395.
Skype: christopherhuby1.
Twitter: christopherhuby
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Monday, November 16, 2009 6:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Thoughts on Q9

Hi Yohandy,

On what difficulty level did you complete the game? There is a different 
ending on easy as compared to the other three difficulty levels. And what is

your over-all opinion of the whole game?

Kind regards,

Philip Bennefall
- Original Message - 
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 7:49 PM
Subject: Re: [Audyssey] Thoughts on Q9


Thomas,
 I can tell you that there's no need to hold down the arrow key. I never 
 hold
 it down and I've had no problems with pits. I just completed the game and 
 I
 really enjoyed it.

 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 16, 2009 12:16 PM
 Subject: Re: [Audyssey] Thoughts on Q9


 Hi Orin,
 Given the fact the game is written essentially in C++ and is DirectX 8
 compatible I can't see any reason why Q9 would have any problems running
 via Fusion. Generally speaking native C++ applications and games work 
 best
 with Fusion, but who knows.
 One thing I can say is I had a problemperforming jumps until I figured 
 out
 you have to press up arrow, hold it down, and press the right arrow key
 several times in a row until I made it over the pits. It is quite tricky
 and gets ttrickier the further you move along in the game.

 HTH

 Orin wrote:
 Hey all,

 Just played my first game of Q9. I think it's the best game we've had in
 quite some time.

 For those with Macs using Fusion jumping is harder than it should be to
 say the least. When I press Up+Right no matter how fast I press right I
 jump right into it. I've been able to get past the pits but I don't have
 this problem with Mota or SL, so I'm not sure what's going on with this
 game. I do believe it's a Fusion problem, which is a shame, as it's a
 game I'm interested in. I beat the demo, but it took longer than I
 thought.

 Other than Fusion problems, the game itself is nice. Love the music.



 ---
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 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.




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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.61/2497 - Release Date: 11/11/09 
19:41:00


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Re: [Audyssey]   Thoughts on Q9

2009-11-16 Thread Kelly Sapergia

Hi Philip,
  I just tried the demo version of Q9, and so far am quite impressed,
though it's too bad you can't hear the cutscenes until you register.
One thing that I think could be improved, however, is the manual. I noticed
that, even though it's in HTML format, there are no links or headers for
individual sections or website addresses. In my opinion, these would make it
easier to jump to a section you want to navigate to quicker, or to go to a
website. Maybe I'm just so used to manuals such as the ones
included with products from Draconis Entertainment, or USA Games.
Other than that, it's pretty good.
  Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an affordable
price, visit KJS Productions at: http://www.kjsproductions.com/.


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Re: [Audyssey]   Thoughts on Q9

2009-11-16 Thread Philip Bennefall

Hi Kelly,

Good point, I'll address this in version 1.1. I might turn it into an html 
help file, which is to say manual.chm whichs hould make navigation a snap.


Kind regards,

Philip Bennefall
- Original Message - 
From: Kelly Sapergia ksaper...@sasktel.net

To: gamers@audyssey.org
Sent: Monday, November 16, 2009 9:20 PM
Subject: Re: [Audyssey]   Thoughts on Q9



Hi Philip,
  I just tried the demo version of Q9, and so far am quite impressed,
though it's too bad you can't hear the cutscenes until you register.
One thing that I think could be improved, however, is the manual. I 
noticed

that, even though it's in HTML format, there are no links or headers for
individual sections or website addresses. In my opinion, these would make 
it

easier to jump to a section you want to navigate to quicker, or to go to a
website. Maybe I'm just so used to manuals such as the ones
included with products from Draconis Entertainment, or USA Games.
Other than that, it's pretty good.
  Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable

price, visit KJS Productions at: http://www.kjsproductions.com/.


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No virus found in this incoming message.
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19:41:00



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread shaun everiss
yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get em.
you have a pit on the left and some enemies on the right and well you get the 
picture.
At 08:26 a.m. 17/11/2009, you wrote:
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and then 
hit the right/left arrow key to make it over them...LOL!

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!


Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those of 
you not familiar with it, it's a sidescroller entirely based on sound with 12 
exciting levels containning a hoard of enemies and other dangers to make your 
way through.

You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality sound 
effects, an original orchestral score as well as numerous cut scenes with 
slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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The message was checked by ESET NOD32 Antivirus.

http://www.eset.com




__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4613 (20091116) __

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Re: [Audyssey] Thoughts on Q9

2009-11-16 Thread djc
Hi Phillip. What a great new game this is. I'll be buying my copy for
Christmas. I did quite well with the demo.


*** REPLY SEPARATOR  ***

On 11/16/2009 at 8:17 PM christopher huby wrote:

Hi Philip,

I must say I love this game it is ausum.

I know it is for people over 14 but even I like it at the grand old age of
36 (ouch).

thanks for a fab game.

Regards
 
Christopher Huby
Email: christopher.h...@blueyonder.co.uk
Email2: christopher.h...@hotmail.co.uk
Mobile: 07967603395.
Skype: christopherhuby1.
Twitter: christopherhuby
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Monday, November 16, 2009 6:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Thoughts on Q9

Hi Yohandy,

On what difficulty level did you complete the game? There is a different 
ending on easy as compared to the other three difficulty levels. And what
is

your over-all opinion of the whole game?

Kind regards,

Philip Bennefall
- Original Message - 
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 7:49 PM
Subject: Re: [Audyssey] Thoughts on Q9


Thomas,
 I can tell you that there's no need to hold down the arrow key. I never 
 hold
 it down and I've had no problems with pits. I just completed the game
and 
 I
 really enjoyed it.

 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 16, 2009 12:16 PM
 Subject: Re: [Audyssey] Thoughts on Q9


 Hi Orin,
 Given the fact the game is written essentially in C++ and is DirectX 8
 compatible I can't see any reason why Q9 would have any problems
running
 via Fusion. Generally speaking native C++ applications and games work 
 best
 with Fusion, but who knows.
 One thing I can say is I had a problemperforming jumps until I figured 
 out
 you have to press up arrow, hold it down, and press the right arrow key
 several times in a row until I made it over the pits. It is quite
tricky
 and gets ttrickier the further you move along in the game.

 HTH

 Orin wrote:
 Hey all,

 Just played my first game of Q9. I think it's the best game we've had
in
 quite some time.

 For those with Macs using Fusion jumping is harder than it should be
to
 say the least. When I press Up+Right no matter how fast I press right
I
 jump right into it. I've been able to get past the pits but I don't
have
 this problem with Mota or SL, so I'm not sure what's going on with
this
 game. I do believe it's a Fusion problem, which is a shame, as it's a
 game I'm interested in. I beat the demo, but it took longer than I
 thought.

 Other than Fusion problems, the game itself is nice. Love the music.



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19:41:00


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Philip Bennefall

Hi Dark,

Sorry for being a bit late in responding, I have a whole bunch of emails to 
wade through.


First, you are not the only one to suggest a quicker way of switching 
weapons. Though I do not personally find it particularly ircsome, I can see 
why others might and so I will make it possible to press tab and shift tab 
to switch between the four weapons.


As for turning, it works like this. When you are facing right and you press 
the left arrow, you will then turn around on the spot without taking a step. 
This is good for when you have one or more enemies on each side and you want 
to hit them both without actually moving. Running has noe effect on this, as 
you can turn as fast as you want. So if you keep pressing the left and right 
arrows in quick succession you will notice how Q9 turns back and forward 
without moving in the environment.


I hope this answers your questions.

Kind regards,

Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 6:14 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!



HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

PHi Phil. /DIV

P /DIV

PJust tried the demo. Very nicely put together indeed, not just in the
matter

of sound, but the matter of mechanics and how the engine works. /DIV

P /DIV

PFirstly, I love the way you don't actually get killed by just running
into

enemy's,  they actually have to attack you, - which obviously they
do at

different rates. I also love the way you can get attacked from behind and
above

as well. /DIV

P /DIV

PThe precise sterrio targiting and way you hear enemies at a distance is

really well thought out, and gives you a lot of information about what's
going

on in the game,  pluss the need to use good quality headphones. I also
love the way everything is random,  so no two games are the same. 
/DIV


P /DIV

PI'll certainly be getting this one,  and I'll be writing some news 
on


audiogames.net as soon as I've finished this E-mail. /DIV

P /DIV

Pit's games like this that remind us,  as we (very much me 
included),

want

more and more complex games, that however many classic arcade style games
there

are,  even an old formular can be extremely good if done well. /DIV

P /DIV

PNow, I'm afraid I have one suggestion and one question. /DIV

P /DIV

PIf your well beyond the phase of implementing suggestions,  fair
enough.

/DIV

P /DIV

PI find having the number row keys select weapons makes it slightly
difficult

to switch on the fly during combat. If I hear a bear coming, by the time
I've got out my slingshot with the 2 key it's almost upon me,  and by
the time I've got back to my club with 1,  I'm bearing (ha ha), a lot 
of

pain.

Is there any chance you could add, - if your stil in the manner of
adding to the game, either a pause weapon select menue accessed with tab, 
or

a quick weapon cycle key such as shift, alt, tab or z,  so that it's
possible to flick to one weapon and use it more smoothly than scrambling 
to

and from the numbers row?

If your beyond the content adding phase,  fair enough.

Now for the question. I'm not sure exactly how turning around works. The
manual said that ctrl and arrow would turn you faster,  does your
character however turn on the spot, or take a step backwards and turn? and
does this differ whether your walking or running? I just ask, sinse going
through the demo both in easy and normal mode,  I was having miner
trouble stepping off pits after I turned round to deal with a monster
sneaking up behind me. /DIV

Congratulations on a brilliant game all round.

All the best,

Dark.

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 2:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those

of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut 
scenes

with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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All messages are 

Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Yohandy
   Objects are possible to get anywhere. they never materialize in 
impossible places. they're hard to get sometimes but never impossible.


- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 3:24 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get 
em.
you have a pit on the left and some enemies on the right and well you get 
the picture.

At 08:26 a.m. 17/11/2009, you wrote:
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and 
then hit the right/left arrow key to make it over them...LOL!


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those of you not familiar with it, it's a sidescroller entirely based on 
sound with 12 exciting levels containning a hoard of enemies and other 
dangers to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut 
scenes with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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signature database 4610 (20091115) __


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Re: [Audyssey]   Thoughts on Q9

2009-11-16 Thread matheus
please don't do it. if you do, please include a txt file manual as well,
i have some problems with my screen reader wen reading chm files. i'm
really liking the games, i'm playing it for more than 8 hours now.
thanks for that great release.

-Mensagem original-
De: Philip Bennefall phi...@blastbay.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Segunda, 16 de Novembro de 2009 21:23
Assunto: Re: [Audyssey]   Thoughts on Q9

Hi Kelly,

Good point, I'll address this in version 1.1. I might turn it into an html
help file, which is to say manual.chm whichs hould make navigation a snap.

