Re: [Audyssey] thoughts on monty

2006-06-26 Thread Wil James
If you die falling off a ladder, then yes, it has thrown people.  That
simply isn't realistic.  How about the metal ladder's sound?  Did they even
have metal ladders in the sixteenth century?  Why not make it a wooden
ladder.  They definitely had wood back then.  For falling off the ladder, if
you get health points deducted, it would be even more realistic.

 
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-Original Message-
From: Thomas Ward [mailto:[EMAIL PROTECTED] 
Sent: Sunday, June 25, 2006 12:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] thoughts on monty

Hi, Kelly.
I don't believe you could in the classic arcade game. In fact I don't
remember being able to move any other direction other than up or down on a
ladder.
I attempted to add a little more element of realism with Monty, but
apparently that element of realism has thrown people.


Kellie and Lady J wrote:
 Hey Tom,
 I personally, didn't mind the possibility of falling to my death with 
 the ladders.  Once, I realized that I couldn't do that, I didn't.

 But, out of curiosity, in the atari version, could the character die 
 if he fell off the ladder? I am just curious, as I said I don't mind 
 it, I like the challenge, but since others do, thought I would pose that
question.
 Kellie and my loveable Lady J.
 Not all who wander are lost.
  J. R. R. Tolkien
 msn, [EMAIL PROTECTED]
 aim sionnain74
 skype, sabrielle
   


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Re: [Audyssey] thoughts on monty

2006-06-26 Thread Thomas Ward
Hi, Will.
Well, as for falling off ladders that has now been corrected in the 
patch I am working on. You can't fall off of them.
As for metal ladders it is a bit unrealistic to have metal ladders, but 
then again there are always unreal elements in games. For example, they 
didn't have warp platforms, rolling living skulls, man sized spiders, 
etc in the 16th century either.
The main reason I went back to metal ladders rather than wooden ones is 
people want the top of the ladders to sound different from the bottoms. 
Using a specific sound for each helps a person know to go up or down.
Another reason is there is wooden bridges in the game in higher levels. 
I think it wize that the bridges sound different from a ladder.

 Wil James wrote:
 If you die falling off a ladder, then yes, it has thrown people.  That
 simply isn't realistic.  How about the metal ladder's sound?  Did they even
 have metal ladders in the sixteenth century?  Why not make it a wooden
 ladder.  They definitely had wood back then.  For falling off the ladder, if
 you get health points deducted, it would be even more realistic.
   


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Re: [Audyssey] thoughts on monty

2006-06-26 Thread Thomas Ward
Hi, Bryan.
Yes, there are still other enemies that haven't been introduced yet. For 
example there may be some crocks, and there will be zombies walking 
around in some of the temples.
There is allot of traps that haven't been introduced yet. Let's just say 
Alpha 1 is only a preview of that which is to come.


Bryan Peterson wrote:
 I noticed in the description of the game that snakes, spiders and 
 skulls weren't the only monsters listed. Will there still be others? 
 It said something about undead enemies as well. I did notice in other 
 similar games that aside from lava pits, cliffs and things, there were 
 also swinging blade traps that had to be avoided in some way or 
 another. I wonder if that's something that could be simulated well 
 solely with sound. One of those types of games were the Prince of 
 Persia series, and Monty does bear some resemblance to the Prince of 
 Persia games in that you're exploring some ancient temple in search of 
 treasure. Then again treasure hunting was more of an aside in Prince 
 of Persia, but the climbing, jumping, running and avoiding traps are 
 all present.



 It ain't pretty when the pretty leaves you with no place to go.


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Re: [Audyssey] thoughts on monty

2006-06-25 Thread Yohandy
Well yes, that would be nice, but I'm not sure we'll see that happening in 
the accessible gaming community. Or maybe we will, with monti.

- Original Message - 
From: Ryan Strunk [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:24 PM
Subject: Re: [Audyssey] thoughts on monty


 Hours, even days? I want a game that's hard enough to take me weeks! If I
 buy a game, and I can beat it in only a few days, I'm not happy.

 Ryan

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Yohandy
 Sent: Saturday, June 24, 2006 10:59 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] thoughts on monty

 I actually really enjoy this game. That's the hole point, to make it
 realistic. I bet you won't be jumping off a ladder again, or jumping too 
 far
 to the right. *grin*. I really like it as it is. Audio games are just way
 too easy in my opinion, no insult to developers meant. this is the first
 audio game I've played that has some realism. it is one of the reasons I
 will buy it as soon as it's out. it'll certainly take me hours, maybe even
 days to complete.
 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.
 P.S.
 Are we actually supposed to be able to jump from roof to roof?
 When the game first starts, I can just keep jumping up into the air, with
 out using ladders or ropes. pretty funny actually. If I jump way too high,
 the game freezes completely.



 - Original Message -
 From: Liam Erven [EMAIL PROTECTED]
 To: gamers discussion list Gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:45 AM
 Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings
 about this game.  It's kind of hard to review this fairly from a gamer's
 stand point as I develop games and constantly have ideas.  I certainly
 don't have anything against Tom or the work he does, so please keep that
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy
 version much better.  and there are a number of reasons.  First off, I
 like the more fluid jumping motion evident in the older demo.  pressing
 the space bar and the up arrow to jump makes no sense to me as a gamer,
 and is really confusing.  The little I was able to get through, I just 
 got

 confused with jumping.  Second, I didn't like the lack of feedback I got
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up to
 pick up the gem as I get to the top of the ladder, and I fall to my 
 death.

 I understand that there is a more realistic touch, but how was I supposed
 to know that jumping off a ladder would result in something like this?
 further more, I didn't even know I wasn't at the top even though it
 certainly sounded like I was.  To then continue on about lack of 
 feedback.

 I'm about to jump over a snake that wants to bite me.  Well.  I take a
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't
 aware that there was a ledge, and/or a rope.  There is one more thing 
 that

 was a little confusing.  The read me file.  I understand that this is a
 demo, and that things wil change and so forth.  But documentation
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo
 that jumping on a snake would kill me or that  I could actually step off 
 a

 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my favorite
 enhancements are the new sounds.  Man are those cool.  The most important
 thing to me has got to be sounds.  If the game doesn't have good sounds
 that will put me right in the middle of the action, then I just can't get
 in to the game.  Monty really handles this well, as I really feel like 
 I'm

 exploring a temple.  I'm also quite pleased, that development on this
 title has continued.  It really looks to be a promising title that 
 already

 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon.
 The controls for one thing are something that needs to be address.  And
 situations where feedback should be given don't seem to be there.  Maybe
 I'm totally off base, but I won't if any others have noticed the same
 things i have?  Keep up the good work though.  The game needs improving,
 but I do see good things ahead if things are changed.

 Liam
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Re: [Audyssey] thoughts on monty

2006-06-25 Thread The Kolesar Brothers
Hey Thanks for explainging that Tom. That surely would help while playing 
the game. I also could give you a better opinion of the game after I try 
that as well.
There has been some of those grid games. Some of the hand to ear gamer are 
trying to fit a two d game into a three d platform at in my opinion they 
just don't work. I wished that they did though. But I've down loaded almost 
every game that has come out thus far and rejected only a few of them. So 
can't wait until the pat and or up grade comes out to get this a honest 
opinion.
Ron and Boz
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:24 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Ron.
 Well, obviously the time on releasing the patch will be dependant on how
 long it takes to fix the various bug reports, test, etc.
 As for reviewing I do have something planned for that. esentually, how
 it would work you would use something like r and it would say review
 mode on. You could then move the arrow keys or numpad keys around on the
 screen to find out what is in that room, which way ladders, run, etc.
 Basicly, like a Jaws curser mode you might think of it in that light.



 The Kolesar Brothers wrote:
 OK Tom. Any eta on when the patch will be out? I realize you have your 
 plate
 full at the moment while you are trying to answer all of the question 
 from
 we your customers. As well as truing to fix the game. Will there be 
 features
 in the game like examine where you are at? As well as a look command?
 Like I said the jurrey is still out on this game. I've beta games in the
 past. But your game looks like an old dos game that we once played. The 
 game
 was either adventure or huge cave. I also need to listen to learn the 
 wave
 files once again. The one nice feature that you do have in this game is 
 that
 you can move via the arrow keys.
 Thanks for writing back.
 Ron
 The Kolesar Brothers and their
 great guide dogs.
 [EMAIL PROTECTED]



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Re: [Audyssey] thoughts on monty

2006-06-25 Thread Thomas Ward
Hi, Kelly.
Agreed, but unfortunately it wasn't very well recieved by the end users 
so I am now going to restrict ladder movement to up and down. However, 
you can still fall off ledges and die where in the original game you 
fell off ledges and landed ok no matter if it was 50 feet in the  air. Grin.
Well, that certainly wasn't very realistic and dying from a  fall like 
that is logical.


