Re: [Audyssey] papasangre question

2010-05-11 Thread william lomas
yes it hink so and not sure of price

On May 11, 2010, at 3:14 AM, michael barnes wrote:

 hey this game call papasangre.  is it the first accessible game for the 
 iphone?  i know their are some video games that some what work with voice 
 over.  but is papasangre the first full accessible game for the blind on the 
 iphone?  and does anyone know how much this game is going to be?  i'm looking 
 forward to this game.
 
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Bryan Peterson
I can agree with that. That way those who don't want it could turn it off. I 
admit I'd probably use it at least right at first. And anyway it would only 
be available on the easy level so it's not like it could be completely 
abused.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Ryan Chou rc4896...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 10:09 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



hi thomas,
I like the on/off setting the most

On 5/10/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi Phil,
Also, that may be waling speed for the centaur. Possibly it just gallops
very fast?
Best Reagrds,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, May 10, 2010 3:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Phil,
By the way, before you do change the centaur sounds you might want to
take acount of an idea I just had for beta 13.  When you mentioned
that you wondered why the centaur's sounded like they are at a full
run when in actuality they are only walking. That got me thinking
about the relative speed of all of the enemies, and that I probably
should change it to give each enemy a different rate of speed when
attacking. Centaurs could indeed be running at you, and  would cover
much ground very quickly.  Harpies can fly so also could move pretty
quickly. Skeletons and zombies would obviously move much slower and
not be too quick on their feet. Undead creatures usually are pretty
slow in games. This way each enemy would be more realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I did notice the sounds are in .wav non-encrypted format.
Do you plan to keep them in that format in the final release.
And if so could I adjust the sound of the Centaur to my liking and put 
the

lower pitch sound in the game?

And also create a mod pack of sounds if others want the same change?
thanks,
Phil


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Re: [Audyssey] Mota interuptions

2010-05-11 Thread Thomas Ward
Hi Dark,
Oh, that's okay. I do understand where you are coming from.  I didn't
mean to sound quite so irritable yesterday, but sometimes it does get
to be slightly frustrating to recieve several messages in a row on a
particular bug or problem with the game or a product. Especially, when
the changes.txt file is there to tell customers what has been fixed,
and what hasn't been fixed.  If a particular bug isn't in the
changes.txt file than it is safe to say that problem hasnt' yet been
addressed for one reason or another.
Perhaps one way to solve this problem is to ship a shortened todo.txt
file with the game so customers can see what changes are scheduled for
the next release ahead of time. That would save us both duplicating
requests and scheduling in advance. However, as I said though it would
have to be a shortened version of the todo list as there are things in
there I wouldn't necessarily want the public to view such as the
location of a new trap, or some plans for a hidden lever/pressure
switch that should be found by the player. Such hints would give too
many secrets away from the paying customers. Plus I sometimes often
change my todo list midway through development as a bug or problem
crops up during public testing that take spriority over whatever is in
the todo file.
Anyway, it is funny you should mention the pause key. As it turns out
it isn't working in beta 12, and I never noticed as I never use that
command much myself.  So I completely understand how a developer can
overlook something like that. If the developer doesn't use it, doesn't
really need it, it takes someone else to point it out to him/her that
the pause key is not working.  I imagine the same bug was present in
beta 11 as well, but nobody noticed until now. So, yes, we developers
do have a way of overlooking the obvious stuff sometimes.
Just talking to Phil yesterday showed me the proof of that. Here I had
designed a speed attribute into the engine to give each and every
player and enemy a maximum speed, and yet never used it in Mysteries
of the Ancients. I just set all of the enemies default speed to 1
which is pretty slow. It would have made more sense to make the
centaurs and harpies move fairly fast while skeletons and zombies
fairly slow. Sounds obvious now, but in the haste of developing the
game, porting the engine from .Net to C++, etc something that miner
never even entered my mind. Was too much to do than to think about
weather or not this or that enemy should move quickly or slowly.

Cheers!

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Thomas Ward
Hi Bryan,
Ummm...That's not exactly how it works. I made people an offer of
either have it as an on/off feature or have it based on difficulty
level. Not both here.
Since people have decided they want an on/off setting that's what I'll
be doing.  If they don't want it they can simply turn it off. I think
expert is difficult enough as it is that the player warnings won't
make much of a difference anyway.

On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 I disagree. It will give new players something to help them learn the best
 position to jump. True there are going to be those who come to use that as a
 crutch I'll admit but that's true of anything in life. And anyway it
 wouldn't even be an option for the higher difficulty settings.
 He who is valiant and pure of spirit may find the holy grail in the castle
 of ggh.