Kind regards,

Philip Bennefall
- Original Message -
From: Kelly Sapergia ksaper...@sasktel.net
To: gamers@audyssey.org
Sent: Monday, November 16, 2009 9:20 PM
Subject: Re: [Audyssey]   Thoughts on Q9


 Hi Philip,
   I just tried the demo version of Q9, and so far am quite impressed,
 though it's too bad you can't hear the cutscenes until you register.
 One thing that I think could be improved, however, is the manual. I
 noticed
 that, even though it's in HTML format, there are no links or headers for
 individual sections or website addresses. In my opinion, these would make
 it
 easier to jump to a section you want to navigate to quicker, or to go to a
 website. Maybe I'm just so used to manuals such as the ones
 included with products from Draconis Entertainment, or USA Games.
 Other than that, it's pretty good.
   Thanks.

 Yours Sincerely,
 Kelly John Sapergia
 For information regarding my Internet radio shows, links to my favorite
 sites, and more, visit my personal website at http://www.ksapergia.net/.
 If you need jingles, voiceovers and music for your project at an
 affordable
 price, visit KJS Productions at: http://www.kjsproductions.com/.


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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.61/2497 - Release Date: 11/11/09
19:41:00


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread matheus
hi philip. i have a suggestion. what about more types of traps in some
locations, to add even more random things and increase the replaiability
of this awesome game? i don't know what else you could add, maybe
the others can help with suggestions. another good thing that whould be
good is maybe a new type of enemy to kill. the humans. i really love to
kill the animals, but since the game takes place in the earth, some
males / females armed with clubs or something even worse in the middle
of the levels whould rock in
my opinion.
and for last, i know that it's hard to create, but a level editor that
allows you to create custon levels whould give the game a infinity
replay value.
thanks for the attention, and i know if these suggestions are not
going to be implemented, that's certain understandable, since i know
you're working in other projects, and probably won't want to add much
more things to this game.
thanks again, for creating a game that remembers me of the old beat'em
ups, totaly accessible for us.
:)
-Mensagem original-
De: Philip Bennefall phi...@blastbay.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Segunda, 16 de Novembro de 2009 21:30
Assunto: Re: [Audyssey] New release - The Q9 Action game!

Hi Dark,

Sorry for being a bit late in responding, I have a whole bunch of emails to
wade through.

First, you are not the only one to suggest a quicker way of switching
weapons. Though I do not personally find it particularly ircsome, I can see
why others might and so I will make it possible to press tab and shift tab
to switch between the four weapons.

As for turning, it works like this. When you are facing right and you press
the left arrow, you will then turn around on the spot without taking a step.
This is good for when you have one or more enemies on each side and you want
to hit them both without actually moving. Running has noe effect on this, as
you can turn as fast as you want. So if you keep pressing the left and right
arrows in quick succession you will notice how Q9 turns back and forward
without moving in the environment.

I hope this answers your questions.

Kind regards,

Philip Bennefall
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 6:14 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


 HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

 PHi Phil. /DIV

 P /DIV

 PJust tried the demo. Very nicely put together indeed, not just in the
 matter

 of sound, but the matter of mechanics and how the engine works. /DIV

 P /DIV

 PFirstly, I love the way you don't actually get killed by just running
 into

 enemy's,  they actually have to attack you, - which obviously they
 do at

 different rates. I also love the way you can get attacked from behind and
 above

 as well. /DIV

 P /DIV

 PThe precise sterrio targiting and way you hear enemies at a distance is

 really well thought out, and gives you a lot of information about what's
 going

 on in the game,  pluss the need to use good quality headphones. I also
 love the way everything is random,  so no two games are the same.
 /DIV

 P /DIV

 PI'll certainly be getting this one,  and I'll be writing some news
 on

 audiogames.net as soon as I've finished this E-mail. /DIV

 P /DIV

 Pit's games like this that remind us,  as we (very much me
 included),
 want

 more and more complex games, that however many classic arcade style games
 there

 are,  even an old formular can be extremely good if done well. /DIV

 P /DIV

 PNow, I'm afraid I have one suggestion and one question. /DIV

 P /DIV

 PIf your well beyond the phase of implementing suggestions,  fair
 enough.

 /DIV

 P /DIV

 PI find having the number row keys select weapons makes it slightly
 difficult

 to switch on the fly during combat. If I hear a bear coming, by the time
 I've got out my slingshot with the 2 key it's almost upon me,  and by
 the time I've got back to my club with 1,  I'm bearing (ha ha), a lot
 of
 pain.

 Is there any chance you could add, - if your stil in the manner of
 adding to the game, either a pause weapon select menue accessed with tab,
 or
 a quick weapon cycle key such as shift, alt, tab or z,  so that it's
 possible to flick to one weapon and use it more smoothly than scrambling
 to
 and from the numbers row?

 If your beyond the content adding phase,  fair enough.

 Now for the question. I'm not sure exactly how turning around works. The
 manual said that ctrl and arrow would turn you faster,  does your
 character however turn on the spot, or take a step backwards and turn? and
 does this differ whether your walking or running? I just ask, sinse going
 through the demo both in easy and normal mode,  I was having miner
 trouble stepping off pits after I turned round to deal with a monster
 sneaking up behind me. /DIV

 Congratulations on a brilliant game all 

Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Angellko21
 walking or running? I just ask, sinse going
through the demo both in easy and normal mode,  I was having miner
trouble stepping off pits after I turned round to deal with a monster
sneaking up behind me. /DIV

Congratulations on a brilliant game all round.

All the best,

Dark.

- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 2:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For
those
of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut
scenes
with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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No virus found in this incoming message.
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19:56:00


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Tato zprava byla proverena antivirovym systemem NOD32.
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Thomas Ward

Hi Shaun,
Oh, I hate it when special items come down over a pit and I have to try 
and jump over the pit and grab it in mid air before it falls into the 
pit. That drives me nuts, but is all part of the fun. I can't tel you 
how many times Q9 has broke his stupid alien neck going for falling 
items that are in less than accessible places. Lol!


shaun everiss wrote:

yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get em.
you have a pit on the left and some enemies on the right and well you get the 
picture.
  



At 08:26 a.m. 17/11/2009, you wrote:
  

Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and then hit 
the right/left arrow key to make it over them...LOL!

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!




Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those of 
you not familiar with it, it's a sidescroller entirely based on sound with 12 
exciting levels containning a hoard of enemies and other dangers to make your 
way through.

You have to guide the little alien Q9 through four different worlds with three 
levels in each, and help him to find his spaceship so that he can return back 
to his own planet. The game features a lot of high quality sound effects, an 
original orchestral score as well as numerous cut scenes with slightly morbid 
humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread dark
Well, that's to me another good point about the game,  deciding when to 
go after bonsues and when not to.


Beware the gRue1

Dark.
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 8:24 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get 
em.
you have a pit on the left and some enemies on the right and well you get 
the picture.

At 08:26 a.m. 17/11/2009, you wrote:
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and 
then hit the right/left arrow key to make it over them...LOL!


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall 
phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those of you not familiar with it, it's a sidescroller entirely based on 
sound with 12 exciting levels containning a hoard of enemies and other 
dangers to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut 
scenes with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Mike Reiser
Just bought the game, keep up the great work!  

Mike
On Nov 16, 2009, at 4:06 PM, dark wrote:

 Well, that's to me another good point about the game,  deciding when to 
 go after bonsues and when not to.
 
 Beware the gRue1
 
 Dark.
 - Original Message - From: shaun everiss shau...@xtra.co.nz
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 16, 2009 8:24 PM
 Subject: Re: [Audyssey] New release - The Q9 Action game!
 
 
 yeah I had to read that part of the menu about the pits.
 objects can sometimes come down in places where you really can't just get em.
 you have a pit on the left and some enemies on the right and well you get 
 the picture.
 At 08:26 a.m. 17/11/2009, you wrote:
 Will just say very cool, and suppose it helped to go read the manual after 
 falling down the pits a few times so that I knew should jump first and then 
 hit the right/left arrow key to make it over them...LOL!
 
 Stay well
 
 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'
 
 - Original Message - From: Philip Bennefall phi...@blastbay.com
 To: A public mailing list for Blastbay Studios. t...@blastbay.com
 Cc: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 16, 2009 4:00 AM
 Subject: [Audyssey] New release - The Q9 Action game!
 
 
 Hello everyone,
 
 I wish to officially announce the release of the Q9 Action Game. For those 
 of you not familiar with it, it's a sidescroller entirely based on sound 
 with 12 exciting levels containning a hoard of enemies and other dangers 
 to make your way through.
 
 You have to guide the little alien Q9 through four different worlds with 
 three levels in each, and help him to find his spaceship so that he can 
 return back to his own planet. The game features a lot of high quality 
 sound effects, an original orchestral score as well as numerous cut scenes 
 with slightly morbid humor.
 
 For more information, please visit us on the web at www.blastbay.com.
 
 Enjoy!
 
 Kind regards,
 
 Philip Bennefall
 ---
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 please send E-mail to gamers-ow...@audyssey.org.
 
 __ Information from ESET NOD32 Antivirus, version of virus 
 signature database 4610 (20091115) __
 
 The message was checked by ESET NOD32 Antivirus.
 
 http://www.eset.com
 
 
 
 
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread dark

Thanks Philip.

Very handy to know on both counts,  and I'll appreciate the use of the 
tab key for weapon switching when the next update has come.


I've now bought my copy too,  and while I haven't been able to play it 
as much today as I would've liked, I have seen more worlds and levels,   
not to mention those cut scenes and death sequences, - awsome!


My only miner question is,  even if it's not really an answerable 
one,  who the heck is Q9, from where does he come, and how did he lose 
his spaceship?


I know action games aren't supposed to have massive amounts of plot,   
and I'm probably being pedantic,  but i'd appreciate knowing all the 
same,  either by an extra game cut scene or an intro in the manual.


Beware the gRue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 8:30 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Dark,

Sorry for being a bit late in responding, I have a whole bunch of emails 
to wade through.


First, you are not the only one to suggest a quicker way of switching 
weapons. Though I do not personally find it particularly ircsome, I can 
see why others might and so I will make it possible to press tab and shift 
tab to switch between the four weapons.


As for turning, it works like this. When you are facing right and you 
press the left arrow, you will then turn around on the spot without taking 
a step. This is good for when you have one or more enemies on each side 
and you want to hit them both without actually moving. Running has noe 
effect on this, as you can turn as fast as you want. So if you keep 
pressing the left and right arrows in quick succession you will notice how 
Q9 turns back and forward without moving in the environment.


I hope this answers your questions.

Kind regards,

Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 6:14 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!



HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

PHi Phil. /DIV

P /DIV

PJust tried the demo. Very nicely put together indeed, not just in the
matter

of sound, but the matter of mechanics and how the engine works. /DIV

P /DIV

PFirstly, I love the way you don't actually get killed by just running
into

enemy's,  they actually have to attack you, - which obviously 
they

do at

different rates. I also love the way you can get attacked from behind and
above

as well. /DIV

P /DIV

PThe precise sterrio targiting and way you hear enemies at a distance 
is


really well thought out, and gives you a lot of information about what's
going

on in the game,  pluss the need to use good quality headphones. I 
also
love the way everything is random,  so no two games are the same. 
/DIV


P /DIV

PI'll certainly be getting this one,  and I'll be writing some news 
on


audiogames.net as soon as I've finished this E-mail. /DIV

P /DIV

Pit's games like this that remind us,  as we (very much me 
included),

want

more and more complex games, that however many classic arcade style games
there

are,  even an old formular can be extremely good if done well. /DIV

P /DIV

PNow, I'm afraid I have one suggestion and one question. /DIV

P /DIV

PIf your well beyond the phase of implementing suggestions,  fair
enough.