Kellie and Lady J wrote:
 It is unfortunate, b/c I like it. the dieing when falling off a ladder adds 
 challenge. smiles
 Kellie and my loveable Lady J.
 Wizard's third rule: passion rules reason.
  from Blood of the Fold
 msn, [EMAIL PROTECTED]
 aim sionnain74
 skype, sabrielle
   


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[Audyssey] thoughts on monty

2006-06-24 Thread Liam Erven
Ok.  I thought I'd try and write up a very specific post on my feelings about 
this game.  It's kind of hard to review this fairly from a gamer's stand point 
as I develop games and constantly have ideas.  I certainly don't have anything 
against Tom or the work he does, so please keep that in mind.

The demo does not impress me.  Plain and simple.  I liked the alchamy version 
much better.  and there are a number of reasons.  First off, I like the more 
fluid jumping motion evident in the older demo.  pressing the space bar and the 
up arrow to jump makes no sense to me as a gamer, and is really confusing.  The 
little I was able to get through, I just got confused with jumping.  Second, I 
didn't like the lack of feedback I got on certain situations.  I'm climing a 
ladder, I hear a gem.  I jump up to pick up the gem as I get to the top of the 
ladder, and I fall to my death.   I understand that there is a more realistic 
touch, but how was I supposed to know that jumping off a ladder would result in 
something like this?  further more, I didn't even know I wasn't at the top even 
though it certainly sounded like I was.  To then continue on about lack of 
feedback.  I'm about to jump over a snake that wants to bite me.  Well.  I take 
a nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't aware 
that there was a ledge, and/or a rope.  There is one more thing that was a 
little confusing.  The read me file.  I understand that this is a demo, and 
that things wil change and so forth.  But documentation shouldn't leaveme with 
unanswer questions.  For isntance.  I didn't knwo that jumping on a snake would 
kill me or that  I could actually step off a ladder.  Maybe I missed an 
important line, but I'm not sure.

There are things I like.  It's not all bad I promise.  One of my favorite 
enhancements are the new sounds.  Man are those cool.  The most important thing 
to me has got to be sounds.  If the game doesn't have good sounds that will put 
me right in the middle of the action, then I just can't get in to the game.  
Monty really handles this well, as I really feel like I'm exploring a temple.  
I'm also quite pleased, that development on this title has continued.  It 
really looks to be a promising title that already many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things in 
this demo.

In closing, I like the game but I feel much needs to be improved upon.  The 
controls for one thing are something that needs to be address.  And situations 
where feedback should be given don't seem to be there.  Maybe I'm totally off 
base, but I won't if any others have noticed the same things i have?  Keep up 
the good work though.  The game needs improving, but I do see good things ahead 
if things are changed.

Liam
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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Yohandy
I actually really enjoy this game. That's the hole point, to make it 
realistic. I bet you won't be jumping off a ladder again, or jumping too far 
to the right. *grin*. I really like it as it is. Audio games are just way 
too easy in my opinion, no insult to developers meant. this is the first 
audio game I've played that has some realism. it is one of the reasons I 
will buy it as soon as it's out. it'll certainly take me hours, maybe even 
days to complete.
There is also nothing wrong with pressing space and up to jump up. Seems 
logical to me.
P.S.
Are we actually supposed to be able to jump from roof to roof?
When the game first starts, I can just keep jumping up into the air, with 
out using ladders or ropes. pretty funny actually. If I jump way too high, 
the game freezes completely.



- Original Message - 
From: Liam Erven [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:45 AM
Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings 
 about this game.  It's kind of hard to review this fairly from a gamer's 
 stand point as I develop games and constantly have ideas.  I certainly 
 don't have anything against Tom or the work he does, so please keep that 
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy 
 version much better.  and there are a number of reasons.  First off, I 
 like the more fluid jumping motion evident in the older demo.  pressing 
 the space bar and the up arrow to jump makes no sense to me as a gamer, 
 and is really confusing.  The little I was able to get through, I just got 
 confused with jumping.  Second, I didn't like the lack of feedback I got 
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up to 
 pick up the gem as I get to the top of the ladder, and I fall to my death. 
 I understand that there is a more realistic touch, but how was I supposed 
 to know that jumping off a ladder would result in something like this? 
 further more, I didn't even know I wasn't at the top even though it 
 certainly sounded like I was.  To then continue on about lack of feedback. 
 I'm about to jump over a snake that wants to bite me.  Well.  I take a 
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't 
 aware that there was a ledge, and/or a rope.  There is one more thing that 
 was a little confusing.  The read me file.  I understand that this is a 
 demo, and that things wil change and so forth.  But documentation 
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo 
 that jumping on a snake would kill me or that  I could actually step off a 
 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my favorite 
 enhancements are the new sounds.  Man are those cool.  The most important 
 thing to me has got to be sounds.  If the game doesn't have good sounds 
 that will put me right in the middle of the action, then I just can't get 
 in to the game.  Monty really handles this well, as I really feel like I'm 
 exploring a temple.  I'm also quite pleased, that development on this 
 title has continued.  It really looks to be a promising title that already 
 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things 
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon. 
 The controls for one thing are something that needs to be address.  And 
 situations where feedback should be given don't seem to be there.  Maybe 
 I'm totally off base, but I won't if any others have noticed the same 
 things i have?  Keep up the good work though.  The game needs improving, 
 but I do see good things ahead if things are changed.

 Liam
 ___
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 visit
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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Liam Erven
There is also nothing wrong with pressing space and up to jump up. Seems
logical to me.

In all the consoll games I played jump sent you up in to the air, and then 
you could use arrows to move.  I can't think of any games that does what 
monty does.  though, I could be forgetting one.  Does anyone remember any?


- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 10:59 AM
Subject: Re: [Audyssey] thoughts on monty


I actually really enjoy this game. That's the hole point, to make it
 realistic. I bet you won't be jumping off a ladder again, or jumping too 
 far
 to the right. *grin*. I really like it as it is. Audio games are just way
 too easy in my opinion, no insult to developers meant. this is the first
 audio game I've played that has some realism. it is one of the reasons I
 will buy it as soon as it's out. it'll certainly take me hours, maybe even
 days to complete.
 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.
 P.S.
 Are we actually supposed to be able to jump from roof to roof?
 When the game first starts, I can just keep jumping up into the air, with
 out using ladders or ropes. pretty funny actually. If I jump way too high,
 the game freezes completely.



 - Original Message - 
 From: Liam Erven [EMAIL PROTECTED]
 To: gamers discussion list Gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:45 AM
 Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings
 about this game.  It's kind of hard to review this fairly from a gamer's
 stand point as I develop games and constantly have ideas.  I certainly
 don't have anything against Tom or the work he does, so please keep that
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy
 version much better.  and there are a number of reasons.  First off, I
 like the more fluid jumping motion evident in the older demo.  pressing
 the space bar and the up arrow to jump makes no sense to me as a gamer,
 and is really confusing.  The little I was able to get through, I just 
 got
 confused with jumping.  Second, I didn't like the lack of feedback I got
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up to
 pick up the gem as I get to the top of the ladder, and I fall to my 
 death.
 I understand that there is a more realistic touch, but how was I supposed
 to know that jumping off a ladder would result in something like this?
 further more, I didn't even know I wasn't at the top even though it
 certainly sounded like I was.  To then continue on about lack of 
 feedback.
 I'm about to jump over a snake that wants to bite me.  Well.  I take a
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't
 aware that there was a ledge, and/or a rope.  There is one more thing 
 that
 was a little confusing.  The read me file.  I understand that this is a
 demo, and that things wil change and so forth.  But documentation
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo
 that jumping on a snake would kill me or that  I could actually step off 
 a
 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my favorite
 enhancements are the new sounds.  Man are those cool.  The most important
 thing to me has got to be sounds.  If the game doesn't have good sounds
 that will put me right in the middle of the action, then I just can't get
 in to the game.  Monty really handles this well, as I really feel like 
 I'm
 exploring a temple.  I'm also quite pleased, that development on this
 title has continued.  It really looks to be a promising title that 
 already
 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon.
 The controls for one thing are something that needs to be address.  And
 situations where feedback should be given don't seem to be there.  Maybe
 I'm totally off base, but I won't if any others have noticed the same
 things i have?  Keep up the good work though.  The game needs improving,
 but I do see good things ahead if things are changed.