 - Original Message -
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 7:27 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Thomas,
 I'd vote against such a feature. We need this game to be hard and
 challenging, and such warnings will make things much easier which is not a

 good thing. you did say that from now on you weren't gonna incorporate any

 more user suggestions, and I think you should stick to that. Games great
 how it is now. except for that speed idea you mentioned. monsters with
 various speed rates would definitely make the game more fun, and more
 difficult which is what we need. yes I know there's the toggle option for
 the traps but once that option is available, it will be real tempting to
 try it if we're having problems. better to remove such temptations by not
 including the feature at all.


 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 3:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Bryan,
 Actually, that is something I was meaning to ask the list about. The
 feature to warn the player a trap is near is still in the game engine,
 but temperarily disabled.  I've even got most of the warnings ready to
 go, but was wondering how you, the game player's would like me to add
 this feature into the game.
 First, we could set it up that those warnings are available on the
 beginner level. That works, but there may be times you want it on a
 higher difficulty to.
 Second, we could have an on/off setting in the program settings to
 enable/disable those warnings which makes the most sense to me.
 Third, we could do something like a training mode option that pops up
 when you start the game like do you want training messages to warn you
 of traps, monsters, etc. That is also doable, but option two seams
 better to me.
 I guess what do you think. I'm willing to do it however you guys think
 it would work best in the engine. I state the engine here as once I
 add it will be available for just about any game I build unless I
 disable it of course.

 Smile.


 On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping distance,
 though perhaps only on the easy setting. I know Thomas had that set up
 that
 way in one of the prior Betas where it would warn you on easy but not on
 higher difficulties. Or maybe you could have the option to turn those on

 or
 off in the settings menu. Guess it depends on what Thomas is willing to
 do.
 And anyway he's going to focus on getting the really major parts ironed
 out
 first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the
 castle
 of ggh.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Thomas Ward
Hi Yohandy,
Ahem...The feature already exists. It is just turned off in beta 12.
All I was asking is how people wish to enable/disable it. For those
who want the game to be more challenging they can turn it off. So this
isn't really pandering to some people's desire to have an easier game.

HTH


On 5/10/10, Yohandy yohand...@gmail.com wrote:
 Thomas,
 I'd vote against such a feature. We need this game to be hard and
 challenging, and such warnings will make things much easier which is not a
 good thing. you did say that from now on you weren't gonna incorporate any
 more user suggestions, and I think you should stick to that. Games great how
 it is now. except for that speed idea you mentioned. monsters with various
 speed rates would definitely make the game more fun, and more difficult
 which is what we need. yes I know there's the toggle option for the traps
 but once that option is available, it will be real tempting to try it if
 we're having problems. better to remove such temptations by not including
 the feature at all.


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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Thomas Ward
Hi Dark,
Yes, it includes the internal coding for the Genesis Engine. All
39,286  lines of code were written by me personally.  Most of it was
converted from C# .Net to C++ manually. A project that took three
months of four to five hour days working on just copying and rewriting
code. It was a nightmare.
Fortunately, though, since I now have the Genesis Engine any future
games of a side-scroller and FPS variety won't take as long. It helps
to have 25,000 to 30,000 lines of code already written and ready to
use at a moments notice.  That's why this period of debugging is so
important. Every day I debug the engine the less time I'll need to fix
future games using the engine.

HTH

On 5/10/10, dark d...@xgam.org wrote:
 hmmm, tom,  maybe a the subject for a new trucker game? decide how many
 volumes fof braille coding to load onto your truck, --- too many and you
 risk lines getting squashed by the weight, to few and your game may not be
 ready in time and you end up being linched by a rampaging mob of angry fans!
 ;D.

 That is a truly staggering! amount of code, I'm impressed.

 I did suspect the game would've been large, but I would've guessed more like
 ten thousand lines at most,  or does this also count internal coding for
 running the genesis engine?

 Beware the grue!

 Dark.

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Re: [Audyssey] Last week

2010-05-11 Thread Raul A. Gallegos
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi. For any character you can start off by asking them about themselves
or about you or about wedding. There are some commands to help you get
started. I believe they are mentioned at the start of the game. If
memory serves, the commands, intro, unique, and hint should help you get
started.

Let me know if you need further assistance.

On 5/10/2010 11:28 PM, Mike Maslo wrote:
 Can someone please give me some hints on the last week game and how to get
 around in the hotel? I do not know what to say to Monica to make her talk or
 the rest of them. Please can someone help?
 
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- -- 
Raul A. Gallegos
Home page: http://www.RaulGallegos.com
Twitter: http://www.twitter.com/ragallegos
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Re: [Audyssey] MOTA Inquiries

2010-05-11 Thread Thomas Ward
Hi Hayden,
In fact, I did as i checked the manual after you asked. It was right
there int the keyboard reference section.  However, a lot of good that
does when people forget to read the manual.

Smile.