/DIV

P /DIV

PI find having the number row keys select weapons makes it slightly
difficult

to switch on the fly during combat. If I hear a bear coming, by the time
I've got out my slingshot with the 2 key it's almost upon me,  and by
the time I've got back to my club with 1,  I'm bearing (ha ha), a lot 
of

pain.

Is there any chance you could add, - if your stil in the manner of
adding to the game, either a pause weapon select menue accessed with tab, 
or

a quick weapon cycle key such as shift, alt, tab or z,  so that it's
possible to flick to one weapon and use it more smoothly than scrambling 
to

and from the numbers row?

If your beyond the content adding phase,  fair enough.

Now for the question. I'm not sure exactly how turning around works. The
manual said that ctrl and arrow would turn you faster,  does your
character however turn on the spot, or take a step backwards and turn? 
and

does this differ whether your walking or running? I just ask, sinse going
through the demo both in easy and normal mode,  I was having miner
trouble stepping off pits after I turned round to deal with a monster
sneaking up behind me. /DIV

Congratulations on a brilliant game all round.

All the best,

Dark.

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 2:00 AM

Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Thomas Ward

Hi,
I second that. It is not so much impossible to get the objects as pretty 
darn hard when you have enemies piling on you like a bunch of football 
players and the stupid object is heading straight for a pit. It is times 
like that you litterally have to decide to try and jump for the object 
over the pit or stand their and try and beat off all of your enemy 
attackers. Sometimes you don't have much choice but to stand there and 
fight while the object goes smash.



Yohandy wrote:
   Objects are possible to get anywhere. they never materialize in 
impossible places. they're hard to get sometimes but never impossible.



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread dark
while more traps would be nice if possible,  maybe themed traps for the 
levels, I seriously don't see what good an editer would do in a game where 
everything is randomized, sinse I assume the principle differences betwene 
the levels are the types and frequency rates of enemies, pits and 
items,  and their length.


I don't see how playing with these factors in an editer would really do 
anything more than the current game is doing already.


Beware the grue!

Dark.
- Original Message - 
From: matheus an...@bol.com.br

To: gamers@audyssey.org
Sent: Monday, November 16, 2009 10:10 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



hi philip. i have a suggestion. what about more types of traps in some
locations, to add even more random things and increase the replaiability
of this awesome game? i don't know what else you could add, maybe
the others can help with suggestions. another good thing that whould be
good is maybe a new type of enemy to kill. the humans. i really love to
kill the animals, but since the game takes place in the earth, some
males / females armed with clubs or something even worse in the middle
of the levels whould rock in
my opinion.
and for last, i know that it's hard to create, but a level editor that
allows you to create custon levels whould give the game a infinity
replay value.
thanks for the attention, and i know if these suggestions are not
going to be implemented, that's certain understandable, since i know
you're working in other projects, and probably won't want to add much
more things to this game.
thanks again, for creating a game that remembers me of the old beat'em
ups, totaly accessible for us.
:)
-Mensagem original-
De: Philip Bennefall phi...@blastbay.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Segunda, 16 de Novembro de 2009 21:30
Assunto: Re: [Audyssey] New release - The Q9 Action game!

Hi Dark,

Sorry for being a bit late in responding, I have a whole bunch of emails 
to

wade through.

First, you are not the only one to suggest a quicker way of switching
weapons. Though I do not personally find it particularly ircsome, I can 
see

why others might and so I will make it possible to press tab and shift tab
to switch between the four weapons.

As for turning, it works like this. When you are facing right and you 
press
the left arrow, you will then turn around on the spot without taking a 
step.
This is good for when you have one or more enemies on each side and you 
want
to hit them both without actually moving. Running has noe effect on this, 
as
you can turn as fast as you want. So if you keep pressing the left and 
right

arrows in quick succession you will notice how Q9 turns back and forward
without moving in the environment.

I hope this answers your questions.

Kind regards,

Philip Bennefall
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 6:14 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!



HTMLMETA HTTP-EQUIV=content-type CONTENT=text/html;charset=utf-8

PHi Phil. /DIV

P /DIV

PJust tried the demo. Very nicely put together indeed, not just in the
matter

of sound, but the matter of mechanics and how the engine works. /DIV

P /DIV

PFirstly, I love the way you don't actually get killed by just running
into

enemy's,  they actually have to attack you, - which obviously 
they

do at

different rates. I also love the way you can get attacked from behind and
above

as well. /DIV

P /DIV

PThe precise sterrio targiting and way you hear enemies at a distance 
is


really well thought out, and gives you a lot of information about what's
going

on in the game,  pluss the need to use good quality headphones. I 
also

love the way everything is random,  so no two games are the same.
/DIV

P /DIV

PI'll certainly be getting this one,  and I'll be writing some news
on

audiogames.net as soon as I've finished this E-mail. /DIV

P /DIV

Pit's games like this that remind us,  as we (very much me
included),
want

more and more complex games, that however many classic arcade style games
there

are,  even an old formular can be extremely good if done well. /DIV

P /DIV

PNow, I'm afraid I have one suggestion and one question. /DIV

P /DIV

PIf your well beyond the phase of implementing suggestions,  fair
enough.

/DIV

P /DIV

PI find having the number row keys select weapons makes it slightly
difficult

to switch on the fly during combat. If I hear a bear coming, by the time
I've got out my slingshot with the 2 key it's almost upon me,  and by
the time I've got back to my club with 1,  I'm bearing (ha ha), a lot
of
pain.

Is there any chance you could add, - if your stil in the manner of
adding to the game, either a pause weapon select menue accessed with tab,
or
a quick weapon cycle key such as shift, alt, tab or z,  so that it's
possible to flick to one weapon and use it 

[Audyssey] Saving.

2009-11-16 Thread Ryan Conroy
Hi all,

How do you save a game in Q9? I don't remember seeing it in the manual.
Ryan C.


Passion for Animation?
Earn an animation degree and advance your career! Free info.
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[Audyssey] Q9 - my impressions

2009-11-16 Thread Sarah Haake

Hi,

I bought the game just after trying the demo and I must say I really like it 
so far.
I didn't manage to complete it yet, not even on the easy difficulty. I'm 
quite stuck at the last level of the death world with little strength and 
little amunition. *sigh*


But it's a really great game and something I wanted to play for quite a long 
time.


Great work Philip!

Best regards
Sarah 



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Re: [Audyssey] Saving.

2009-11-16 Thread Sarah Haake

Hi,

the game automatically saves after each completed level.

Best regards
Sarah

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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Thomas Ward

Hi,
Agreed. In all respects Q9 is a classic 80's type side-scroller similar 
to Donkey Kong and some of the later Pitfall games. Things like level 
editors etc need not apply here. This is exactly one of the aspects 
where I ran into problems with Mysteries of the Ancients.
I started out writing a traditional side-scroller along the lines of 
Montezuma's Revenge,and I was bombarded with requests for level editors, 
save game features, random monsters, random items, etc. After a while as 
I added features and updates the game ceased to be what I initially had 
planned to create in the first place. In the end I've been very 
disappointed in the product while others constantly say how much they 
enjoy it. Kind of a paradox disliking the very game others like. 
However, that situation was caused by trying to please everyone else 
except myself. I don't want to see Philip make this mistake as well.
Anyway, in my personal opinion adding level editors and such to Q9 would 
ruin the classic arcade game feel. The reason I like this game so well 
is it reminds me of the type of games I played in my younger years. Sure 
it has some modern aspects like random items, random monsters, etc but 
that enhances rather than detracts from the game. The game is very 
adictive and has a high amount of replay value for me right now. That's 
all that counts in my opinion.



dark wrote:
while more traps would be nice if possible,  maybe themed traps 
for the levels, I seriously don't see what good an editer would do in 
a game where everything is randomized, sinse I assume the principle 
differences betwene the levels are the types and frequency rates of 
enemies, pits and items,  and their length.


I don't see how playing with these factors in an editer would really 
do anything more than the current game is doing already.


Beware the grue!

Dark.



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Re: [Audyssey] Saving.

2009-11-16 Thread Scott Chesworth
To add to Sarah's answer, I thought it's worth pointing out that with
this system you really can only have one saved game at a time.  It's
no good thinking to yourself hmmm, I'll just start a fresh because
I've got a spare 15 minutes to kill, I can always go back to the boss
fight later because it's not gonna happen folks.

For this kind of title, I really like the way it forces you not to
rely on saves, but perhaps the way the system works could be mentioned
in the manual.

Cheers
Scott

On 11/16/09, Sarah Haake ti...@gmx.net wrote:
 Hi,

 the game automatically saves after each completed level.

 Best regards
 Sarah

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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Scott Chesworth
To clarify my last post with the suggestion, I think level editor was
perhaps the wrong choice of phrase, it really does sway more toward a
mod maker that I'm imagining.  Whatever sound or story you care to put
to it in your mod, it'll still retain the classic arcade style because
of the UI and navigation surely.

On 11/16/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,
 Agreed. In all respects Q9 is a classic 80's type side-scroller similar
 to Donkey Kong and some of the later Pitfall games. Things like level
 editors etc need not apply here. This is exactly one of the aspects
 where I ran into problems with Mysteries of the Ancients.
 I started out writing a traditional side-scroller along the lines of
 Montezuma's Revenge,and I was bombarded with requests for level editors,
 save game features, random monsters, random items, etc. After a while as
 I added features and updates the game ceased to be what I initially had
 planned to create in the first place. In the end I've been very
 disappointed in the product while others constantly say how much they
 enjoy it. Kind of a paradox disliking the very game others like.
 However, that situation was caused by trying to please everyone else
 except myself. I don't want to see Philip make this mistake as well.
 Anyway, in my personal opinion adding level editors and such to Q9 would
 ruin the classic arcade game feel. The reason I like this game so well
 is it reminds me of the type of games I played in my younger years. Sure
 it has some modern aspects like random items, random monsters, etc but
 that enhances rather than detracts from the game. The game is very
 adictive and has a high amount of replay value for me right now. That's
 all that counts in my opinion.


 dark wrote:
 while more traps would be nice if possible,  maybe themed traps
 for the levels, I seriously don't see what good an editer would do in
 a game where everything is randomized, sinse I assume the principle
 differences betwene the levels are the types and frequency rates of
 enemies, pits and items,  and their length.

 I don't see how playing with these factors in an editer would really
 do anything more than the current game is doing already.

 Beware the grue!

 Dark.


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread matheus
hi scott!
that's exactly what i ment to say, not a level editor, but peraps mods
for it. so you can change the enemies,background sounds,sound of traps,
etc.
thanks for helping me clarify that.
-Mensagem original-
De: Scott Chesworth scottcheswo...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Segunda, 16 de Novembro de 2009 22:45
Assunto: Re: [Audyssey] New release - The Q9 Action game!

To clarify my last post with the suggestion, I think level editor was
perhaps the wrong choice of phrase, it really does sway more toward a
mod maker that I'm imagining.  Whatever sound or story you care to put
to it in your mod, it'll still retain the classic arcade style because
of the UI and navigation surely.