 Liam
 ___
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 visit
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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Brandon Cole
The only thing I would like to say in response to this is that I do agree 
that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're 
high enough, but certainly not kill you. One could survive a 20 foot fall, 
and that's about how tall these ladders seem to be. As for the ledge, well, 
there is a look function. There. I'm done. Just my thoughts.
- Original Message - 
From: Liam Erven [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:45 AM
Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings 
 about this game.  It's kind of hard to review this fairly from a gamer's 
 stand point as I develop games and constantly have ideas.  I certainly 
 don't have anything against Tom or the work he does, so please keep that 
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy 
 version much better.  and there are a number of reasons.  First off, I 
 like the more fluid jumping motion evident in the older demo.  pressing 
 the space bar and the up arrow to jump makes no sense to me as a gamer, 
 and is really confusing.  The little I was able to get through, I just got 
 confused with jumping.  Second, I didn't like the lack of feedback I got 
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up to 
 pick up the gem as I get to the top of the ladder, and I fall to my death. 
 I understand that there is a more realistic touch, but how was I supposed 
 to know that jumping off a ladder would result in something like this? 
 further more, I didn't even know I wasn't at the top even though it 
 certainly sounded like I was.  To then continue on about lack of feedback. 
 I'm about to jump over a snake that wants to bite me.  Well.  I take a 
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't 
 aware that there was a ledge, and/or a rope.  There is one more thing that 
 was a little confusing.  The read me file.  I understand that this is a 
 demo, and that things wil change and so forth.  But documentation 
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo 
 that jumping on a snake would kill me or that  I could actually step off a 
 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my favorite 
 enhancements are the new sounds.  Man are those cool.  The most important 
 thing to me has got to be sounds.  If the game doesn't have good sounds 
 that will put me right in the middle of the action, then I just can't get 
 in to the game.  Monty really handles this well, as I really feel like I'm 
 exploring a temple.  I'm also quite pleased, that development on this 
 title has continued.  It really looks to be a promising title that already 
 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things 
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon. 
 The controls for one thing are something that needs to be address.  And 
 situations where feedback should be given don't seem to be there.  Maybe 
 I'm totally off base, but I won't if any others have noticed the same 
 things i have?  Keep up the good work though.  The game needs improving, 
 but I do see good things ahead if things are changed.

 Liam
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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Liam Erven
oh?  I didn't see one documented.  I'm gonna look again.
k.  just went through and didn't see one.  I see a direction command, and an 
object command.  but that's about it.

- Original Message - 
From: Brandon Cole [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:12 AM
Subject: Re: [Audyssey] thoughts on monty


 The only thing I would like to say in response to this is that I do agree
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're
 high enough, but certainly not kill you. One could survive a 20 foot fall,
 and that's about how tall these ladders seem to be. As for the ledge, 
 well,
 there is a look function. There. I'm done. Just my thoughts.
 - Original Message - 
 From: Liam Erven [EMAIL PROTECTED]
 To: gamers discussion list Gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:45 AM
 Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings
 about this game.  It's kind of hard to review this fairly from a gamer's
 stand point as I develop games and constantly have ideas.  I certainly
 don't have anything against Tom or the work he does, so please keep that
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy
 version much better.  and there are a number of reasons.  First off, I
 like the more fluid jumping motion evident in the older demo.  pressing
 the space bar and the up arrow to jump makes no sense to me as a gamer,
 and is really confusing.  The little I was able to get through, I just 
 got
 confused with jumping.  Second, I didn't like the lack of feedback I got
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up to
 pick up the gem as I get to the top of the ladder, and I fall to my 
 death.
 I understand that there is a more realistic touch, but how was I supposed
 to know that jumping off a ladder would result in something like this?
 further more, I didn't even know I wasn't at the top even though it
 certainly sounded like I was.  To then continue on about lack of 
 feedback.
 I'm about to jump over a snake that wants to bite me.  Well.  I take a
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't
 aware that there was a ledge, and/or a rope.  There is one more thing 
 that
 was a little confusing.  The read me file.  I understand that this is a
 demo, and that things wil change and so forth.  But documentation
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo
 that jumping on a snake would kill me or that  I could actually step off 
 a
 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my favorite
 enhancements are the new sounds.  Man are those cool.  The most important
 thing to me has got to be sounds.  If the game doesn't have good sounds
 that will put me right in the middle of the action, then I just can't get
 in to the game.  Monty really handles this well, as I really feel like 
 I'm
 exploring a temple.  I'm also quite pleased, that development on this
 title has continued.  It really looks to be a promising title that 
 already
 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon.
 The controls for one thing are something that needs to be address.  And
 situations where feedback should be given don't seem to be there.  Maybe
 I'm totally off base, but I won't if any others have noticed the same
 things i have?  Keep up the good work though.  The game needs improving,
 but I do see good things ahead if things are changed.

 Liam
 ___
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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
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 any subscription changes via the web.



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 __ NOD32 1.1620 (20060624) Information __

 This message was checked by NOD32 antivirus system.
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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Brandon Cole
Ok, well, uh, perhaps I should take that back then. See, I assumed there was 
a look function because there used to be one. I didn't actually read through 
the documentation. I did, however, almost beat that temple.
- Original Message - 
From: Liam Erven [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 12:22 PM
Subject: Re: [Audyssey] thoughts on monty


 oh?  I didn't see one documented.  I'm gonna look again.
 k.  just went through and didn't see one.  I see a direction command, and 
 an
 object command.  but that's about it.

 - Original Message - 
 From: Brandon Cole [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:12 AM
 Subject: Re: [Audyssey] thoughts on monty


 The only thing I would like to say in response to this is that I do agree
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're
 high enough, but certainly not kill you. One could survive a 20 foot 
 fall,
 and that's about how tall these ladders seem to be. As for the ledge,
 well,
 there is a look function. There. I'm done. Just my thoughts.
 - Original Message - 
 From: Liam Erven [EMAIL PROTECTED]
 To: gamers discussion list Gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:45 AM
 Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings
 about this game.  It's kind of hard to review this fairly from a gamer's
 stand point as I develop games and constantly have ideas.  I certainly
 don't have anything against Tom or the work he does, so please keep that
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy
 version much better.  and there are a number of reasons.  First off, I
 like the more fluid jumping motion evident in the older demo.  pressing
 the space bar and the up arrow to jump makes no sense to me as a gamer,
 and is really confusing.  The little I was able to get through, I just
 got
 confused with jumping.  Second, I didn't like the lack of feedback I got
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up 
 to
 pick up the gem as I get to the top of the ladder, and I fall to my
 death.
 I understand that there is a more realistic touch, but how was I 
 supposed
 to know that jumping off a ladder would result in something like this?
 further more, I didn't even know I wasn't at the top even though it
 certainly sounded like I was.  To then continue on about lack of
 feedback.
 I'm about to jump over a snake that wants to bite me.  Well.  I take a
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't
 aware that there was a ledge, and/or a rope.  There is one more thing
 that
 was a little confusing.  The read me file.  I understand that this is a
 demo, and that things wil change and so forth.  But documentation
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo
 that jumping on a snake would kill me or that  I could actually step off
 a
 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my 
 favorite
 enhancements are the new sounds.  Man are those cool.  The most 
 important
 thing to me has got to be sounds.  If the game doesn't have good sounds
 that will put me right in the middle of the action, then I just can't 
 get
 in to the game.  Monty really handles this well, as I really feel like
 I'm
 exploring a temple.  I'm also quite pleased, that development on this
 title has continued.  It really looks to be a promising title that
 already
 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon.
 The controls for one thing are something that needs to be address.  And
 situations where feedback should be given don't seem to be there.  Maybe
 I'm totally off base, but I won't if any others have noticed the same
 things i have?  Keep up the good work though.  The game needs improving,
 but I do see good things ahead if things are changed.