On 5/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Lol..you just might have. I just never looked. Grin
 Best Regards,
 Hayden

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Charles Rivard
Out of curiosity, for backups, do you have your code in braille?  It would 
be a time consuming beach to recopy all of it, but it could be done.  Hmm. 
I wonder how many pages that would be?  Maybe about 1,000 or so?  And to 
think, that would be just one game!  Gad!

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 6:32 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
Yes, it includes the internal coding for the Genesis Engine. All
39,286  lines of code were written by me personally.  Most of it was
converted from C# .Net to C++ manually. A project that took three
months of four to five hour days working on just copying and rewriting
code. It was a nightmare.
Fortunately, though, since I now have the Genesis Engine any future
games of a side-scroller and FPS variety won't take as long. It helps
to have 25,000 to 30,000 lines of code already written and ready to
use at a moments notice.  That's why this period of debugging is so
important. Every day I debug the engine the less time I'll need to fix
future games using the engine.

HTH

On 5/10/10, dark d...@xgam.org wrote:
hmmm, tom,  maybe a the subject for a new trucker game? decide how 
many

volumes fof braille coding to load onto your truck, --- too many and you
risk lines getting squashed by the weight, to few and your game may not 
be
ready in time and you end up being linched by a rampaging mob of angry 
fans!

;D.

That is a truly staggering! amount of code, I'm impressed.

I did suspect the game would've been large, but I would've guessed more 
like
ten thousand lines at most,  or does this also count internal coding 
for

running the genesis engine?

Beware the grue!

Dark.


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[Audyssey] a shortened to do list - Re: Mota interuptions

2010-05-11 Thread Charles Rivard
Without giving away the location of traps and treasures, maybe you could 
list them as, for example, added traps on level 1 or added weapons in 
level 3?  Now, to be ornery, to see who pays attention, you could add 
something like this to the change log:  added traps and treasures to level 
4.  Don't mention that levels 3 or 4 have been added.

---
In God we trust.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 5:17 AM
Subject: Re: [Audyssey] Mota interuptions



Hi Dark,
Oh, that's okay. I do understand where you are coming from.  I didn't
mean to sound quite so irritable yesterday, but sometimes it does get
to be slightly frustrating to recieve several messages in a row on a
particular bug or problem with the game or a product. Especially, when
the changes.txt file is there to tell customers what has been fixed,
and what hasn't been fixed.  If a particular bug isn't in the
changes.txt file than it is safe to say that problem hasnt' yet been
addressed for one reason or another.
Perhaps one way to solve this problem is to ship a shortened todo.txt
file with the game so customers can see what changes are scheduled for
the next release ahead of time. That would save us both duplicating
requests and scheduling in advance. However, as I said though it would
have to be a shortened version of the todo list as there are things in
there I wouldn't necessarily want the public to view such as the
location of a new trap, or some plans for a hidden lever/pressure
switch that should be found by the player. Such hints would give too
many secrets away from the paying customers. Plus I sometimes often
change my todo list midway through development as a bug or problem
crops up during public testing that take spriority over whatever is in
the todo file.
Anyway, it is funny you should mention the pause key. As it turns out
it isn't working in beta 12, and I never noticed as I never use that
command much myself.  So I completely understand how a developer can
overlook something like that. If the developer doesn't use it, doesn't
really need it, it takes someone else to point it out to him/her that
the pause key is not working.  I imagine the same bug was present in
beta 11 as well, but nobody noticed until now. So, yes, we developers
do have a way of overlooking the obvious stuff sometimes.
Just talking to Phil yesterday showed me the proof of that. Here I had
designed a speed attribute into the engine to give each and every
player and enemy a maximum speed, and yet never used it in Mysteries
of the Ancients. I just set all of the enemies default speed to 1
which is pretty slow. It would have made more sense to make the
centaurs and harpies move fairly fast while skeletons and zombies
fairly slow. Sounds obvious now, but in the haste of developing the
game, porting the engine from .Net to C++, etc something that miner
never even entered my mind. Was too much to do than to think about
weather or not this or that enemy should move quickly or slowly.

Cheers!

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Charles Rivard
I like the differences of the 4 difficulty levels.  It allows the gamer to 
choose how difficult the game is to beat.  I have a chess computer that has 
64 skill levels.  To some, this may seem excessive, but it really is not. 
Of course, chess is a completely different animal, but the idea is the same. 
If there were only 1 level of difficulty, a lot of gamers would give up 
because they aren't skilled enough to beat the game.  If they get frustrated 
and can never win, they'll give up.  And have you ever just been in the mood 
to just go through the game and destroy enemies?  Using the easy level will 
allow it, but the game still must be played carefully.