On 11/16/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,
 Agreed. In all respects Q9 is a classic 80's type side-scroller similar
 to Donkey Kong and some of the later Pitfall games. Things like level
 editors etc need not apply here. This is exactly one of the aspects
 where I ran into problems with Mysteries of the Ancients.
 I started out writing a traditional side-scroller along the lines of
 Montezuma's Revenge,and I was bombarded with requests for level editors,
 save game features, random monsters, random items, etc. After a while as
 I added features and updates the game ceased to be what I initially had
 planned to create in the first place. In the end I've been very
 disappointed in the product while others constantly say how much they
 enjoy it. Kind of a paradox disliking the very game others like.
 However, that situation was caused by trying to please everyone else
 except myself. I don't want to see Philip make this mistake as well.
 Anyway, in my personal opinion adding level editors and such to Q9 would
 ruin the classic arcade game feel. The reason I like this game so well
 is it reminds me of the type of games I played in my younger years. Sure
 it has some modern aspects like random items, random monsters, etc but
 that enhances rather than detracts from the game. The game is very
 adictive and has a high amount of replay value for me right now. That's
 all that counts in my opinion.


 dark wrote:
 while more traps would be nice if possible,  maybe themed traps
 for the levels, I seriously don't see what good an editer would do in
 a game where everything is randomized, sinse I assume the principle
 differences betwene the levels are the types and frequency rates of
 enemies, pits and items,  and their length.

 I don't see how playing with these factors in an editer would really
 do anything more than the current game is doing already.

 Beware the grue!

 Dark.


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Re: [Audyssey] Saving.

2009-11-16 Thread Philip Bennefall
I'll definitely put in a section on saving in the manual for version 1.1, it 
does need some clarification; I agree.


Kind regards,

Philip Bennefall
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 11:42 PM
Subject: Re: [Audyssey] Saving.



To add to Sarah's answer, I thought it's worth pointing out that with
this system you really can only have one saved game at a time.  It's
no good thinking to yourself hmmm, I'll just start a fresh because
I've got a spare 15 minutes to kill, I can always go back to the boss
fight later because it's not gonna happen folks.

For this kind of title, I really like the way it forces you not to
rely on saves, but perhaps the way the system works could be mentioned
in the manual.

Cheers
Scott

On 11/16/09, Sarah Haake ti...@gmx.net wrote:

Hi,

the game automatically saves after each completed level.

Best regards
Sarah

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Re: [Audyssey] My Opinion of Q9

2009-11-16 Thread Thomas Ward

Hi Dark,
So true. In terms of gaming the handful of game developers we do have 
haven't began to really scratch the surface of what is out there for the 
mainstream markets. When it comes to side-scrollers we have Super Liam, 
Mysteries of the Ancients, and of course Q9. All are different, unique 
games, and there is no reason a gamer could not own more than one of the 
titles above. That's not even a drop in the bucket compared to the 
number of side-scrollers out there for the mainstream market.
Just in the 80's alone when Nintendo was getting started there were 
hundreds of side-scrollers out there that were nothing alike. You had 
your typical beat-m-up games like Double Dragon and Bad Dudes that were 
the forerunners of games like Street Fighter. You had your Sci-Fi games 
like Total Recall and Megaman. You had your super hero games like Batman 
and Spiderman. You had your Halloween and horror type games such as 
Castlevania. Regardless of what you liked there were plenty of games to 
choose from.
When we come to the accessible games market we mainly have card and 
board games. There are also plenty of the Space Invader type games. 
However, when we talk about side-scrollers, FPS titles, accessible RPG 
games, etc they are few and far between. So there really isn't any need 
for accessible game developers to fight over copyrights, ideas, or be in 
direct competition as our mainstream counterparts do. There is plenty f 
roomfor all of us to create new and more interesting games.



dark wrote:
And from a customers perspective,  there areally aren't enough 
accessible games released to require people to make massive amounts of 
choice to buy one over another.


There are a couple of instances,  like Che's blind adrenaline card 
room vs all in play, - of games where having both at once really 
wouldn't be advantageous,  but usually, if two devs produce side 
scrollers,   they're different enough for the customer to want both!


I've bought q9, and enjoy it,  but this will certainly not stop me 
from buying Mota.


Beware the grue


Dark.



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[Audyssey] Q9 and mods

2009-11-16 Thread Philip Bennefall

Hi folks,

To follow up on the suggestions for mods that I've seen here recently, I'd 
like to add my thoughts to the discussion. Personally I am not a big fan of 
mods, for the simple reason that a mod for me is the same as destroying a 
complete picture that the audio, music and game engine all form together. 
When I made my sounds I made them for one particular purpose, and if they 
are taken out of context or replaced by something else it'd break the 
complete picture in my opinion. This is why I encrypt and package my sounds 
in the dat file.


I know that a lot of people have quite differing views on this, that a mod 
is merely a creative outlet for imaginative gamers and in a sense I agree 
with that, but as the game's audio designer it would make me feel as though 
my work has been taken apart and twisted in a way.


However, my opinion is merely one of many and I'd love to continue this 
discussion, as we may be able to come up with some sort of compromise.


Kind regards,

Philip Bennefall 



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[Audyssey] Deus shields q9?

2009-11-16 Thread dark
Hi. 

I'm finding a miner problem with the deus shields. They work great, 0- 
however their sound is so loud it's actually rather hard to here the step 
boundary before pits,  especially when there are enemies running around. 

Is there any chance the deus shield sound could be made a litle quieter in a 
future version of the game? If not, I'll just try turning my volume up a bit. 

Beware the gRue! 

Dark.
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread dark

I'm stil not keen on the idea to be honest scot.

QYour not essentially at that point changing the game at all, just re-doing 
the sounds,  and the sounds in Q9 are great already!


Perhaps at some point in the future Philip could make a classic side 
scroller creation tool, in which you can modify the properties of pits, 
traps, items, enemies, the range,, damage and amo of character weapons and 
how much is randomized,  not to mention add your own sounds and music.


this is though, quite a different project from Q9, and would I think be 
better,  and more useful, as a different tool entirely,  even if it 
used elements of the Q9 code.


Beware the grue!

Dark.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 10:45 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



To clarify my last post with the suggestion, I think level editor was
perhaps the wrong choice of phrase, it really does sway more toward a
mod maker that I'm imagining.  Whatever sound or story you care to put
to it in your mod, it'll still retain the classic arcade style because
of the UI and navigation surely.

On 11/16/09, Thomas Ward thomasward1...@gmail.com wrote:

Hi,
Agreed. In all respects Q9 is a classic 80's type side-scroller similar
to Donkey Kong and some of the later Pitfall games. Things like level
editors etc need not apply here. This is exactly one of the aspects
where I ran into problems with Mysteries of the Ancients.
I started out writing a traditional side-scroller along the lines of
Montezuma's Revenge,and I was bombarded with requests for level editors,
save game features, random monsters, random items, etc. After a while as
I added features and updates the game ceased to be what I initially had
planned to create in the first place. In the end I've been very
disappointed in the product while others constantly say how much they
enjoy it. Kind of a paradox disliking the very game others like.
However, that situation was caused by trying to please everyone else
except myself. I don't want to see Philip make this mistake as well.
Anyway, in my personal opinion adding level editors and such to Q9 would
ruin the classic arcade game feel. The reason I like this game so well
is it reminds me of the type of games I played in my younger years. Sure
it has some modern aspects like random items, random monsters, etc but
that enhances rather than detracts from the game. The game is very
adictive and has a high amount of replay value for me right now. That's
all that counts in my opinion.


dark wrote:

while more traps would be nice if possible,  maybe themed traps
for the levels, I seriously don't see what good an editer would do in
a game where everything is randomized, sinse I assume the principle
differences betwene the levels are the types and frequency rates of
enemies, pits and items,  and their length.

I don't see how playing with these factors in an editer would really
do anything more than the current game is doing already.

Beware the grue!

Dark.



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[Audyssey] Developer time was: My Opinion of Q9

2009-11-16 Thread dark

True again Tom.

also though, i would point out, that this is all the more reason for when a 
developer is just rehashing an existing game and passing it off as a new 
idea,  which I'm sorry to say has happened on a couple of occasions i 
can think of,  it's all the more important for the community and the 
other devs to set them right.
Q9, Superliam, Tomb hunter, - and even Tarzan Junior ar significantly 
different games,  I own and enjoy playing all of them. if however a 
developer stated an intention to create something like another space 
invaders game, a self-voicing single player black jack or a modified version 
of boppit,  they'd have to offer a pretty good account as to why such a 
game would be a worth while use of their time and skills which could be put 
to work in writing something we have more need for.


such justifications are possible,  as Liam proved with judgement day and 
it's many unlockables, and Che proved with his online playable tournament 
black jack,  but I'd say a developer would do well to considder all 
accessible games available before sitting down to code, - especially if 
they expect to sell such games.


I don't want to name and shame here,  but I can certainly think of a 
couple of developers who imho have very much wasted their ttime in creating 
just another game of a familiar type,  and, what is worse in several 
cases, expecting people to spend money upon it.


This could've been avoided if they just looked around to see what was out 
there first, or honestly admitted that the couple of extra sounds they stuck 
in the game didn't make it in any way original or worth the asked price.


btw, this is on my mind, sinse the audio games database is back up and 
running,  and in considdering some new entries I'm finding it quite hard 
to stay at the very least neutral when describing certain games.


with the database though, Where as I'll always say anything good that imho 
should be said about a game,  I don't make negative comments, -  
however deserved I might think they could be.


I'll freely say what I want here and on the forums though,  sinse they 
are less official.


Beware the Grue!

Dark. 



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Re: [Audyssey] Q9 and mods

2009-11-16 Thread dark

hi Philip.

I'm not a mod fan either, sinse I would agree with you that a game and it's 
sounds are a single creative work.


that being said,  some some small scale game creation software would 
imho be a good thing.


Say for example, you released a classic side scroller generator, which could 
be used to set the attack speed, strength and range of enemies and the main 
character, amo limit, speed and range of character weapons, amount, 
frequency and effect of items, length of levels and effect and length of 
floor hazards.


Depending upon coding you could also have the choice betwene placing these 
things randomly (with frequency control), or having the designer place them 
deliberately.


to this people could add their own sounds and music,  and tadar! a game 
which essentially uses the Q9 engine,  but has completely different 
enemies, with their own attacks etc, --- -complete with different music, 
sounds and cut scenes.


then, we don't just get Q9 in a different package,  we get a number of 
completely different classic side scrollers.


Beware the Grue!

Dark.


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 11:09 PM
Subject: [Audyssey] Q9 and mods



Hi folks,

To follow up on the suggestions for mods that I've seen here recently, I'd 
like to add my thoughts to the discussion. Personally I am not a big fan 
of mods, for the simple reason that a mod for me is the same as destroying 
a complete picture that the audio, music and game engine all form 
together. When I made my sounds I made them for one particular purpose, 
and if they are taken out of context or replaced by something else it'd 
break the complete picture in my opinion. This is why I encrypt and 
package my sounds in the dat file.


I know that a lot of people have quite differing views on this, that a mod 
is merely a creative outlet for imaginative gamers and in a sense I agree 
with that, but as the game's audio designer it would make me feel as 
though my work has been taken apart and twisted in a way.