 Liam
 ___
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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
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 visit
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 __ NOD32 1.1620 (20060624) Information __

 This message was checked by NOD32 antivirus system.
 http://www.eset.com




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 To unsubscribe send E-mail to [EMAIL

Re: [Audyssey] thoughts on monty

2006-06-24 Thread Che
  Well, I haven't playd the game myself, as platform games aren't my cup of 
tea, but just because a game designer is doing something in a new way 
doesn't mean it isn't a better way.
  It seems fairly logical to me to use the arrow keys in combination with 
the spacebar, so you can easily go from moving right to jumping right and 
keep on trucking, eh?
  Personally, I think as gamers, we should be encouraging new ideas like 
this in game design.
 In my opinion , overall the accessible game offerings are as stale as the 
bread from the last supper, and I say it is high time we as game buyers 
demanded more, both in the control systems of our games and the overall 
concepts of those games.
Rock.
  Che, pronounced Shay for you jaws users, grin.

- Original Message - 
From: Liam Erven [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:03 AM
Subject: Re: [Audyssey] thoughts on monty


 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.

 In all the consoll games I played jump sent you up in to the air, and then
 you could use arrows to move.  I can't think of any games that does what
 monty does.  though, I could be forgetting one.  Does anyone remember any?


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Yohandy
yes, jump in console games sent you up, but not up on anything. you would 
just jump straight up in the air. if you wanted to climb something above 
you, you'd press jump plus up on your controller. or jump plus up and right 
together to jump up and to your right.



- Original Message - 
From: Liam Erven [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 12:03 PM
Subject: Re: [Audyssey] thoughts on monty


 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.

 In all the consoll games I played jump sent you up in to the air, and then
 you could use arrows to move.  I can't think of any games that does what
 monty does.  though, I could be forgetting one.  Does anyone remember any?


 - Original Message - 
 From: Yohandy [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 10:59 AM
 Subject: Re: [Audyssey] thoughts on monty


I actually really enjoy this game. That's the hole point, to make it
 realistic. I bet you won't be jumping off a ladder again, or jumping too
 far
 to the right. *grin*. I really like it as it is. Audio games are just way
 too easy in my opinion, no insult to developers meant. this is the first
 audio game I've played that has some realism. it is one of the reasons I
 will buy it as soon as it's out. it'll certainly take me hours, maybe 
 even
 days to complete.
 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.
 P.S.
 Are we actually supposed to be able to jump from roof to roof?
 When the game first starts, I can just keep jumping up into the air, with
 out using ladders or ropes. pretty funny actually. If I jump way too 
 high,
 the game freezes completely.



 - Original Message - 
 From: Liam Erven [EMAIL PROTECTED]
 To: gamers discussion list Gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:45 AM
 Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings
 about this game.  It's kind of hard to review this fairly from a gamer's
 stand point as I develop games and constantly have ideas.  I certainly
 don't have anything against Tom or the work he does, so please keep that
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy
 version much better.  and there are a number of reasons.  First off, I
 like the more fluid jumping motion evident in the older demo.  pressing
 the space bar and the up arrow to jump makes no sense to me as a gamer,
 and is really confusing.  The little I was able to get through, I just
 got
 confused with jumping.  Second, I didn't like the lack of feedback I got
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up 
 to
 pick up the gem as I get to the top of the ladder, and I fall to my
 death.
 I understand that there is a more realistic touch, but how was I 
 supposed
 to know that jumping off a ladder would result in something like this?
 further more, I didn't even know I wasn't at the top even though it
 certainly sounded like I was.  To then continue on about lack of
 feedback.
 I'm about to jump over a snake that wants to bite me.  Well.  I take a
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't
 aware that there was a ledge, and/or a rope.  There is one more thing
 that
 was a little confusing.  The read me file.  I understand that this is a
 demo, and that things wil change and so forth.  But documentation
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo
 that jumping on a snake would kill me or that  I could actually step off
 a
 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my 
 favorite
 enhancements are the new sounds.  Man are those cool.  The most 
 important
 thing to me has got to be sounds.  If the game doesn't have good sounds
 that will put me right in the middle of the action, then I just can't 
 get
 in to the game.  Monty really handles this well, as I really feel like
 I'm
 exploring a temple.  I'm also quite pleased, that development on this
 title has continued.  It really looks to be a promising title that
 already
 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon.
 The controls for one thing are something that needs to be address.  And
 situations where feedback should be given don't seem to be there.  Maybe
 I'm totally off base, but I won't if any others have noticed the same
 things i have?  Keep up the good work though.  The game needs improving,
 but I do see good things ahead if things are changed.

 Liam
 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
 http

Re: [Audyssey] thoughts on monty

2006-06-24 Thread The Kolesar Brothers
I made one hundred points, but I surely don't know how I did it. I couldn't 
find anything and the only thing I could do is to jump upwards. Everytime I 
would go to the left, I would fall to my death. So the jurrey is still out 
on this game.
Ron
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 12:33 PM
Subject: Re: [Audyssey] thoughts on monty


  Well, I haven't playd the game myself, as platform games aren't my cup of
 tea, but just because a game designer is doing something in a new way
 doesn't mean it isn't a better way.
  It seems fairly logical to me to use the arrow keys in combination with
 the spacebar, so you can easily go from moving right to jumping right and
 keep on trucking, eh?
  Personally, I think as gamers, we should be encouraging new ideas like
 this in game design.
 In my opinion , overall the accessible game offerings are as stale as the
 bread from the last supper, and I say it is high time we as game buyers
 demanded more, both in the control systems of our games and the overall
 concepts of those games.
 Rock.
  Che, pronounced Shay for you jaws users, grin.

 - Original Message - 
 From: Liam Erven [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:03 AM
 Subject: Re: [Audyssey] thoughts on monty


 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.

 In all the consoll games I played jump sent you up in to the air, and 
 then
 you could use arrows to move.  I can't think of any games that does what
 monty does.  though, I could be forgetting one.  Does anyone remember 
 any?


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Yohandy
I think it's that jumping bug. Don't jump too far in either direction.


- Original Message - 
From: The Kolesar Brothers [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 12:41 PM
Subject: Re: [Audyssey] thoughts on monty


I made one hundred points, but I surely don't know how I did it. I couldn't
 find anything and the only thing I could do is to jump upwards. Everytime 
 I
 would go to the left, I would fall to my death. So the jurrey is still out
 on this game.
 Ron
 The Kolesar Brothers and their
 great guide dogs.
 [EMAIL PROTECTED]

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 12:33 PM
 Subject: Re: [Audyssey] thoughts on monty


  Well, I haven't playd the game myself, as platform games aren't my cup 
 of
 tea, but just because a game designer is doing something in a new way
 doesn't mean it isn't a better way.
  It seems fairly logical to me to use the arrow keys in combination with
 the spacebar, so you can easily go from moving right to jumping right and
 keep on trucking, eh?
  Personally, I think as gamers, we should be encouraging new ideas like
 this in game design.
 In my opinion , overall the accessible game offerings are as stale as the
 bread from the last supper, and I say it is high time we as game buyers
 demanded more, both in the control systems of our games and the overall
 concepts of those games.
 Rock.
  Che, pronounced Shay for you jaws users, grin.

 - Original Message - 
 From: Liam Erven [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:03 AM
 Subject: Re: [Audyssey] thoughts on monty


 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.

 In all the consoll games I played jump sent you up in to the air, and
 then
 you could use arrows to move.  I can't think of any games that does what
 monty does.  though, I could be forgetting one.  Does anyone remember
 any?


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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.



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Re: [Audyssey] thoughts on monty

2006-06-24 Thread ari
Hi Che,
I'm sad to say this, I know it's a space, installer, and resources issue,
but what annoys me about some accessible games, especially a game like Tank
Commander, I was extremely disappointed about that their were only 6 levels.
Developers, particularly Tank Commander, should really bring out expansion
packs, more levels and more features. I hope whoever develops Mario will not
forget the fact that in the original game their were tunnels that you could
fall through which would transport you to all kinds of new fascinating
worlds. I think on average, sighted games have about 20 levels at least, and
the great thing for them is that they can just go and snap up hot new games
every week! It is sad that the accessible games market is so small, because
it would have been cool if developers could make enough money out of games
to devote themselves full-time to developing them. It is unfortunate that
most developers do AG's as a part-time thing.
Ari


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Re: [Audyssey] thoughts on Monty.