---
In God we trust.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, May 10, 2010 9:29 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Yohandy,
While we're thinking this way--heck, why do we need four difficulty 
levels?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Monday, May 10, 2010 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

and why couldn't they simply use the options included with the game? why
should the game be simplified when there's no need? if we're gonna analyze
things this way, then I guess enemies have to be slowed down also cause 
they


kill you too fast, and statues should be removed automatically for the
average player to have an easy time. perhaps there shouldn't be any pits 
to

make things easier? where do we draw the line?


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



I disagree. It will give new players something to help them learn the best
position to jump. True there are going to be those who come to use that as
a crutch I'll admit but that's true of anything in life. And anyway it
wouldn't even be an option for the higher difficulty settings.
He who is valiant and pure of spirit may find the holy grail in the 
castle



of ggh.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 7:27 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Thomas,
I'd vote against such a feature. We need this game to be hard and
challenging, and such warnings will make things much easier which is not
a good thing. you did say that from now on you weren't gonna incorporate
any more user suggestions, and I think you should stick to that. Games
great how it is now. except for that speed idea you mentioned. monsters
with various speed rates would definitely make the game more fun, and
more difficult which is what we need. yes I know there's the toggle
option for the traps but once that option is available, it will be real
tempting to try it if we're having problems. better to remove such
temptations by not including the feature at all.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 3:22 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Bryan,
Actually, that is something I was meaning to ask the list about. The
feature to warn the player a trap is near is still in the game engine,
but temperarily disabled.  I've even got most of the warnings ready to
go, but was wondering how you, the game player's would like me to add
this feature into the game.
First, we could set it up that those warnings are available on the
beginner level. That works, but there may be times you want it on a
higher difficulty to.
Second, we could have an on/off setting in the program settings to
enable/disable those warnings which makes the most sense to me.
Third, we could do something like a training mode option that pops up
when you start the game like do you want training messages to warn you
of traps, monsters, etc. That is also doable, but option two seams
better to me.
I guess what do you think. I'm willing to do it however you guys think
it would work best in the engine. I state the engine here as once I
add it will be available for just about any game I build unless I
disable it of course.

Smile.


On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:

Or maybe the character warning you when you get within jumping
distance,
though perhaps only on the easy setting. I know Thomas had that set up
that
way in one of the prior Betas where it would warn you on easy but not
on
higher difficulties. Or maybe you could have the option to turn those
on or
off in the settings menu. Guess it depends on what Thomas is willing 
to



do.
And anyway he's going to focus on getting the 

Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Muhammed Deniz
1000? 3! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: 11 May 2010 15:56
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Out of curiosity, for backups, do you have your code in braille?  It would
be a time consuming beach to recopy all of it, but it could be done.  Hmm. 
I wonder how many pages that would be?  Maybe about 1,000 or so?  And to
think, that would be just one game!  Gad!
---
In God we trust.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 6:32 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Dark,
 Yes, it includes the internal coding for the Genesis Engine. All
 39,286  lines of code were written by me personally.  Most of it was 
 converted from C# .Net to C++ manually. A project that took three 
 months of four to five hour days working on just copying and rewriting 
 code. It was a nightmare.
 Fortunately, though, since I now have the Genesis Engine any future 
 games of a side-scroller and FPS variety won't take as long. It helps 
 to have 25,000 to 30,000 lines of code already written and ready to 
 use at a moments notice.  That's why this period of debugging is so 
 important. Every day I debug the engine the less time I'll need to fix 
 future games using the engine.

 HTH

 On 5/10/10, dark d...@xgam.org wrote:
 hmmm, tom,  maybe a the subject for a new trucker game? decide 
 how many volumes fof braille coding to load onto your truck, --- too 
 many and you risk lines getting squashed by the weight, to few and 
 your game may not be ready in time and you end up being linched by a 
 rampaging mob of angry fans!
 ;D.

 That is a truly staggering! amount of code, I'm impressed.

 I did suspect the game would've been large, but I would've guessed 
 more like ten thousand lines at most,  or does this also count 
 internal coding for running the genesis engine?

 Beware the grue!

 Dark.

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Muhammed Deniz
Hi,
Personly, I agree with the onn off setting. In that way, anyone that doesn't
want any warnings, could turn the setting off and play like that. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 11 May 2010 03:30
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Yohandy,
While we're thinking this way--heck, why do we need four difficulty levels?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Monday, May 10, 2010 9:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

and why couldn't they simply use the options included with the game? why
should the game be simplified when there's no need? if we're gonna analyze
things this way, then I guess enemies have to be slowed down also cause they

kill you too fast, and statues should be removed automatically for the
average player to have an easy time. perhaps there shouldn't be any pits to
make things easier? where do we draw the line?


- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 9:45 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I disagree. It will give new players something to help them learn the best 
position to jump. True there are going to be those who come to use that as 
a crutch I'll admit but that's true of anything in life. And anyway it 
wouldn't even be an option for the higher difficulty settings.
 He who is valiant and pure of spirit may find the holy grail in the castle

 of ggh.
 - Original Message - 
 From: Yohandy yohand...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 7:27 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Thomas,
 I'd vote against such a feature. We need this game to be hard and 
 challenging, and such warnings will make things much easier which is not 
 a good thing. you did say that from now on you weren't gonna incorporate 
 any more user suggestions, and I think you should stick to that. Games 
 great how it is now. except for that speed idea you mentioned. monsters 
 with various speed rates would definitely make the game more fun, and 
 more difficult which is what we need. yes I know there's the toggle 
 option for the traps but once that option is available, it will be real 
 tempting to try it if we're having problems. better to remove such 
 temptations by not including the feature at all.


 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 3:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Bryan,
 Actually, that is something I was meaning to ask the list about. The
 feature to warn the player a trap is near is still in the game engine,
 but temperarily disabled.  I've even got most of the warnings ready to
 go, but was wondering how you, the game player's would like me to add
 this feature into the game.
 First, we could set it up that those warnings are available on the
 beginner level. That works, but there may be times you want it on a
 higher difficulty to.
 Second, we could have an on/off setting in the program settings to
 enable/disable those warnings which makes the most sense to me.
 Third, we could do something like a training mode option that pops up
 when you start the game like do you want training messages to warn you
 of traps, monsters, etc. That is also doable, but option two seams
 better to me.
 I guess what do you think. I'm willing to do it however you guys think
 it would work best in the engine. I state the engine here as once I
 add it will be available for just about any game I build unless I
 disable it of course.

 Smile.


 On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping 
 distance,
 though perhaps only on the easy setting. I know Thomas had that set up 
 that
 way in one of the prior Betas where it would warn you on easy but not 
 on
 higher difficulties. Or maybe you could have the option to turn those 
 on or
 off in the settings menu. Guess it depends on what Thomas is willing to

 do.
 And anyway he's going to focus on getting the really major parts ironed

 out
 first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the 
 castle
 of ggh.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be 

Re: [Audyssey] MOTA Inquiries

2010-05-11 Thread Muhammed Deniz
Yeah, I found that out also. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 11 May 2010 03:29
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA Inquiries

Hi Thomas,
Lol..you just might have. I just never looked. Grin Best Regards, Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, May 10, 2010 3:58 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Inquiries

Hi Hayden,
Sorry, about that. Speak strength is no longer on g. Use the s key for speak
strength. I think I documented it in the manual, but if not I'll correct it
asap.

HTH


On 5/9/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Also, as I believe I mentioned, the g key does not work.
 Best Regards,
 Hayden

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread Muhammed Deniz
I think the warning system would be good. In that way, new players could
learn the where the trapps are and they could use the setting intill when
they no everything and stuff. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 11 May 2010 03:07
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Yohandy,
I personally don't like a game to be hard. I consider that completely
different from challenging. Hard sounds quite spiteful, like the developer
is saying, let's make this game impossible to beat! Sorry if I'm being
knitpicky  here...grin Best Regards, Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, May 10, 2010 8:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

I disagree. It will give new players something to help them learn the best
position to jump. True there are going to be those who come to use that as a

crutch I'll admit but that's true of anything in life. And anyway it
wouldn't even be an option for the higher difficulty settings.
He who is valiant and pure of spirit may find the holy grail in the castle
of ggh.
- Original Message -
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 7:27 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Thomas,
 I'd vote against such a feature. We need this game to be hard and 
 challenging, and such warnings will make things much easier which is 
 not a

 good thing. you did say that from now on you weren't gonna incorporate 
 any

 more user suggestions, and I think you should stick to that. Games 
 great how it is now. except for that speed idea you mentioned. 
 monsters with various speed rates would definitely make the game more 
 fun, and more difficult which is what we need. yes I know there's the 
 toggle option for the traps but once that option is available, it will 
 be real tempting to try it if we're having problems. better to remove 
 such temptations by not including the feature at all.


 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, May 10, 2010 3:22 PM
 Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


 Hi Bryan,
 Actually, that is something I was meaning to ask the list about. The 
 feature to warn the player a trap is near is still in the game 
 engine, but temperarily disabled.  I've even got most of the warnings 
 ready to go, but was wondering how you, the game player's would like 
 me to add this feature into the game.
 First, we could set it up that those warnings are available on the 
 beginner level. That works, but there may be times you want it on a 
 higher difficulty to.
 Second, we could have an on/off setting in the program settings to 
 enable/disable those warnings which makes the most sense to me.
 Third, we could do something like a training mode option that pops up 
 when you start the game like do you want training messages to warn 
 you of traps, monsters, etc. That is also doable, but option two 
 seams better to me.
 I guess what do you think. I'm willing to do it however you guys 
 think it would work best in the engine. I state the engine here as 
 once I add it will be available for just about any game I build 
 unless I disable it of course.