However, my opinion is merely one of many and I'd love to continue this 
discussion, as we may be able to come up with some sort of compromise.


Kind regards,

Philip Bennefall

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Re: [Audyssey] Q9 and mods

2009-11-16 Thread shaun everiss
hmmm
I sertainly wouldn't mod the game, or change the music.
and I know superliam can be modded but its up to the dev.
However saying that any chance for those that buy the game or whatever you 
like, that we get the soundtrack for listening?
I'd actually like to play the music outside the game on my speakers.
Ofcause I don't expect you to give this away for free, but it could be an added 
bonus with the full version of the game.
I'd sertainly buy it just for the soundtrack.
At 12:09 p.m. 17/11/2009, you wrote:
Hi folks,

To follow up on the suggestions for mods that I've seen here recently, I'd 
like to add my thoughts to the discussion. Personally I am not a big fan of 
mods, for the simple reason that a mod for me is the same as destroying a 
complete picture that the audio, music and game engine all form together. When 
I made my sounds I made them for one particular purpose, and if they are taken 
out of context or replaced by something else it'd break the complete picture 
in my opinion. This is why I encrypt and package my sounds in the dat file.

I know that a lot of people have quite differing views on this, that a mod is 
merely a creative outlet for imaginative gamers and in a sense I agree with 
that, but as the game's audio designer it would make me feel as though my work 
has been taken apart and twisted in a way.

However, my opinion is merely one of many and I'd love to continue this 
discussion, as we may be able to come up with some sort of compromise.

Kind regards,

Philip Bennefall 

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Re: [Audyssey] Q9 and mods

2009-11-16 Thread Philip Bennefall

Hi Dark,

The Bgt game creation toolkit that I have in the works would definitely be 
able to make a game such as Q9, though it won't be as specific as being just 
a sidescroller engine; it's rather a very high level scripting language full 
of game related functions.


Kind regards,

Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 12:42 AM
Subject: Re: [Audyssey] Q9 and mods



hi Philip.

I'm not a mod fan either, sinse I would agree with you that a game and 
it's

sounds are a single creative work.

that being said,  some some small scale game creation software would
imho be a good thing.

Say for example, you released a classic side scroller generator, which 
could
be used to set the attack speed, strength and range of enemies and the 
main

character, amo limit, speed and range of character weapons, amount,
frequency and effect of items, length of levels and effect and length of
floor hazards.

Depending upon coding you could also have the choice betwene placing these
things randomly (with frequency control), or having the designer place 
them

deliberately.

to this people could add their own sounds and music,  and tadar! a 
game

which essentially uses the Q9 engine,  but has completely different
enemies, with their own attacks etc, --- -complete with different music,
sounds and cut scenes.

then, we don't just get Q9 in a different package,  we get a number of
completely different classic side scrollers.

Beware the Grue!

Dark.


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 11:09 PM
Subject: [Audyssey] Q9 and mods



Hi folks,

To follow up on the suggestions for mods that I've seen here recently, 
I'd

like to add my thoughts to the discussion. Personally I am not a big fan
of mods, for the simple reason that a mod for me is the same as 
destroying

a complete picture that the audio, music and game engine all form
together. When I made my sounds I made them for one particular purpose,
and if they are taken out of context or replaced by something else it'd
break the complete picture in my opinion. This is why I encrypt and
package my sounds in the dat file.

I know that a lot of people have quite differing views on this, that a 
mod

is merely a creative outlet for imaginative gamers and in a sense I agree
with that, but as the game's audio designer it would make me feel as
though my work has been taken apart and twisted in a way.

However, my opinion is merely one of many and I'd love to continue this
discussion, as we may be able to come up with some sort of compromise.

Kind regards,

Philip Bennefall

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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread shaun everiss
I think the game is just fine as is.
true its not one of the games we are used to but this reminds me of the 
portable brick game and other small games I used to play as a boy, especially 
in the car when driving.
At 11:38 a.m. 17/11/2009, you wrote:
Hi,
Agreed. In all respects Q9 is a classic 80's type side-scroller similar to 
Donkey Kong and some of the later Pitfall games. Things like level editors etc 
need not apply here. This is exactly one of the aspects where I ran into 
problems with Mysteries of the Ancients.
I started out writing a traditional side-scroller along the lines of 
Montezuma's Revenge,and I was bombarded with requests for level editors, save 
game features, random monsters, random items, etc. After a while as I added 
features and updates the game ceased to be what I initially had planned to 
create in the first place. In the end I've been very disappointed in the 
product while others constantly say how much they enjoy it. Kind of a paradox 
disliking the very game others like. However, that situation was caused by 
trying to please everyone else except myself. I don't want to see Philip make 
this mistake as well.
Anyway, in my personal opinion adding level editors and such to Q9 would ruin 
the classic arcade game feel. The reason I like this game so well is it 
reminds me of the type of games I played in my younger years. Sure it has some 
modern aspects like random items, random monsters, etc but that enhances 
rather than detracts from the game. The game is very adictive and has a high 
amount of replay value for me right now. That's all that counts in my opinion.


dark wrote:
while more traps would be nice if possible,  maybe themed traps for the 
levels, I seriously don't see what good an editer would do in a game where 
everything is randomized, sinse I assume the principle differences betwene 
the levels are the types and frequency rates of enemies, pits and items,  
and their length.

I don't see how playing with these factors in an editer would really do 
anything more than the current game is doing already.

Beware the grue!

Dark.


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread shaun everiss
Well I have just not bothered, I may not even bother.
unless ofcause I can kill the enemies and some how jump back and get the thing.

but we will see.
I must say the fortune fields are good and not.
usefull or not.
At 11:04 a.m. 17/11/2009, you wrote:
Hi Shaun,
Oh, I hate it when special items come down over a pit and I have to try and 
jump over the pit and grab it in mid air before it falls into the pit. That 
drives me nuts, but is all part of the fun. I can't tel you how many times Q9 
has broke his stupid alien neck going for falling items that are in less than 
accessible places. Lol!

shaun everiss wrote:
yeah I had to read that part of the menu about the pits.
objects can sometimes come down in places where you really can't just get em.
you have a pit on the left and some enemies on the right and well you get the 
picture.
  

At 08:26 a.m. 17/11/2009, you wrote:
  
Will just say very cool, and suppose it helped to go read the manual after 
falling down the pits a few times so that I knew should jump first and then 
hit the right/left arrow key to make it over them...LOL!

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - From: Philip Bennefall phi...@blastbay.com
To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 4:00 AM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers to 
make your way through.

You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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__ Information from ESET NOD32 Antivirus, version of virus 
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The message was checked by ESET NOD32 Antivirus.

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Re: [Audyssey] Deus shields q9?

2009-11-16 Thread Bryan Peterson
I actually don't have any problems with that. In fact the sound's current 
volume enables me to tell the when shield's about to fade.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, November 16, 2009 4:12 PM
Subject: [Audyssey] Deus shields q9?



Hi.

I'm finding a miner problem with the deus shields. They work great, 0-  
however their sound is so loud it's actually rather hard to here the step 
boundary before pits,  especially when there are enemies running 
around.


Is there any chance the deus shield sound could be made a litle quieter in 
a future version of the game? If not, I'll just try turning my volume up a 
bit.


Beware the gRue!

Dark.
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[Audyssey] Night of Parisite Question

2009-11-16 Thread Hayden Presley
Hi all,

A few questions. Firstly, I'm using JAWS 11, and cannot seem to look north
or south; any ideas? Secondly, I need some elp on the first big boss-he gets
to me before I can get to him, and before I know it, I'm dead! Any
suggestions?

Best Regards,

Hayden

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[Audyssey] Q9 action game, my opinion.

2009-11-16 Thread lirin

Hi.

My opinion about the game. Firstly, i like a idea of this game. This 
tittle reminds me a old rayman game, i don't know why, but... little  bit.


Great sound system, music and creation, i was very excited when run the 
game first time.


Now a negative things:  For me, game is too small, too short, and little 
boring if you end it some times.  Story tells about q9 who is on planet 
earth, not sure, but this planet looks like a planet of the apes, No 
people arround, etc.
My suggestion is: add new worlds, minimum 3 or 4, every world with 4 or 
5 levels. Boss after every world. With this new addons this game can be 
more interesting, for more hours to play.


Now a smaller things: Randomly generated footsteps, no the same steps if 
you going for example in mountain. Feature to killing enemies in the 
pits etc, cause this is little unrealistic.

What you think about it?
Maybe i have  too much requirements, but our world going to the futture, 
and new age.



Cheers

Tom  


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Munawar Bijani

Hi,
Wow amazing. I don't think we've had a release like this in a while. Well 
there are Che's card games but I'm not a card gamer so I'm excited to try 
this one out.

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 9:00 PM
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers 
to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Q9 action game, my opinion.

2009-11-16 Thread Philip Bennefall

Hi Tom,

I am certainly considering adding new worlds, probably keeping it 3 levels 
per world but more worlds would definitely be interesting. It'll have to be 
for a 2.0 release though probably.


As for random footsteps, I like to have them in a sequence as it sounds more 
natural that way, but rather have many pares of footsteps (left/right foot).


And regarding enemies falling down pits, it'd be easy to program but the 
sound question is a lot harder. What does a leopard sound like when falling 
down a pit, wha does a wolf sound like, what does a bear sound like tc? And 
how do I get a hold of such sounds, when they are not really associated with 
the actaul animals and so are not likely to exist in the sound libraries 
that I own even though they're quite large collections.


Did you beat the game? And if so, on what difficulty level? If you are only 
running the demo and think the levels are too short, I can assure you that 
they get much longer and more difficult in the full product.


Kind regards,

philip Bennefall
- Original Message - 
From: lirin seal11...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 2:01 AM
Subject: [Audyssey] Q9 action game, my opinion.



Hi.

My opinion about the game. Firstly, i like a idea of this game. This
tittle reminds me a old rayman game, i don't know why, but... little  bit.

Great sound system, music and creation, i was very excited when run the
game first time.

Now a negative things:  For me, game is too small, too short, and little
boring if you end it some times.  Story tells about q9 who is on planet
earth, not sure, but this planet looks like a planet of the apes, No
people arround, etc.
My suggestion is: add new worlds, minimum 3 or 4, every world with 4 or
5 levels. Boss after every world. With this new addons this game can be
more interesting, for more hours to play.

Now a smaller things: Randomly generated footsteps, no the same steps if
you going for example in mountain. Feature to killing enemies in the
pits etc, cause this is little unrealistic.
What you think about it?
Maybe i have  too much requirements, but our world going to the futture,
and new age.


Cheers

Tom

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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.61/2497 - Release Date: 11/11/09 
19:41:00



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Re: [Audyssey] Q9 action game, my opinion.

2009-11-16 Thread Philip Bennefall
Forgive all the spelling mistakes in my last post, I'll check my messages 
more carefully next time.


Kind regards,

Philip Bennefall
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 2:16 AM
Subject: Re: [Audyssey] Q9 action game, my opinion.



Hi Tom,

I am certainly considering adding new worlds, probably keeping it 3 levels
per world but more worlds would definitely be interesting. It'll have to 
be

for a 2.0 release though probably.