2006-06-24 Thread Ryan Conroy
I Emailed Tom, for my Emails are not getting threw to the list. I hope this one 
does.
There should be a look function; there was one in the previous version.
Also, this jumping thing is pretty bad. lol You jump more than a step, and 
you're dead?  Sorry, that's odd. I think there are some issues with jumping, 
and falling when you shouldn't be falling.
I also mentioned to Tom about the running feature. You used to be able to hold 
down control, and your character would run.. Not anymore though, this is 
something I'd like to have back. Any oppinions?
Other than all this, looks good.
Ryan

So you sedate and drown in vain
You've got a pill for every day
A suit and tie to mask the truth
It's ugly head is starting to show through
Sometimes when you're out of rope
The way to climb back up's unclear
The walls you build around yourself
I guess they also keep you here
Are you afraid of what they think?
Whoever 'they' happen to be
Or are you hiding from the scars
Of your own reality?
The monster you're feeding, your lack of perception
The things that you do to fulfill addictions
The light at the end of your tunnel is closing
What is it that you're so afraid of exposing
You'd give it all up
For what's there for the taking
Whatever it takes to keep your hands from shaking
The same things you're thinking might make you feel better
The same things that probably got you here. - Aaron Lewis


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Phil Vlasak
Hi Tom,
I just played my first game of Monty and I think you did a great job!
Now with the praises over with, I did find a few things annoying.
I liked the other version look ahead key for things such as walls and doors.
Now, when you hit a door or wall you get the character scream and also Kate 
saying what you ran into at the same time, so it is hard to tell what you 
hit.
Either you should have a second of silence in the wall and door file before 
Kate talks or,
I suggest you place a near object next to a wall or door so Kate would say,
near door or near wall when one step from it.
When you walk over the metal I do not know if I should go up or down.
How about a holding hot key that will tell you what you are holding,
such as metal ladder below.
When you hit the down arrow it could switch to metal ladder and when 
reaching the bottom it could say metal ladder above.
Another idea would be to have x as and examine level key.
For example, it could say,
wall dirt dirt dirt ladder up dirt dirt dirt water water dirt dirt wall
 scanning the objects and openings from left to right.
All in all, an excellent start!
Phil


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Tom Randall
Wow, i am behind the times here, that is what having to set up a new system 
does to you i guess lol.  Anyhow i have not played the demo yet so my 
comments are going to be limited to what I have read so far on here.  As 
for the keys thing, well i believe Tom is going to make this thing pretty 
configurable eventually anyhow isn't he?  So that is not really an issue.

As for falling off of the ladders, well my vote would probably be to keep 
the behavior as close to the original game as possible since from what he 
has said Tom is trying to produce as faithful a version of the classic game 
as is practical.

That's all i have so far.

Tom


At 11:33 AM 6/24/2006 -0500, Che wrote:
   Well, I haven't playd the game myself, as platform games aren't my cup of
tea, but just because a game designer is doing something in a new way
doesn't mean it isn't a better way.
   It seems fairly logical to me to use the arrow keys in combination with
the spacebar, so you can easily go from moving right to jumping right and
keep on trucking, eh?
   Personally, I think as gamers, we should be encouraging new ideas like
this in game design.
  In my opinion , overall the accessible game offerings are as stale as the
bread from the last supper, and I say it is high time we as game buyers
demanded more, both in the control systems of our games and the overall
concepts of those games.
Rock.
   Che, pronounced Shay for you jaws users, grin.

- Original Message -
From: Liam Erven [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:03 AM
Subject: Re: [Audyssey] thoughts on monty


  There is also nothing wrong with pressing space and up to jump up. Seems
  logical to me.
 
  In all the consoll games I played jump sent you up in to the air, and then
  you could use arrows to move.  I can't think of any games that does what
  monty does.  though, I could be forgetting one.  Does anyone remember any?


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--

First come smiles, then lies, last is gunfire. 
Roland Deschain of Gilead 


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
Hi, Brandon and all.
Well, if this becomes to much of a trouble I can see doing one of two 
things for ladders. A restrict the player from falling off the ladder, 
or B fix it so they can fall without dying. Any thoughts?
As fore look functions not in Alpha 1. Certainly one is planned, but 
hasn't made it in to the engine proper yet.


Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do agree 
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're 
 high enough, but certainly not kill you. One could survive a 20 foot fall, 
 and that's about how tall these ladders seem to be. As for the ledge, well, 
 there is a look function. There. I'm done. Just my thoughts.
   


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Brandon Cole
I say that if you want the most realism you can get, allow for falling 
without dying, and base the amount of damage taken on the distance the 
player falls. For really short falls, the player could actually take no 
damage at all.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 2:06 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Brandon and all.
 Well, if this becomes to much of a trouble I can see doing one of two
 things for ladders. A restrict the player from falling off the ladder,
 or B fix it so they can fall without dying. Any thoughts?
 As fore look functions not in Alpha 1. Certainly one is planned, but
 hasn't made it in to the engine proper yet.


 Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do agree
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're
 high enough, but certainly not kill you. One could survive a 20 foot 
 fall,
 and that's about how tall these ladders seem to be. As for the ledge, 
 well,
 there is a look function. There. I'm done. Just my thoughts.



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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Charles Rivard
My thought would be that the farther you fall, the more damage is done up to 
a point at which you die.  A fall of just a few feet would result in no 
damage, but a fall of 30 feet would be, well, hazardous to your health!


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:06 AM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Brandon and all.
 Well, if this becomes to much of a trouble I can see doing one of two
 things for ladders. A restrict the player from falling off the ladder,
 or B fix it so they can fall without dying. Any thoughts?
 As fore look functions not in Alpha 1. Certainly one is planned, but
 hasn't made it in to the engine proper yet.


 Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do agree
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're
 high enough, but certainly not kill you. One could survive a 20 foot 
 fall,
 and that's about how tall these ladders seem to be. As for the ledge, 
 well,
 there is a look function. There. I'm done. Just my thoughts.



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Re: [Audyssey] thoughts on monty

2006-06-24 Thread reinhard Stebner
I vote for the falling of latter and getting killed.
 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Saturday, June 24, 2006 1:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] thoughts on monty

Hi, Brandon and all.
Well, if this becomes to much of a trouble I can see doing one of two 
things for ladders. A restrict the player from falling off the ladder, 
or B fix it so they can fall without dying. Any thoughts?
As fore look functions not in Alpha 1. Certainly one is planned, but 
hasn't made it in to the engine proper yet.


Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do agree 
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're 
 high enough, but certainly not kill you. One could survive a 20 foot fall,

 and that's about how tall these ladders seem to be. As for the ledge,
well, 
 there is a look function. There. I'm done. Just my thoughts.
   


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread ari
Yes, how about, take the ladder. A few steps up, if you fall, nothing
happens. About halfway or three-quarters up, you fall, you then have
something wrong, i.e slower walk, you then need a potion to restore your
health. Or maybe just an option, for the players who want, do you want to
die when falling off a ladder? I think sometimes, realism doesn't come into
it as much as a challenge. The gamer who wants more of a challenge or the
expert player might actually enjoy the fact of dying when falling
off a ladder!
Ari


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread The Kolesar Brothers
Hi Phil from Ron and Boz. You beat me to that set of comments. But I truely 
aggree with your comments on the game. I like your suggestions to the game 
as a fellow gamer.
Ron and Boz.
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: Phil Vlasak [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 1:48 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi Tom,
 I just played my first game of Monty and I think you did a great job!
 Now with the praises over with, I did find a few things annoying.
 I liked the other version look ahead key for things such as walls and 
 doors.
 Now, when you hit a door or wall you get the character scream and also 
 Kate
 saying what you ran into at the same time, so it is hard to tell what you
 hit.
 Either you should have a second of silence in the wall and door file 
 before
 Kate talks or,
 I suggest you place a near object next to a wall or door so Kate would 
 say,
 near door or near wall when one step from it.
 When you walk over the metal I do not know if I should go up or down.
 How about a holding hot key that will tell you what you are holding,
 such as metal ladder below.
 When you hit the down arrow it could switch to metal ladder and when
 reaching the bottom it could say metal ladder above.
 Another idea would be to have x as and examine level key.
 For example, it could say,
 wall dirt dirt dirt ladder up dirt dirt dirt water water dirt dirt wall
 scanning the objects and openings from left to right.
 All in all, an excellent start!
 Phil


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Liam Erven
But, the big question is.  How realistic is the game?  I mean.  is it a re 
creation of the original game with realisitc sounds, or is it a realistic re 
creation of an arcade game.  If it's a realistic game then yes falling off 
laders is ok I suppose.  I'm opposed to it, but it all depends where you 
plan to take the game.


