hmmm that may be something I'd like to fiddle with.
At 02:21 p.m. 12/10/2010, you wrote:
I used to do the same with the original Prince of Persia. In fact
once I get more confident with BGT one of my projects is going to be
to see if I can create an audio only game in as close to the same
Hello,
I would say if it takes you to much work to add a on/off feature, then
don't bother. I like the ideas of changing footsteps, so I am really
looking forward to the new beta!
Kevin
- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list
Hi Tom, why don't you make it optional, I like the comments as it's another
friendly voice while playing and they make me smile, so maybe something in
sounds menu to be able to turn comments off or on?
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers
Hi Tom
The ledges, metal steps, etc. sounds exciting.
I feel also that you can get rid of angela's warnings.
I feel that the new cues you are adding will be a better warning.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas
HI Tom and list\
After I jumped over the fire in level1, I met a harpie.
I couldn't kill him with any weapon I had.
His sound was right in the centre which means I was very close to him.
I had 3 weapons on me:
The shotgun, the pistol and the sword.
I couldn't kill him with all 3.
Am I missing
- Original Message -
From: Hayri Tulumcu ha...@ka-net.dk
To: usa-games-l...@googlegroups.com
Sent: Tuesday, October 12, 2010 2:21 PM
Subject: Re: MOTA Character Comments
I totally agree that these messages must be off! I thought the person who
recorded the warnings in beta 12 was a
To me, this is very strange. My first thought is, yeah, you're missing the
harpie. (grin) I wonder if taking one step forward, then turning around and
battling would work. Or, if there is space between you and the jumped pit,
back up one step and go at it. Not sure.
---
Shepherds are the
Let's get rid of the comments sence the cues are in place.
Mike
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I don't think we need the feature to be honest. I mean if you're about to
fall into a firepit in real life are you gonna say uh-oh there's trouble
ahead! Nah really? would've never noticed. lol
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list
Fine, fine, fine! Everything you suggested is perfect. Just like super
liam - not using the view command which i considered a pain anyway. Also
the idea of the steps being different anyway is cool. And i'm now
reiterating my comments: i'm willing to ride this out until beta 15 and see
what
Why? It's an interesting discussion about how gamers feel, and, after all,
Thomas asked for input.
---
Shepherds are the best beasts!
- Original Message -
From: Mike Reiser blindgu...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 12, 2010 10:19 AM
I agree with Charles on a few things. Thomas, how about if messages are
spoken totally at random, not necessarily when you encounter a trap? For
instance Angela could randomly say something like gee, it sure is cold in
here. that'll definitely add character. I'm not saying this should be
Hi all made some progress with the footie 11 game. they are awere that there
sight is not fully screen reader friendly and are going to discuss the
sujjestions i have made.
Ian McNamara
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Hi Yohandy,
Anything is possible I suppose. I haven't completely ruled comments
out for future releases, but more the simple case I didn't have enough
message files to make that a viable option and the way I wrote the
commenting feature it would take a lot of work rewriting it to pick
random
Hi Lori,
Sigh...As I have explained several times, including in my original
post, that's simply not feasable right now. The way I added the
comments to the game there is no way to turn them on/off. To fix that
I'd have to delete all that code and rewrite it from scratch with the
on/off ability in
I find it a bit chaotic- almost like 4 games going on at once. I vaguely
made out captain america in one part, then maybe spiderman, but most of it
was just a big blur of noises.
No one ever kicked ass by saying I can't.
Johnny ST Tai
LIVE AND WALK WITH CONFIDENCE.
Interpersonal and Social
Hi Nicol,
You were probably too close to the harpy to injure/kill her. After all
if you are going to use a sword, gun, or even throw a punch there has
to be some space between you and the enemy to maneuver around some.
You can't be exactly at the same location she is to injure/kill the
harpy.
BTW,
Yeah. Unfortunately for the people who can't follow games that go too fast,
this one might be out. The pace has picked up drasticaly since the first
game... even marvel vs. Capcom 2 was nuts.
- Original Message -
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list
I have this you need to jump to the right as quick as you can then
turn left then try.
you can try your fists if you are that close.
At 11:28 p.m. 12/10/2010, you wrote:
HI Tom and list\
After I jumped over the fire in level1, I met a harpie.
I couldn't kill him with any weapon I had.
His sound
That's one of my main complaints when comparing today's games:
PS2/3/Xbox/etc, to the ealrier ps1 and beyond games. Granted audio and
visual have progressed far, but I've seen so many games now that to me
anyway, just sound like a jumbled mess- this, when coupled with loud and
trashy music in
Partly it's just getting used to it.
Did you just say teken 6 has trashy music? Oh my... that's an opinion I
disagree with. But I'll keep that to myself. Some of the best tracks are
from that game. lol.
I think it depends on the game. Soul Calibur 4, for example, is a bit more
slow and
Hi Thomas,
yesterday i have installed the latest Ubuntu version 10.10 mawerick meerkat.
Now i have tried to play Mota beta 14 under it, and i have found that
problem with slow keyboard reactions disappeared. Now game under linux
has the same speed like in windows.
Hope it is not only in my
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