As for random footsteps, I like to have them in a sequence as it sounds 
more
natural that way, but rather have many pares of footsteps (left/right 
foot).


And regarding enemies falling down pits, it'd be easy to program but the
sound question is a lot harder. What does a leopard sound like when 
falling
down a pit, wha does a wolf sound like, what does a bear sound like tc? 
And
how do I get a hold of such sounds, when they are not really associated 
with

the actaul animals and so are not likely to exist in the sound libraries
that I own even though they're quite large collections.

Did you beat the game? And if so, on what difficulty level? If you are 
only

running the demo and think the levels are too short, I can assure you that
they get much longer and more difficult in the full product.

Kind regards,

philip Bennefall
- Original Message - 
From: lirin seal11...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 2:01 AM
Subject: [Audyssey] Q9 action game, my opinion.



Hi.

My opinion about the game. Firstly, i like a idea of this game. This
tittle reminds me a old rayman game, i don't know why, but... little 
bit.


Great sound system, music and creation, i was very excited when run the
game first time.

Now a negative things:  For me, game is too small, too short, and little
boring if you end it some times.  Story tells about q9 who is on planet
earth, not sure, but this planet looks like a planet of the apes, No
people arround, etc.
My suggestion is: add new worlds, minimum 3 or 4, every world with 4 or
5 levels. Boss after every world. With this new addons this game can be
more interesting, for more hours to play.

Now a smaller things: Randomly generated footsteps, no the same steps if
you going for example in mountain. Feature to killing enemies in the
pits etc, cause this is little unrealistic.
What you think about it?
Maybe i have  too much requirements, but our world going to the futture,
and new age.


Cheers

Tom

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Re: [Audyssey] Q9 action game, my opinion.

2009-11-16 Thread tim
hi, I love! this game, I love stuff like this with challenges, obsticles, 
unlike some games that have endless upon endless passages that you might 
spend 50 mins trying to find an enemy or door or something, not that those 
games are bad at all, I prefer something more like this reminds me a little 
of night of parisite except more challenging lol just want to! say! awsome 
work! I am seriously! considering buying it! just don't have the funds at 
the moment, and also buying MOTA once its in final release.  I think for 
animals falling down pits you could use the fall that is currently there, 
and some how make it have a distance reverb or some sort of echo, or 
something just my thoughts on that.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 19:18
Subject: Re: [Audyssey] Q9 action game, my opinion.


Forgive all the spelling mistakes in my last post, I'll check my messages 
more carefully next time.


Kind regards,

Philip Bennefall
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 2:16 AM
Subject: Re: [Audyssey] Q9 action game, my opinion.



Hi Tom,

I am certainly considering adding new worlds, probably keeping it 3 
levels
per world but more worlds would definitely be interesting. It'll have to 
be

for a 2.0 release though probably.

As for random footsteps, I like to have them in a sequence as it sounds 
more
natural that way, but rather have many pares of footsteps (left/right 
foot).


And regarding enemies falling down pits, it'd be easy to program but the
sound question is a lot harder. What does a leopard sound like when 
falling
down a pit, wha does a wolf sound like, what does a bear sound like tc? 
And
how do I get a hold of such sounds, when they are not really associated 
with

the actaul animals and so are not likely to exist in the sound libraries
that I own even though they're quite large collections.

Did you beat the game? And if so, on what difficulty level? If you are 
only
running the demo and think the levels are too short, I can assure you 
that

they get much longer and more difficult in the full product.

Kind regards,

philip Bennefall
- Original Message - 
From: lirin seal11...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 2:01 AM
Subject: [Audyssey] Q9 action game, my opinion.



Hi.

My opinion about the game. Firstly, i like a idea of this game. This
tittle reminds me a old rayman game, i don't know why, but... little 
bit.


Great sound system, music and creation, i was very excited when run the
game first time.

Now a negative things:  For me, game is too small, too short, and little
boring if you end it some times.  Story tells about q9 who is on planet
earth, not sure, but this planet looks like a planet of the apes, No
people arround, etc.
My suggestion is: add new worlds, minimum 3 or 4, every world with 4 or
5 levels. Boss after every world. With this new addons this game can be
more interesting, for more hours to play.

Now a smaller things: Randomly generated footsteps, no the same steps if
you going for example in mountain. Feature to killing enemies in the
pits etc, cause this is little unrealistic.
What you think about it?
Maybe i have  too much requirements, but our world going to the futture,
and new age.


Cheers

Tom

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If 

Re: [Audyssey] Night of Parisite Question

2009-11-16 Thread tim
hi, some times jaws doesn't speak when looking a direction so you have to go 
in another direction, then try looking say north or south.. as for the boss, 
are you talking about the one in the store room? thats the one you will! 
need your ammo for then you can go get the card from his corpse, and go all 
the way to the west, down and get a no A ammo box do that and you will steer 
clear of the electric box! HTH
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 16, 2009 18:16
Subject: [Audyssey] Night of Parisite Question



Hi all,

A few questions. Firstly, I'm using JAWS 11, and cannot seem to look north
or south; any ideas? Secondly, I need some elp on the first big boss-he 
gets

to me before I can get to him, and before I know it, I'm dead! Any
suggestions?

Best Regards,

Hayden

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Re: [Audyssey] New release - The Q9 Action game!

2009-11-16 Thread Thomas Ward

Hi Scott,
Hmmm...I see. In other words is what you are really thinking of is an 
easy to use game engine. A sort of game creation tool like BGT or 
Genesis that allows you to create games using an existing game engine. 
Just add sounds, music, and the basic functionality is already there 
fore you.


Smile.

Scott Chesworth wrote:

To clarify my last post with the suggestion, I think level editor was
perhaps the wrong choice of phrase, it really does sway more toward a
mod maker that I'm imagining.  Whatever sound or story you care to put
to it in your mod, it'll still retain the classic arcade style because
of the UI and navigation surely.
  



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Re: [Audyssey] Q9 and mods

2009-11-16 Thread Thomas Ward

Hi Philip,
Often times when this subject of modding games comes up I think what the 
customers are really asking for is some quick and easy way to create new 
games for themselves. Most of them don't know a thing about programming, 
don't have the time/desire to learn programming, and perhaps are a bit 
intimidated by the entire subject. As a result they do what comes 
easiest to them which is modding an existing game.
Let's assume someone wanted to come up with a Megaman game. Well, in 
theory they could take a game like Q9, and modify it until they came up 
with something like Megaman. They could replace the rocks with lasers, 
the club with a power fist, replace the shields with a forcefield, 
replace the animals with various robots, etc. When they got done it 
would no longer resemble your actual game, and the end user would be 
vicariously be creating a new game by replacing all of your sounds and 
music with his/her own. they may see it only as modding, but their  
actual intent is to create a completely new game, based on their own 
game ideas and sounds, rather than excepting your game as it is.
Fortunately both of us are working on such tools. However, I haven't yet 
found a way that follows the keep it simple stupid principle. At some 
point the game engine needs to be scripted, and we come right back to 
the problem of the end user having to get his/her hands dirty with some 
aspect of coding the game by hand. Grr...


Philip Bennefall wrote:

Hi folks,

To follow up on the suggestions for mods that I've seen here recently, 
I'd like to add my thoughts to the discussion. Personally I am not a 
big fan of mods, for the simple reason that a mod for me is the same 
as destroying a complete picture that the audio, music and game engine 
all form together. When I made my sounds I made them for one 
particular purpose, and if they are taken out of context or replaced 
by something else it'd break the complete picture in my opinion. This 
is why I encrypt and package my sounds in the dat file.


I know that a lot of people have quite differing views on this, that a 
mod is merely a creative outlet for imaginative gamers and in a sense 
I agree with that, but as the game's audio designer it would make me 
feel as though my work has been taken apart and twisted in a way.


However, my opinion is merely one of many and I'd love to continue 
this discussion, as we may be able to come up with some sort of 
compromise.


Kind regards,

Philip Bennefall



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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-16 Thread Thomas Ward

Hi Dark,
By and large I personally agree with everything you said below. However, 
I can think of a few exceptions to the rule. One of them being the need 
for more cross platform games.
As you know accessibility for Mac and Linux has really opened up over 
the last couple years or so, and more and more blind computer users are 
turning to Mac and Linux as an alternative to Windows. Unfortunately 
most of our games can't be played on Mac or Linux without some sort of 
emulation, and sometimes not even then. In a case like that creating a 
cross platform version of Monopoly, Blackjack, Aliens in the Outback, 
whatever would be perfectly reasonable. After all, there are a number of 
games that could be rewritten to be cross platform compatible, but there 
is not enough accessible game developers interested in doing so. At any 
rate I think this falls under a good reason why to rewrite or at least 
copy an existing title.
As for myself I am not the type to run with the pack. I'm perfectly 
capable of creating new and original content which is something I hope 
to do as soon as some of these games are cleared away. Even if the game 
isn't 100% original such as my Tomb Hunter games they are still quite a 
bit different from what is already out there currently to be of interest 
to customers. Which is something I think our little community needs.


Smile.


dark wrote:

True again Tom.

also though, i would point out, that this is all the more reason for 
when a developer is just rehashing an existing game and passing it off 
as a new idea,  which I'm sorry to say has happened on a couple of 
occasions i can think of,  it's all the more important for the 
community and the other devs to set them right.
Q9, Superliam, Tomb hunter, - and even Tarzan Junior ar 
significantly different games,  I own and enjoy playing all of 
them. if however a developer stated an intention to create something 
like another space invaders game, a self-voicing single player black 
jack or a modified version of boppit,  they'd have to offer a 
pretty good account as to why such a game would be a worth while use 
of their time and skills which could be put to work in writing 
something we have more need for.


such justifications are possible,  as Liam proved with judgement 
day and it's many unlockables, and Che proved with his online playable 
tournament black jack,  but I'd say a developer would do well to 
considder all accessible games available before sitting down to code, 
- especially if they expect to sell such games.


I don't want to name and shame here,  but I can certainly think of 
a couple of developers who imho have very much wasted their ttime in 
creating just another game of a familiar type,  and, what is worse 
in several cases, expecting people to spend money upon it.


This could've been avoided if they just looked around to see what was 
out there first, or honestly admitted that the couple of extra sounds 
they stuck in the game didn't make it in any way original or worth the 
asked price.


btw, this is on my mind, sinse the audio games database is back up and 
running,  and in considdering some new entries I'm finding it 
quite hard to stay at the very least neutral when describing certain 
games.


with the database though, Where as I'll always say anything good that 
imho should be said about a game,  I don't make negative comments, 
-  however deserved I might think they could be.


I'll freely say what I want here and on the forums though,  sinse 
they are less official.


Beware the Grue!

Dark.

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Re: [Audyssey] Q9 and mods

2009-11-16 Thread Thomas Ward

Hi dark,
Exactly what I said earlier. As you probably know Philip is working on a 
game creation toolkit as am I. I can't say when my creation toolkit, 
Genesis 3D, will be available to the public but I do know it is 
something people really want.
As I said earlier a lot of people don't know anything about programming, 
don't have time to learn, whatever and they just want a simple creation 
tool that will allow them to slap a game together quickly and simply. 
Unfortunately, the more simplicity you add the less functionality you 
get. At some level you really need to be able to script the engine in 
order to customize the game as needed. Which creates a problem in of 
itself because your average computer user out there doesn't know 
anything about VBScript, JavaScript, Python, or several other scripting 
languages the game could use for scripting levels, enemies, weapons, etc.


dark wrote:

hi Philip.