- Original Message - 
From: Brandon Cole [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 1:11 PM
Subject: Re: [Audyssey] thoughts on monty


I say that if you want the most realism you can get, allow for falling
 without dying, and base the amount of damage taken on the distance the
 player falls. For really short falls, the player could actually take no
 damage at all.
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 2:06 PM
 Subject: Re: [Audyssey] thoughts on monty


 Hi, Brandon and all.
 Well, if this becomes to much of a trouble I can see doing one of two
 things for ladders. A restrict the player from falling off the ladder,
 or B fix it so they can fall without dying. Any thoughts?
 As fore look functions not in Alpha 1. Certainly one is planned, but
 hasn't made it in to the engine proper yet.


 Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do 
 agree
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if 
 you're
 high enough, but certainly not kill you. One could survive a 20 foot
 fall,
 and that's about how tall these ladders seem to be. As for the ledge,
 well,
 there is a look function. There. I'm done. Just my thoughts.



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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Jason SW
Hi,
There just isn't enough money for developers to support themselves with, if 
they were to do audiogame dev full-time. They would be out on the streets in 
no time at all.
- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:40 AM
Subject: Re: [Audyssey] thoughts on monty


 Hi Che,
 I'm sad to say this, I know it's a space, installer, and resources issue,
 but what annoys me about some accessible games, especially a game like 
 Tank
 Commander, I was extremely disappointed about that their were only 6 
 levels.
 Developers, particularly Tank Commander, should really bring out expansion
 packs, more levels and more features. I hope whoever develops Mario will 
 not
 forget the fact that in the original game their were tunnels that you 
 could
 fall through which would transport you to all kinds of new fascinating
 worlds. I think on average, sighted games have about 20 levels at least, 
 and
 the great thing for them is that they can just go and snap up hot new 
 games
 every week! It is sad that the accessible games market is so small, 
 because
 it would have been cool if developers could make enough money out of games
 to devote themselves full-time to developing them. It is unfortunate that
 most developers do AG's as a part-time thing.
 Ari


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Yohandy
No, it should definitely kill you. makes the game much more interesting.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 2:06 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Brandon and all.
 Well, if this becomes to much of a trouble I can see doing one of two
 things for ladders. A restrict the player from falling off the ladder,
 or B fix it so they can fall without dying. Any thoughts?
 As fore look functions not in Alpha 1. Certainly one is planned, but
 hasn't made it in to the engine proper yet.


 Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do agree
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're
 high enough, but certainly not kill you. One could survive a 20 foot 
 fall,
 and that's about how tall these ladders seem to be. As for the ledge, 
 well,
 there is a look function. There. I'm done. Just my thoughts.



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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Charles Rivard
If you fall from a ladder after climbing only a few feet, it would be 
unrealistic to die, wouldn't it?  I like realistic behavior in games.  If 
you fall from 30 feet, you should sustain more damage than from a 2 foot 
fall.  It only makes sense.


- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 1:38 PM
Subject: Re: [Audyssey] thoughts on monty


 No, it should definitely kill you. makes the game much more interesting.
 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 2:06 PM
 Subject: Re: [Audyssey] thoughts on monty


 Hi, Brandon and all.
 Well, if this becomes to much of a trouble I can see doing one of two
 things for ladders. A restrict the player from falling off the ladder,
 or B fix it so they can fall without dying. Any thoughts?
 As fore look functions not in Alpha 1. Certainly one is planned, but
 hasn't made it in to the engine proper yet.


 Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do 
 agree
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if 
 you're
 high enough, but certainly not kill you. One could survive a 20 foot
 fall,
 and that's about how tall these ladders seem to be. As for the ledge,
 well,
 there is a look function. There. I'm done. Just my thoughts.



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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Wil James
Why not make it when the player falls off the ladder, he looses health
points.  Depending on how high the player is on the ladder would make the
health points differences up.  If we fell off a ladder, wouldn't we loose
some sort of equilibrium for a moment?
 

Got a problem with your assistive technology?  Let Cutting Edge Solutions
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-Original Message-
From: Thomas Ward [mailto:[EMAIL PROTECTED] 
Sent: Saturday, June 24, 2006 2:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] thoughts on monty

Hi, Brandon and all.
Well, if this becomes to much of a trouble I can see doing one of two things
for ladders. A restrict the player from falling off the ladder, or B fix it
so they can fall without dying. Any thoughts?
As fore look functions not in Alpha 1. Certainly one is planned, but hasn't
made it in to the engine proper yet.


Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do 
 agree that falling off a ladder shouldn't kill you. Hurt you perhaps, 
 if you're high enough, but certainly not kill you. One could survive a 
 20 foot fall, and that's about how tall these ladders seem to be. As 
 for the ledge, well, there is a look function. There. I'm done. Just my
thoughts.
   


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
Hi, Ari.
I certainly haven't forgotten about the various tunnels etc in Mario. If 
I do it it certainly will take a long time to make.
However, that isn't the game we are talking about now so enough said.


ari wrote:
 Hi Che,
 I'm sad to say this, I know it's a space, installer, and resources issue,
 but what annoys me about some accessible games, especially a game like Tank
 Commander, I was extremely disappointed about that their were only 6 levels.
 Developers, particularly Tank Commander, should really bring out expansion
 packs, more levels and more features. I hope whoever develops Mario will not
 forget the fact that in the original game their were tunnels that you could
 fall through which would transport you to all kinds of new fascinating
 worlds. I think on average, sighted games have about 20 levels at least, and
 the great thing for them is that they can just go and snap up hot new games
 every week! It is sad that the accessible games market is so small, because
 it would have been cool if developers could make enough money out of games
 to devote themselves full-time to developing them. It is unfortunate that
 most developers do AG's as a part-time thing.
 Ari


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
Hi, Ron.
Sounds like you got a potion on easy level. That would result in a quick 
100 points.
Although, there is a known bug in the scoring system which I just fixed 
as a part of an on going patch I have started.



The Kolesar Brothers wrote:
 I made one hundred points, but I surely don't know how I did it. I couldn't 
 find anything and the only thing I could do is to jump upwards. Everytime I 
 would go to the left, I would fall to my death. So the jurrey is still out 
 on this game.
 Ron
 The Kolesar Brothers and their
 great guide dogs.
 [EMAIL PROTECTED]

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 12:33 PM
 Subject: Re: [Audyssey] thoughts on monty


   
  Well, I haven't playd the game myself, as platform games aren't my cup of
 tea, but just because a game designer is doing something in a new way
 doesn't mean it isn't a better way.
  It seems fairly logical to me to use the arrow keys in combination with
 the spacebar, so you can easily go from moving right to jumping right and
 keep on trucking, eh?
  Personally, I think as gamers, we should be encouraging new ideas like
 this in game design.
 In my opinion , overall the accessible game offerings are as stale as the
 bread from the last supper, and I say it is high time we as game buyers
 demanded more, both in the control systems of our games and the overall
 concepts of those games.
 Rock.
  Che, pronounced Shay for you jaws users, grin.

 - Original Message - 
 From: Liam Erven [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:03 AM
 Subject: Re: [Audyssey] thoughts on monty


 
 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.

 In all the consoll games I played jump sent you up in to the air, and 
 then
 you could use arrows to move.  I can't think of any games that does what
 monty does.  though, I could be forgetting one.  Does anyone remember 
 any?
   
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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
All I can say is that would be suicide.  It is bad enough at times to 
get past both skulls in the room with the red key and the gem in it.


Yohandy wrote:
 Che's right! We need even more challenge! Why not have 7 skulls at beginning 
 of level, then 3 snakes right after that and 2 lava pits? lol.
   



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Re: [Audyssey] thoughts on Monty.

2006-06-24 Thread Thomas Ward
Hi, Ryan.
This time it seams to have gotten through. I did send a more complete 
responce to the list answering these questions in a post Monty Comments.