 Smile.


 On 5/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Or maybe the character warning you when you get within jumping 
 distance, though perhaps only on the easy setting. I know Thomas had 
 that set up that way in one of the prior Betas where it would warn 
 you on easy but not on higher difficulties. Or maybe you could have 
 the option to turn those on

 or
 off in the settings menu. Guess it depends on what Thomas is willing 
 to do.
 And anyway he's going to focus on getting the really major parts 
 ironed out first before he adds anymore user suggestions.
 He who is valiant and pure of spirit may find the holy grail in the 
 castle of ggh.

 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
 list, send E-mail to gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at 
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at 
 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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 You can make changes or update your subscription via the web, at 
 

[Audyssey] q9

2010-05-11 Thread ENES SARIBAŞ
hi
are there any q9 recordings

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[Audyssey] to raul

2010-05-11 Thread ENES SARIBAŞ
hi raul,
sorry for bothering you but i want to ask did you upload the recordings

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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread dark
I'm personally more in favour of it being in the beginner, and possibly easy 
difficulty settings but not in the others rather than being a toggle switch, 
sinse this allows players to get used to the game in early difficulty, but 
insures that experts have to truely master positioning and jumps. I 
personally think it'd be wrong if the game can be finished on expert with 
this option on.


Pluss, this gives a nice distinguishing factor to the gameplay betwene 
different difficulties, insuring that playing on higher levels is not just a 
case of doing the same thing as on lower ones, but with more hard hitting 
enemies, thus insuring a longer play time in mastering this game.


This is as I said though, just a personal view, I won't exactly be going on 
a massive vendetta if it doesn't make it into the game and a toggle switch 
is decided upon,.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 9:59 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released


I can agree with that. That way those who don't want it could turn it off. 
I admit I'd probably use it at least right at first. And anyway it would 
only be available on the easy level so it's not like it could be completely 
abused.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: Ryan Chou rc4896...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 10, 2010 10:09 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



hi thomas,
I like the on/off setting the most

On 5/10/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi Phil,
Also, that may be waling speed for the centaur. Possibly it just gallops
very fast?
Best Reagrds,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Thomas Ward
Sent: Monday, May 10, 2010 3:51 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

Hi Phil,
By the way, before you do change the centaur sounds you might want to
take acount of an idea I just had for beta 13.  When you mentioned
that you wondered why the centaur's sounded like they are at a full
run when in actuality they are only walking. That got me thinking
about the relative speed of all of the enemies, and that I probably
should change it to give each enemy a different rate of speed when
attacking. Centaurs could indeed be running at you, and  would cover
much ground very quickly.  Harpies can fly so also could move pretty
quickly. Skeletons and zombies would obviously move much slower and
not be too quick on their feet. Undead creatures usually are pretty
slow in games. This way each enemy would be more realistic and unique.
What do you think?

Smile.

On 5/9/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I did notice the sounds are in .wav non-encrypted format.
Do you plan to keep them in that format in the final release.
And if so could I adjust the sound of the Centaur to my liking and put 
the

lower pitch sound in the game?

And also create a mod pack of sounds if others want the same change?
thanks,
Phil


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Re: [Audyssey] Mota interuptions

2010-05-11 Thread dark
actually i like the idea of having a known bugs list which you could send 
out, sinse that should hopefully hold off a lot of comments of obvious 
things you already know, and hopefully keep thoughts original.


Perhaps listing bugs where property or thing x doesn't work correctly 
rather than a todo list with incert giant rabbit of death boss at end of 
level 2 you could thus avoid spoilers.


As regards comments,  well it is partly my fault. i do try not to read 
threads about betas until I've tried them sinse I like to make up my own 
mind, and if someone posts I find this impossible! it might change my 
thinking (such a thing I'd rather discover on my own).


However I should really have considdered that everyone else would've noticed 
this issue, --- including you.


Beware the Grue!

dark.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 11:17 AM
Subject: Re: [Audyssey] Mota interuptions