I'm not a mod fan either, sinse I would agree with you that a game and 
it's sounds are a single creative work.


that being said,  some some small scale game creation software 
would imho be a good thing.


Say for example, you released a classic side scroller generator, which 
could be used to set the attack speed, strength and range of enemies 
and the main character, amo limit, speed and range of character 
weapons, amount, frequency and effect of items, length of levels and 
effect and length of floor hazards.


Depending upon coding you could also have the choice betwene placing 
these things randomly (with frequency control), or having the designer 
place them deliberately.


to this people could add their own sounds and music,  and tadar! a 
game which essentially uses the Q9 engine,  but has completely 
different enemies, with their own attacks etc, --- -complete with 
different music, sounds and cut scenes.


then, we don't just get Q9 in a different package,  we get a 
number of completely different classic side scrollers.


Beware the Grue!

Dark.



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Re: [Audyssey] Night of Parisite Question

2009-11-16 Thread Hayden Presley
Actually, I have gotten to chapter 2...I was actually talking about the one
in the bedroom; I just couldn't get to him. Also, no matter what I do, I
cannot look north or south, and about said electric box-I did once run into
that duu to that lack of functionality. There has got to be a way to script
that, but I'm not quite sure how...
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of tim
Sent: Monday, November 16, 2009 7:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Night of Parisite Question

hi, some times jaws doesn't speak when looking a direction so you have to go

in another direction, then try looking say north or south.. as for the boss,

are you talking about the one in the store room? thats the one you will! 
need your ammo for then you can go get the card from his corpse, and go all 
the way to the west, down and get a no A ammo box do that and you will steer

clear of the electric box! HTH
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 16, 2009 18:16
Subject: [Audyssey] Night of Parisite Question


 Hi all,

 A few questions. Firstly, I'm using JAWS 11, and cannot seem to look north
 or south; any ideas? Secondly, I need some elp on the first big boss-he 
 gets
 to me before I can get to him, and before I know it, I'm dead! Any
 suggestions?

 Best Regards,

 Hayden

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Re: [Audyssey] Q9 action game, my opinion.

2009-11-16 Thread Hayden Presley
Hmmm...now I like that myself, about the animals. I will also add my own
feedback. Firstly, I love the sounds, especially the creatures falling in
the Jungle World. Also, considering my past experience with Super Liam (I
have bought it and beat it a number of times) it has made it significantly
easier to play. I notice, however, that there is nothing about the boss in
the documentation?
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of tim
Sent: Monday, November 16, 2009 7:43 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 action game, my opinion.

hi, I love! this game, I love stuff like this with challenges, obsticles, 
unlike some games that have endless upon endless passages that you might 
spend 50 mins trying to find an enemy or door or something, not that those 
games are bad at all, I prefer something more like this reminds me a little 
of night of parisite except more challenging lol just want to! say! awsome 
work! I am seriously! considering buying it! just don't have the funds at 
the moment, and also buying MOTA once its in final release.  I think for 
animals falling down pits you could use the fall that is currently there, 
and some how make it have a distance reverb or some sort of echo, or 
something just my thoughts on that.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 19:18
Subject: Re: [Audyssey] Q9 action game, my opinion.


 Forgive all the spelling mistakes in my last post, I'll check my messages 
 more carefully next time.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 17, 2009 2:16 AM
 Subject: Re: [Audyssey] Q9 action game, my opinion.


 Hi Tom,

 I am certainly considering adding new worlds, probably keeping it 3 
 levels
 per world but more worlds would definitely be interesting. It'll have to 
 be
 for a 2.0 release though probably.

 As for random footsteps, I like to have them in a sequence as it sounds 
 more
 natural that way, but rather have many pares of footsteps (left/right 
 foot).

 And regarding enemies falling down pits, it'd be easy to program but the
 sound question is a lot harder. What does a leopard sound like when 
 falling
 down a pit, wha does a wolf sound like, what does a bear sound like tc? 
 And
 how do I get a hold of such sounds, when they are not really associated 
 with
 the actaul animals and so are not likely to exist in the sound libraries
 that I own even though they're quite large collections.

 Did you beat the game? And if so, on what difficulty level? If you are 
 only
 running the demo and think the levels are too short, I can assure you 
 that
 they get much longer and more difficult in the full product.

 Kind regards,

 philip Bennefall
 - Original Message - 
 From: lirin seal11...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 17, 2009 2:01 AM
 Subject: [Audyssey] Q9 action game, my opinion.


 Hi.

 My opinion about the game. Firstly, i like a idea of this game. This
 tittle reminds me a old rayman game, i don't know why, but... little 
 bit.

 Great sound system, music and creation, i was very excited when run the
 game first time.

 Now a negative things:  For me, game is too small, too short, and little
 boring if you end it some times.  Story tells about q9 who is on planet
 earth, not sure, but this planet looks like a planet of the apes, No
 people arround, etc.
 My suggestion is: add new worlds, minimum 3 or 4, every world with 4 or
 5 levels. Boss after every world. With this new addons this game can be
 more interesting, for more hours to play.

 Now a smaller things: Randomly generated footsteps, no the same steps if
 you going for example in mountain. Feature to killing enemies in the
 pits etc, cause this is little unrealistic.
 What you think about it?
 Maybe i have  too much requirements, but our world going to the futture,
 and new age.


 Cheers

 Tom

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Re: [Audyssey] Night of Parisite Question

2009-11-16 Thread tim
hi, how in the world! did you avoid the matter in the upstairs second flor 
quarter with the double bed and the woordrobe?? been at that for weeks 
now!!!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 16, 2009 21:56
Subject: Re: [Audyssey] Night of Parisite Question


Actually, I have gotten to chapter 2...I was actually talking about the 
one

in the bedroom; I just couldn't get to him. Also, no matter what I do, I
cannot look north or south, and about said electric box-I did once run 
into
that duu to that lack of functionality. There has got to be a way to 
script

that, but I'm not quite sure how...
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of tim
Sent: Monday, November 16, 2009 7:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Night of Parisite Question

hi, some times jaws doesn't speak when looking a direction so you have to 
go


in another direction, then try looking say north or south.. as for the 
boss,


are you talking about the one in the store room? thats the one you will!
need your ammo for then you can go get the card from his corpse, and go 
all
the way to the west, down and get a no A ammo box do that and you will 
steer


clear of the electric box! HTH
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 16, 2009 18:16
Subject: [Audyssey] Night of Parisite Question



Hi all,

A few questions. Firstly, I'm using JAWS 11, and cannot seem to look 
north

or south; any ideas? Secondly, I need some elp on the first big boss-he
gets
to me before I can get to him, and before I know it, I'm dead! Any
suggestions?

Best Regards,

Hayden

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Re: [Audyssey] Q9 and mods

2009-11-16 Thread dark
I know your working on the game creation toolkit Philip, and that that will 
be more powerful and able to create more games, - however, that will 
also require more knolidge to use than what is effectively a glorified level 
editer using the same engine,  which is my suggestion here.


This could cover the needs of people who for example just want a Q9 mod, 
with similar gameplay and items, but different weaponry, enemy attacks etc.


Pluss, with how well worked out the underlying mechanics of Q9 are,   
it'd be nice to put this to use in a simple way to create games.


Level editers,  even those which let the players add in their own 
graphics and music and edit the properties of in game objects have proved 
very popular in mainstream games, and with many people who play audio games 
but few people who program them, - it would probably be helpful to have 
something like this.


Of course, it's entirely your decision, and would undoubtedly be more work 
on your part depending upon how much trouble the programming involved would 
be.


I merely presented this as a quick and easy solution to those who want 
mods, - and a way to increase the number of side scrollers we have 
available.


Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 11:53 PM
Subject: Re: [Audyssey] Q9 and mods



Hi Dark,

The Bgt game creation toolkit that I have in the works would definitely be 
able to make a game such as Q9, though it won't be as specific as being 
just a sidescroller engine; it's rather a very high level scripting 
language full of game related functions.


Kind regards,

Philip Bennefall
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 12:42 AM
Subject: Re: [Audyssey] Q9 and mods



hi Philip.

I'm not a mod fan either, sinse I would agree with you that a game and 
it's

sounds are a single creative work.

that being said,  some some small scale game creation software would
imho be a good thing.

Say for example, you released a classic side scroller generator, which 
could
be used to set the attack speed, strength and range of enemies and the 
main

character, amo limit, speed and range of character weapons, amount,
frequency and effect of items, length of levels and effect and length of
floor hazards.

Depending upon coding you could also have the choice betwene placing 
these
things randomly (with frequency control), or having the designer place 
them

deliberately.

to this people could add their own sounds and music,  and tadar! a 
game

which essentially uses the Q9 engine,  but has completely different
enemies, with their own attacks etc, --- -complete with different music,
sounds and cut scenes.

then, we don't just get Q9 in a different package,  we get a number 
of

completely different classic side scrollers.

Beware the Grue!

Dark.


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 16, 2009 11:09 PM
Subject: [Audyssey] Q9 and mods



Hi folks,

To follow up on the suggestions for mods that I've seen here recently, 
I'd

like to add my thoughts to the discussion. Personally I am not a big fan
of mods, for the simple reason that a mod for me is the same as 
destroying

a complete picture that the audio, music and game engine all form
together. When I made my sounds I made them for one particular purpose,
and if they are taken out of context or replaced by something else it'd
break the complete picture in my opinion. This is why I encrypt and
package my sounds in the dat file.

I know that a lot of people have quite differing views on this, that a 
mod
is merely a creative outlet for imaginative gamers and in a sense I 
agree

with that, but as the game's audio designer it would make me feel as
though my work has been taken apart and twisted in a way.

However, my opinion is merely one of many and I'd love to continue this
discussion, as we may be able to come up with some sort of compromise.

Kind regards,

Philip Bennefall

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Re: [Audyssey] Deus shields q9?

2009-11-16 Thread dark
Fair enough,  as I said, it might just be i need to turn my own volume 
up.


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 12:00 AM
Subject: Re: [Audyssey] Deus shields q9?


I actually don't have any problems with that. In fact the sound's current 
volume enables me to tell the when shield's about to fade.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, November 16, 2009 4:12 PM
Subject: [Audyssey] Deus shields q9?



Hi.

I'm finding a miner problem with the deus shields. They work great, 
0-  however their sound is so loud it's actually rather hard to here 
the step boundary before pits,  especially when there are enemies 
running around.


Is there any chance the deus shield sound could be made a litle quieter 
in a future version of the game? If not, I'll just try turning my volume 
up a bit.


Beware the gRue!

Dark.
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Re: [Audyssey] Night of Parisite Question

2009-11-16 Thread dark

Hi.

No idea on the Jaws issue, - however the game basically has a combat 
system where things damage you at a fixed rate.


The only way I found to kill the boss was by standing in the top left corner 
of the room, then simply shooting the heck out of him, intermitantly using 
med packs.