Ryan Conroy wrote:
 I Emailed Tom, for my Emails are not getting threw to the list. I hope this 
 one does.
 There should be a look function; there was one in the previous version.
 Also, this jumping thing is pretty bad. lol You jump more than a step, and 
 you're dead?  Sorry, that's odd. I think there are some issues with jumping, 
 and falling when you shouldn't be falling.
 I also mentioned to Tom about the running feature. You used to be able to 
 hold down control, and your character would run.. Not anymore though, this is 
 something I'd like to have back. Any oppinions?
 Other than all this, looks good.
 Ryan

 So you sedate and drown in vain
 You've got a pill for every day
 A suit and tie to mask the truth
 It's ugly head is starting to show through
 Sometimes when you're out of rope
 The way to climb back up's unclear
 The walls you build around yourself
 I guess they also keep you here
 Are you afraid of what they think?
 Whoever 'they' happen to be
 Or are you hiding from the scars
 Of your own reality?
 The monster you're feeding, your lack of perception
 The things that you do to fulfill addictions
 The light at the end of your tunnel is closing
 What is it that you're so afraid of exposing
 You'd give it all up
 For what's there for the taking
 Whatever it takes to keep your hands from shaking
 The same things you're thinking might make you feel better
 The same things that probably got you here. - Aaron Lewis


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
Hi, Phil.
I'll keep your suggestions in mind.
Thanks.


Phil Vlasak wrote:
 Hi Tom,
 I just played my first game of Monty and I think you did a great job!
 Now with the praises over with, I did find a few things annoying.
 I liked the other version look ahead key for things such as walls and doors.
 Now, when you hit a door or wall you get the character scream and also Kate 
 saying what you ran into at the same time, so it is hard to tell what you 
 hit.
 Either you should have a second of silence in the wall and door file before 
 Kate talks or,
 I suggest you place a near object next to a wall or door so Kate would say,
 near door or near wall when one step from it.
 When you walk over the metal I do not know if I should go up or down.
 How about a holding hot key that will tell you what you are holding,
 such as metal ladder below.
 When you hit the down arrow it could switch to metal ladder and when 
 reaching the bottom it could say metal ladder above.
 Another idea would be to have x as and examine level key.
 For example, it could say,
 wall dirt dirt dirt ladder up dirt dirt dirt water water dirt dirt wall
  scanning the objects and openings from left to right.
 All in all, an excellent start!
 Phil


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
Hi, Charles.
Yeah, I see your point. Well, either that or when a player reaches the 
edge of a ladder I can also have it call a jump action which would jump 
rather than fall.


Charles Rivard wrote:
 If you fall from a ladder after climbing only a few feet, it would be 
 unrealistic to die, wouldn't it?  I like realistic behavior in games.  If 
 you fall from 30 feet, you should sustain more damage than from a 2 foot 
 fall.  It only makes sense.
   


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
That is strange. After it says you have died give it a few seconds and 
it should return to the main menu. If it is not doing that then it is 
doing something strange.
 I can't seam to reproduce this report. Anyone else have this problem?


Sarah wrote:
 I also notice  that I can't play the game for a third time. I hear you have 
 died and ihave to exit with alt+f4
   


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Ian McNamara
good game i am confused what jumps and when you here something how do you 
pick it up
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 25, 2006 12:30 AM
Subject: Re: [Audyssey] thoughts on monty


 All I can say is that would be suicide.  It is bad enough at times to
 get past both skulls in the room with the red key and the gem in it.


 Yohandy wrote:
 Che's right! We need even more challenge! Why not have 7 skulls at 
 beginning
 of level, then 3 snakes right after that and 2 lava pits? lol.




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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
Hi, Ian.
In most cases you have to jump to grab an item. For example jump right 
if an item is on your right and you will catch it. If it is left jump 
left. If it is directly above you jump up to grab it.
Items like gold are automatically picked up when walked over.
Smile.


Ian McNamara wrote:
 good game i am confused what jumps and when you here something how do you 
 pick it up
   


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread The Kolesar Brothers
OK Tom. Any eta on when the patch will be out? I realize you have your plate 
full at the moment while you are trying to answer all of the question from 
we your customers. As well as truing to fix the game. Will there be features 
in the game like examine where you are at? As well as a look command?
Like I said the jurrey is still out on this game. I've beta games in the 
past. But your game looks like an old dos game that we once played. The game 
was either adventure or huge cave. I also need to listen to learn the wave 
files once again. The one nice feature that you do have in this game is that 
you can move via the arrow keys.
Thanks for writing back.
Ron
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 7:29 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Ron.
 Sounds like you got a potion on easy level. That would result in a quick
 100 points.
 Although, there is a known bug in the scoring system which I just fixed
 as a part of an on going patch I have started.



 The Kolesar Brothers wrote:
 I made one hundred points, but I surely don't know how I did it. I 
 couldn't
 find anything and the only thing I could do is to jump upwards. Everytime 
 I
 would go to the left, I would fall to my death. So the jurrey is still 
 out
 on this game.
 Ron
 The Kolesar Brothers and their
 great guide dogs.
 [EMAIL PROTECTED]

 - Original Message - 
 From: Che [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 12:33 PM
 Subject: Re: [Audyssey] thoughts on monty



  Well, I haven't playd the game myself, as platform games aren't my cup 
 of
 tea, but just because a game designer is doing something in a new way
 doesn't mean it isn't a better way.
  It seems fairly logical to me to use the arrow keys in combination with
 the spacebar, so you can easily go from moving right to jumping right 
 and
 keep on trucking, eh?
  Personally, I think as gamers, we should be encouraging new ideas like
 this in game design.
 In my opinion , overall the accessible game offerings are as stale as 
 the
 bread from the last supper, and I say it is high time we as game buyers
 demanded more, both in the control systems of our games and the overall
 concepts of those games.
 Rock.
  Che, pronounced Shay for you jaws users, grin.

 - Original Message - 
 From: Liam Erven [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:03 AM
 Subject: Re: [Audyssey] thoughts on monty



 There is also nothing wrong with pressing space and up to jump up. 
 Seems
 logical to me.

 In all the consoll games I played jump sent you up in to the air, and
 then
 you could use arrows to move.  I can't think of any games that does 
 what
 monty does.  though, I could be forgetting one.  Does anyone remember
 any?

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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Kellie and Lady J
Personally, and this is just my opinion.  But, I felt the alchamy version 
wwas to simple. I like a challenge.  At first, I died when I over jumped teh 
snake as well, and when I landed on it to. But, that is how you learn.  I 
learned to be more careful, I learned to time my jump over an enemy pbetter. 
Practice is the key.  That is how it is for any sighted gamer.  Some 
actually read the manual that comes with it, but often they don't. They 
simply pick up the controler and play.

They might encounter something they didn't expect, or do something that 
results in a death, however that is part of the game.  Trial and error, you 
figure out what works and doesn't.  For me, this game represents a chalenge, 
and that is what I like.  I made it through the  old version with little 
difficulty at all and that makes no replay value in my opinion.

I hope you know I am not critasizing your thoughts on the game, just 
offering up some of my own opinions on it. *smiles
Kellie and my loveable Lady J.
Life isn't fair.  It's just fairer than death, that's all.
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: Liam Erven [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:45 AM
Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings 
 about this game.  It's kind of hard to review this fairly from a gamer's 
 stand point as I develop games and constantly have ideas.  I certainly 
 don't have anything against Tom or the work he does, so please keep that 
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy 
 version much better.  and there are a number of reasons.  First off, I 
 like the more fluid jumping motion evident in the older demo.  pressing 
 the space bar and the up arrow to jump makes no sense to me as a gamer, 
 and is really confusing.  The little I was able to get through, I just got 
 confused with jumping.  Second, I didn't like the lack of feedback I got 
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up to 
 pick up the gem as I get to the top of the ladder, and I fall to my death. 
 I understand that there is a more realistic touch, but how was I supposed 
 to know that jumping off a ladder would result in something like this? 
 further more, I didn't even know I wasn't at the top even though it 
 certainly sounded like I was.  To then continue on about lack of feedback. 
 I'm about to jump over a snake that wants to bite me.  Well.  I take a 
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't 
 aware that there was a ledge, and/or a rope.  There is one more thing that 
 was a little confusing.  The read me file.  I understand that this is a 
 demo, and that things wil change and so forth.  But documentation 
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo 
 that jumping on a snake would kill me or that  I could actually step off a 
 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my favorite 
 enhancements are the new sounds.  Man are those cool.  The most important 
 thing to me has got to be sounds.  If the game doesn't have good sounds 
 that will put me right in the middle of the action, then I just can't get 
 in to the game.  Monty really handles this well, as I really feel like I'm 
 exploring a temple.  I'm also quite pleased, that development on this 
 title has continued.  It really looks to be a promising title that already 
 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things 
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon. 
 The controls for one thing are something that needs to be address.  And 
 situations where feedback should be given don't seem to be there.  Maybe 
 I'm totally off base, but I won't if any others have noticed the same 
 things i have?  Keep up the good work though.  The game needs improving, 
 but I do see good things ahead if things are changed.