Hi Dark,
Oh, that's okay. I do understand where you are coming from.  I didn't
mean to sound quite so irritable yesterday, but sometimes it does get
to be slightly frustrating to recieve several messages in a row on a
particular bug or problem with the game or a product. Especially, when
the changes.txt file is there to tell customers what has been fixed,
and what hasn't been fixed.  If a particular bug isn't in the
changes.txt file than it is safe to say that problem hasnt' yet been
addressed for one reason or another.
Perhaps one way to solve this problem is to ship a shortened todo.txt
file with the game so customers can see what changes are scheduled for
the next release ahead of time. That would save us both duplicating
requests and scheduling in advance. However, as I said though it would
have to be a shortened version of the todo list as there are things in
there I wouldn't necessarily want the public to view such as the
location of a new trap, or some plans for a hidden lever/pressure
switch that should be found by the player. Such hints would give too
many secrets away from the paying customers. Plus I sometimes often
change my todo list midway through development as a bug or problem
crops up during public testing that take spriority over whatever is in
the todo file.
Anyway, it is funny you should mention the pause key. As it turns out
it isn't working in beta 12, and I never noticed as I never use that
command much myself.  So I completely understand how a developer can
overlook something like that. If the developer doesn't use it, doesn't
really need it, it takes someone else to point it out to him/her that
the pause key is not working.  I imagine the same bug was present in
beta 11 as well, but nobody noticed until now. So, yes, we developers
do have a way of overlooking the obvious stuff sometimes.
Just talking to Phil yesterday showed me the proof of that. Here I had
designed a speed attribute into the engine to give each and every
player and enemy a maximum speed, and yet never used it in Mysteries
of the Ancients. I just set all of the enemies default speed to 1
which is pretty slow. It would have made more sense to make the
centaurs and harpies move fairly fast while skeletons and zombies
fairly slow. Sounds obvious now, but in the haste of developing the
game, porting the engine from .Net to C++, etc something that miner
never even entered my mind. Was too much to do than to think about
weather or not this or that enemy should move quickly or slowly.

Cheers!

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Re: [Audyssey] to raul

2010-05-11 Thread Raul A. Gallegos
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

No bother, but I didn't get to it. Since it was Mother's day this
weekend, the kids and I spent lots of time with their mother.

Many thanks.

On 5/11/2010 12:33 PM, ENES SARIBA? wrote:
 hi raul,
 sorry for bothering you but i want to ask did you upload the recordings
 
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Re: [Audyssey] Mysteries of the Ancients Beta 12 Released

2010-05-11 Thread dark
I did actually wonder Tom exactly how much of the code was the engine and 
how much was mota specific. I do now though have an idea of approximately 
how much easier things will be in the future for producing any other audio 
fps or similar now having the engine written.


Btw, if you wrote thirteen thousand lines in a month, and mota takes up nine 
thousand, I duely expect usa games to be releasing 1 and a half games a 
month from now on?  and no skimping on the halves! I'll be expecting to 
see the adventures of Angela Carters' legs! traversing ancient floors and 
booting centaurs where it hurts! ;D.


Ps: needless to say, this isn't serious, stil I thought the coding average 
as compared to the amount of code taken for Mota itself was pretty 
impressive.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 11, 2010 12:32 PM
Subject: Re: [Audyssey] Mysteries of the Ancients Beta 12 Released



Hi Dark,
Yes, it includes the internal coding for the Genesis Engine. All
39,286  lines of code were written by me personally.  Most of it was
converted from C# .Net to C++ manually. A project that took three
months of four to five hour days working on just copying and rewriting
code. It was a nightmare.
Fortunately, though, since I now have the Genesis Engine any future
games of a side-scroller and FPS variety won't take as long. It helps
to have 25,000 to 30,000 lines of code already written and ready to
use at a moments notice.  That's why this period of debugging is so
important. Every day I debug the engine the less time I'll need to fix
future games using the engine.

HTH

On 5/10/10, dark d...@xgam.org wrote:
hmmm, tom,  maybe a the subject for a new trucker game? decide how 
many

volumes fof braille coding to load onto your truck, --- too many and you
risk lines getting squashed by the weight, to few and your game may not 
be
ready in time and you end up being linched by a rampaging mob of angry 
fans!

;D.

That is a truly staggering! amount of code, I'm impressed.

I did suspect the game would've been large, but I would've guessed more 
like
ten thousand lines at most,  or does this also count internal coding 
for

running the genesis engine?

Beware the grue!

Dark.


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Re: [Audyssey] q9

2010-05-11 Thread Lori Duncan
Hi If you go to the blastbay studios website there's an audio review of Q9 
by Kelly Sapergia, he plays a bit of the game.  I'd like an audio 
walkthrough of the last 2 worlds though.
- Original Message - 
From: ENES SARIBAS enes.sari...@gmail.com

To: gamers@audyssey.org
Sent: Tuesday, May 11, 2010 5:32 PM
Subject: [Audyssey] q9



hi
are there any q9 recordings

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[Audyssey] Entombed Featured On This Week's Innovations

2010-05-11 Thread Kelly Sapergia

Hi,
  Just wanted to let you know that on this week's Innovations technology 
show, I'm reviewing the game Entombed. You can hear the show on The Global 
Voice at www.theglobalvoice.info (check the schedule for times of repeats, 
or listen to the show via The Program Gallery section.) As well, the review 
is also available from the Audio Reviews section of my personal website at:

www.ksapergia.net/reviews.php
  Thanks, and enjoy!