If I have one cryticism of the game,  this is a miner problem. Despite 
the grid based system,  it's nearly impossible to kill things without 
being hit yourself, which turns it basically into a battle of who can do 
more damage quickest, and how many medical packs you have.


Beware the Grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 17, 2009 12:16 AM
Subject: [Audyssey] Night of Parisite Question



Hi all,

A few questions. Firstly, I'm using JAWS 11, and cannot seem to look north
or south; any ideas? Secondly, I need some elp on the first big boss-he 
gets

to me before I can get to him, and before I know it, I'm dead! Any
suggestions?

Best Regards,

Hayden

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Re: [Audyssey] Q9 action game, my opinion.

2009-11-16 Thread dark

Hi Philip.

I personally would like to see enemies falling down pits, but I do 
appreciate the sound issue. To make enemy pit fall sounds, How about just 
mixing the sounds you have. In the way you've got the item blip going down 
in pitch, have the pitch of the enemy sound raise as the eenemy falls, 
combined with perhaps a slide whistle type tone if you have one or some 
extra wind to illustrate the body of the enemy flying through the air.


This way you wouldn't need extra,  and as you point out, - probably 
near impossible sounds to make the effect.


Just a suggestion.

Beware the greu!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 1:16 AM
Subject: Re: [Audyssey] Q9 action game, my opinion.



Hi Tom,

I am certainly considering adding new worlds, probably keeping it 3 levels 
per world but more worlds would definitely be interesting. It'll have to 
be for a 2.0 release though probably.


As for random footsteps, I like to have them in a sequence as it sounds 
more natural that way, but rather have many pares of footsteps (left/right 
foot).


And regarding enemies falling down pits, it'd be easy to program but the 
sound question is a lot harder. What does a leopard sound like when 
falling down a pit, wha does a wolf sound like, what does a bear sound 
like tc? And how do I get a hold of such sounds, when they are not really 
associated with the actaul animals and so are not likely to exist in the 
sound libraries that I own even though they're quite large collections.


Did you beat the game? And if so, on what difficulty level? If you are 
only running the demo and think the levels are too short, I can assure you 
that they get much longer and more difficult in the full product.


Kind regards,

philip Bennefall
- Original Message - 
From: lirin seal11...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 2:01 AM
Subject: [Audyssey] Q9 action game, my opinion.



Hi.

My opinion about the game. Firstly, i like a idea of this game. This
tittle reminds me a old rayman game, i don't know why, but... little 
bit.


Great sound system, music and creation, i was very excited when run the
game first time.

Now a negative things:  For me, game is too small, too short, and little
boring if you end it some times.  Story tells about q9 who is on planet
earth, not sure, but this planet looks like a planet of the apes, No
people arround, etc.
My suggestion is: add new worlds, minimum 3 or 4, every world with 4 or
5 levels. Boss after every world. With this new addons this game can be
more interesting, for more hours to play.

Now a smaller things: Randomly generated footsteps, no the same steps if
you going for example in mountain. Feature to killing enemies in the
pits etc, cause this is little unrealistic.
What you think about it?
Maybe i have  too much requirements, but our world going to the futture,
and new age.


Cheers

Tom

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Re: [Audyssey] Developer time was: My Opinion of Q9

2009-11-16 Thread dark

Hi Tom.

by original in this case I mean original to the community. It afterall 
does Vi gamers no good to say there are hundreds of side scrollers,  if 
none are accessible without vision,  this is why, though I myself stil 
have enough vision to play games liek turrican, Mega man and Metroid, I'd 
stil love to see something similar in audio.


I admit I didn't considder the cross platform issue,  which is fair 
enough, and I would say that a company like 7-128 who are able to make 
Windows and mac versions of their accessible games are indeed doing a very 
good job.


However, the cases I can think of are those where developers,  (once 
again, I won't accuse or name names), create windows self-voicing card games 
which they then try to claime as original despite the fact there are many 
others around,  or spend their time making a windows arcade game which 
just plays like another version of boppit.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 2:36 AM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
By and large I personally agree with everything you said below. However, I 
can think of a few exceptions to the rule. One of them being the need for 
more cross platform games.
As you know accessibility for Mac and Linux has really opened up over the 
last couple years or so, and more and more blind computer users are 
turning to Mac and Linux as an alternative to Windows. Unfortunately most 
of our games can't be played on Mac or Linux without some sort of 
emulation, and sometimes not even then. In a case like that creating a 
cross platform version of Monopoly, Blackjack, Aliens in the Outback, 
whatever would be perfectly reasonable. After all, there are a number of 
games that could be rewritten to be cross platform compatible, but there 
is not enough accessible game developers interested in doing so. At any 
rate I think this falls under a good reason why to rewrite or at least 
copy an existing title.
As for myself I am not the type to run with the pack. I'm perfectly 
capable of creating new and original content which is something I hope to 
do as soon as some of these games are cleared away. Even if the game isn't 
100% original such as my Tomb Hunter games they are still quite a bit 
different from what is already out there currently to be of interest to 
customers. Which is something I think our little community needs.


Smile.


dark wrote:

True again Tom.

also though, i would point out, that this is all the more reason for when 
a developer is just rehashing an existing game and passing it off as a 
new idea,  which I'm sorry to say has happened on a couple of 
occasions i can think of,  it's all the more important for the 
community and the other devs to set them right.
Q9, Superliam, Tomb hunter, - and even Tarzan Junior ar significantly 
different games,  I own and enjoy playing all of them. if however a 
developer stated an intention to create something like another space 
invaders game, a self-voicing single player black jack or a modified 
version of boppit,  they'd have to offer a pretty good account as to 
why such a game would be a worth while use of their time and skills which 
could be put to work in writing something we have more need for.


such justifications are possible,  as Liam proved with judgement day 
and it's many unlockables, and Che proved with his online playable 
tournament black jack,  but I'd say a developer would do well to 
considder all accessible games available before sitting down to 
code, - especially if they expect to sell such games.


I don't want to name and shame here,  but I can certainly think of a 
couple of developers who imho have very much wasted their ttime in 
creating just another game of a familiar type,  and, what is worse in 
several cases, expecting people to spend money upon it.


This could've been avoided if they just looked around to see what was out 
there first, or honestly admitted that the couple of extra sounds they 
stuck in the game didn't make it in any way original or worth the asked 
price.


btw, this is on my mind, sinse the audio games database is back up and 
running,  and in considdering some new entries I'm finding it quite 
hard to stay at the very least neutral when describing certain games.


with the database though, Where as I'll always say anything good that 
imho should be said about a game,  I don't make negative 
comments, -  however deserved I might think they could be.


I'll freely say what I want here and on the forums though,  sinse 
they are less official.


Beware the Grue!

Dark.

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Re: [Audyssey] Q9 action game, my opinion.

2009-11-16 Thread shaun everiss
also have it when you or the enemy fall into the pit well have a nice 
splattering sound.
At 07:46 p.m. 17/11/2009, you wrote:
Hi Philip.

I personally would like to see enemies falling down pits, but I do appreciate 
the sound issue. To make enemy pit fall sounds, How about just mixing the 
sounds you have. In the way you've got the item blip going down in pitch, have 
the pitch of the enemy sound raise as the eenemy falls, combined with perhaps 
a slide whistle type tone if you have one or some extra wind to illustrate the 
body of the enemy flying through the air.

This way you wouldn't need extra,  and as you point out, - probably 
near impossible sounds to make the effect.

Just a suggestion.

Beware the greu!

Dark.
- Original Message - From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 1:16 AM
Subject: Re: [Audyssey] Q9 action game, my opinion.


Hi Tom,

I am certainly considering adding new worlds, probably keeping it 3 levels 
per world but more worlds would definitely be interesting. It'll have to be 
for a 2.0 release though probably.

As for random footsteps, I like to have them in a sequence as it sounds more 
natural that way, but rather have many pares of footsteps (left/right foot).

And regarding enemies falling down pits, it'd be easy to program but the 
sound question is a lot harder. What does a leopard sound like when falling 
down a pit, wha does a wolf sound like, what does a bear sound like tc? And 
how do I get a hold of such sounds, when they are not really associated with 
the actaul animals and so are not likely to exist in the sound libraries that 
I own even though they're quite large collections.

Did you beat the game? And if so, on what difficulty level? If you are only 
running the demo and think the levels are too short, I can assure you that 
they get much longer and more difficult in the full product.

Kind regards,

philip Bennefall
- Original Message - From: lirin seal11...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 2:01 AM
Subject: [Audyssey] Q9 action game, my opinion.


Hi.

My opinion about the game. Firstly, i like a idea of this game. This
tittle reminds me a old rayman game, i don't know why, but... little bit.

Great sound system, music and creation, i was very excited when run the
game first time.

Now a negative things:  For me, game is too small, too short, and little
boring if you end it some times.  Story tells about q9 who is on planet
earth, not sure, but this planet looks like a planet of the apes, No
people arround, etc.
My suggestion is: add new worlds, minimum 3 or 4, every world with 4 or
5 levels. Boss after every world. With this new addons this game can be
more interesting, for more hours to play.

Now a smaller things: Randomly generated footsteps, no the same steps if
you going for example in mountain. Feature to killing enemies in the
pits etc, cause this is little unrealistic.
What you think about it?
Maybe i have  too much requirements, but our world going to the futture,
and new age.


Cheers

Tom

---
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Re: [Audyssey] Q9 action game, my opinion.

2009-11-16 Thread dark
Have you played on all difficulties? easy is easy, others are not, 0 and 
I'm hoping philip is going to add unlockables for more of the game.


More bosses would be nice I agree,  however I think it's too much to ask 
for a big load more worlds, - especially gien the quality of the sound 
effects and music, and the unique style of the enemies.


Q9 is, basically a whack all enemies action game. an incredibly well put 
together one,  but essentially not a complicated game,  this is 
fine.


I'm sure Philip will be able to release something more complex in 
future,  but I don't see why we should go down the road that Mota did 
with adding more and more features until the game is unrecognizable.


If I was to suggest extra features, I'd suggest more floor traps,  for 
instance ice which could make you slip (ie move forward or backwards at a 
constant rate faster), or tar which sticks your feet,  and perhaps more 
bosses to fight.


These would only be nice litle extras though to what is already a very well 
put together game.


Beware the grue!

Dark.
- Original Message - 
From: lirin seal11...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 17, 2009 1:01 AM
Subject: [Audyssey] Q9 action game, my opinion.



Hi.

My opinion about the game. Firstly, i like a idea of this game. This 
tittle reminds me a old rayman game, i don't know why, but... little  bit.


Great sound system, music and creation, i was very excited when run the 
game first time.


Now a negative things:  For me, game is too small, too short, and little 
boring if you end it some times.  Story tells about q9 who is on planet 
earth, not sure, but this planet looks like a planet of the apes, No 
people arround, etc.
My suggestion is: add new worlds, minimum 3 or 4, every world with 4 or 5 
levels. Boss after every world. With this new addons this game can be more 
interesting, for more hours to play.


Now a smaller things: Randomly generated footsteps, no the same steps if 
you going for example in mountain. Feature to killing enemies in the pits 
etc, cause this is little unrealistic.

What you think about it?
Maybe i have  too much requirements, but our world going to the futture, 
and new age.



Cheers

Tom
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