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] q9

2010-05-11 Thread Castanedagarcia_Alfredo
I will be glad to provide you the entire game review when I buy the game in a 
few weeks. It will contain all four worlds, and will be on the easy difficulty. 
I am one of those who do not like demo reviews.
I will let you know when I have completed it.
Alfredo

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Re: [Audyssey] Last week

2010-05-11 Thread Mike Maslo
Well I am as far as going to the hotel and trying to figure what to say to
Monica and Brooke and the woman at the main counter. I say #2 to Monica but
then I do not know what else to do after that.

I have gotten far but just do not know what to do at the hotel.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Raul A. Gallegos
Sent: Tuesday, May 11, 2010 7:53 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Last week

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi. For any character you can start off by asking them about themselves
or about you or about wedding. There are some commands to help you get
started. I believe they are mentioned at the start of the game. If
memory serves, the commands, intro, unique, and hint should help you get
started.

Let me know if you need further assistance.

On 5/10/2010 11:28 PM, Mike Maslo wrote:
 Can someone please give me some hints on the last week game and how to get
 around in the hotel? I do not know what to say to Monica to make her talk
or
 the rest of them. Please can someone help?
 
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Twitter: http://www.twitter.com/ragallegos
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[Audyssey] my thoughts

2010-05-11 Thread michael barnes
my thought on the last crusade is this.  it could be longer instead of 
three stages.  which means it could have at least a couple of more 
stages.  the fights was nice i like that the battles was random what i 
mean is when you fight you might lose one time and then the next time 
you might win.  i enjoy the music it kind of remind me of the zelda 
music and the final fantasy music.  i also enjoy the voice acting.  the 
guy who did that did a great job.  someone tell me was that the same 
person who made the game?  on the game they could  have you travel in a 
tomb and the fight the boss in the grave yard.   they could have you go 
into a cabin and fight the first boss.  but other then this review i 
give this game a five out of ten.  i will start to bring more game 
review for all of you out their.  and please check out the game zone at 
206-376-8794   to get all type of reviews and cheats and info about 
upcoming games.  and interviews with some of the game makers and game 
players.  and yes you can listen to the show on skype.  so call


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Re: [Audyssey] Last week

2010-05-11 Thread Raul A. Gallegos

Have you tried the following:

1. Tell Monica about wedding

2. Tell Brooke about wedding.

3. Tell Page about wedding.

4. Tell Holly about wedding.

Since I don't know how far you have gotten or what all you have done, I 
don't know what else to suggest. You will want to pay special attention 
to what Monica says when you tell her about wedding.


Many thanks.

On 5/11/2010 6:40 PM, Mike Maslo wrote:

Well I am as far as going to the hotel and trying to figure what to say to
Monica and Brooke and the woman at the main counter. I say #2 to Monica but
then I do not know what else to do after that.

I have gotten far but just do not know what to do at the hotel.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Raul A. Gallegos
Sent: Tuesday, May 11, 2010 7:53 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Last week

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi. For any character you can start off by asking them about themselves
or about you or about wedding. There are some commands to help you get
started. I believe they are mentioned at the start of the game. If
memory serves, the commands, intro, unique, and hint should help you get
started.

Let me know if you need further assistance.

On 5/10/2010 11:28 PM, Mike Maslo wrote:

Can someone please give me some hints on the last week game and how to get
around in the hotel? I do not know what to say to Monica to make her talk

or

the rest of them. Please can someone help?

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Twitter: http://www.twitter.com/ragallegos
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[Audyssey] server problem

2010-05-11 Thread michael barnes
hey does anyone know what is going on with the top speed server?  me 
and a friend was going to race online but when he try to join a 
internet game it said that the server couldn't be found.


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[Audyssey] Gamebook released

2010-05-11 Thread dark
Just a quick note for everyone.
the chronicles of Arborell, possibly my personal favourite
gamebook site online (even better than project aon), have
just released the second book in the Joton of the west
series, A murder of crows, sequal to shards of moonlight.
for those who don't know, this is a fantastic world with it's
own history, mythology and language, which has
gamebooks, (including a very interesting randomly generated
dungeon game), histories, stories, and myths all available for
free in html.
the webmaster is great on access matters too,  he even
writes up accessible versions of some of the more important
maps and documents.
You'll need to use gma dice or a similar dice program to play
these books, and keep your own stat sheet in word or
similar, but believe me the quality of the writing, the
exploration and the history is well worth it. i really can't say
enough about how good this series is!
anyway, enough babbling, you can find the site generally at
www.arborell.com.
and if you've already played all the other stuff and just want
to start murder of crows go to
http://www.arborell.com/amoc/index.html
Beware the Grue!
dark.
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