 Liam
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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Ryan Strunk
Hours, even days? I want a game that's hard enough to take me weeks! If I
buy a game, and I can beat it in only a few days, I'm not happy.

Ryan 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Yohandy
Sent: Saturday, June 24, 2006 10:59 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] thoughts on monty

I actually really enjoy this game. That's the hole point, to make it
realistic. I bet you won't be jumping off a ladder again, or jumping too far
to the right. *grin*. I really like it as it is. Audio games are just way
too easy in my opinion, no insult to developers meant. this is the first
audio game I've played that has some realism. it is one of the reasons I
will buy it as soon as it's out. it'll certainly take me hours, maybe even
days to complete.
There is also nothing wrong with pressing space and up to jump up. Seems
logical to me.
P.S.
Are we actually supposed to be able to jump from roof to roof?
When the game first starts, I can just keep jumping up into the air, with
out using ladders or ropes. pretty funny actually. If I jump way too high,
the game freezes completely.



- Original Message -
From: Liam Erven [EMAIL PROTECTED]
To: gamers discussion list Gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:45 AM
Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings 
 about this game.  It's kind of hard to review this fairly from a gamer's 
 stand point as I develop games and constantly have ideas.  I certainly 
 don't have anything against Tom or the work he does, so please keep that 
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy 
 version much better.  and there are a number of reasons.  First off, I 
 like the more fluid jumping motion evident in the older demo.  pressing 
 the space bar and the up arrow to jump makes no sense to me as a gamer, 
 and is really confusing.  The little I was able to get through, I just got

 confused with jumping.  Second, I didn't like the lack of feedback I got 
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up to 
 pick up the gem as I get to the top of the ladder, and I fall to my death.

 I understand that there is a more realistic touch, but how was I supposed 
 to know that jumping off a ladder would result in something like this? 
 further more, I didn't even know I wasn't at the top even though it 
 certainly sounded like I was.  To then continue on about lack of feedback.

 I'm about to jump over a snake that wants to bite me.  Well.  I take a 
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't 
 aware that there was a ledge, and/or a rope.  There is one more thing that

 was a little confusing.  The read me file.  I understand that this is a 
 demo, and that things wil change and so forth.  But documentation 
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo 
 that jumping on a snake would kill me or that  I could actually step off a

 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my favorite 
 enhancements are the new sounds.  Man are those cool.  The most important 
 thing to me has got to be sounds.  If the game doesn't have good sounds 
 that will put me right in the middle of the action, then I just can't get 
 in to the game.  Monty really handles this well, as I really feel like I'm

 exploring a temple.  I'm also quite pleased, that development on this 
 title has continued.  It really looks to be a promising title that already

 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things 
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon. 
 The controls for one thing are something that needs to be address.  And 
 situations where feedback should be given don't seem to be there.  Maybe 
 I'm totally off base, but I won't if any others have noticed the same 
 things i have?  Keep up the good work though.  The game needs improving, 
 but I do see good things ahead if things are changed.

 Liam
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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
Hi, Ron.
Well, obviously the time on releasing the patch will be dependant on how 
long it takes to fix the various bug reports, test, etc.
As for reviewing I do have something planned for that. esentually, how 
it would work you would use something like r and it would say review 
mode on. You could then move the arrow keys or numpad keys around on the 
screen to find out what is in that room, which way ladders, run, etc. 
Basicly, like a Jaws curser mode you might think of it in that light.



The Kolesar Brothers wrote:
 OK Tom. Any eta on when the patch will be out? I realize you have your plate 
 full at the moment while you are trying to answer all of the question from 
 we your customers. As well as truing to fix the game. Will there be features 
 in the game like examine where you are at? As well as a look command?
 Like I said the jurrey is still out on this game. I've beta games in the 
 past. But your game looks like an old dos game that we once played. The game 
 was either adventure or huge cave. I also need to listen to learn the wave 
 files once again. The one nice feature that you do have in this game is that 
 you can move via the arrow keys.
 Thanks for writing back.
 Ron
 The Kolesar Brothers and their
 great guide dogs.
 [EMAIL PROTECTED]
   


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Kellie and Lady J
Hey Tom,
I personally, didn't mind the possibility of falling to my death with the 
ladders.  Once, I realized that I couldn't do that, I didn't.

But, out of curiosity, in the atari version, could the character die if he 
fell off the ladder? I am just curious, as I said I don't mind it, I like 
the challenge, but since others do, thought I would pose that question.
Kellie and my loveable Lady J.
Not all who wander are lost.
 J. R. R. Tolkien
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 2:06 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Brandon and all.
 Well, if this becomes to much of a trouble I can see doing one of two
 things for ladders. A restrict the player from falling off the ladder,
 or B fix it so they can fall without dying. Any thoughts?
 As fore look functions not in Alpha 1. Certainly one is planned, but
 hasn't made it in to the engine proper yet.


 Brandon Cole wrote:
 The only thing I would like to say in response to this is that I do agree
 that falling off a ladder shouldn't kill you. Hurt you perhaps, if you're
 high enough, but certainly not kill you. One could survive a 20 foot 
 fall,
 and that's about how tall these ladders seem to be. As for the ledge, 
 well,
 there is a look function. There. I'm done. Just my thoughts.



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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Brandon Cole
That's why we need a fully functional RPG. Quite honestly I don't know why 
that would be difficult, even from a programming standpoint. I don't mean 
this as a putdown toward BSC. It's not at all. I respect them for their 
work, and I do wish Castle Quest had seen completion, but I just don't think 
it'd be that tough. You create several decent maps to form the game world, 
and go from there creating characters, cutscenes, a battle system, and other 
features. The world itself wouldn't have to be too expansive, actually. I 
can tell you from personal RPG experience that some of the best RPG 
storylines come from revisiting places from earlier in the game to find 
things amis. Just my three cents.
- Original Message - 
From: Ryan Strunk [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:24 PM
Subject: Re: [Audyssey] thoughts on monty


 Hours, even days? I want a game that's hard enough to take me weeks! If I
 buy a game, and I can beat it in only a few days, I'm not happy.

 Ryan

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Yohandy
 Sent: Saturday, June 24, 2006 10:59 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] thoughts on monty

 I actually really enjoy this game. That's the hole point, to make it
 realistic. I bet you won't be jumping off a ladder again, or jumping too 
 far
 to the right. *grin*. I really like it as it is. Audio games are just way
 too easy in my opinion, no insult to developers meant. this is the first
 audio game I've played that has some realism. it is one of the reasons I
 will buy it as soon as it's out. it'll certainly take me hours, maybe even
 days to complete.
 There is also nothing wrong with pressing space and up to jump up. Seems
 logical to me.
 P.S.
 Are we actually supposed to be able to jump from roof to roof?
 When the game first starts, I can just keep jumping up into the air, with
 out using ladders or ropes. pretty funny actually. If I jump way too high,
 the game freezes completely.



 - Original Message -
 From: Liam Erven [EMAIL PROTECTED]
 To: gamers discussion list Gamers@audyssey.org
 Sent: Saturday, June 24, 2006 11:45 AM
 Subject: [Audyssey] thoughts on monty


 Ok.  I thought I'd try and write up a very specific post on my feelings
 about this game.  It's kind of hard to review this fairly from a gamer's
 stand point as I develop games and constantly have ideas.  I certainly
 don't have anything against Tom or the work he does, so please keep that
 in mind.

 The demo does not impress me.  Plain and simple.  I liked the alchamy
 version much better.  and there are a number of reasons.  First off, I
 like the more fluid jumping motion evident in the older demo.  pressing
 the space bar and the up arrow to jump makes no sense to me as a gamer,
 and is really confusing.  The little I was able to get through, I just 
 got

 confused with jumping.  Second, I didn't like the lack of feedback I got
 on certain situations.  I'm climing a ladder, I hear a gem.  I jump up to
 pick up the gem as I get to the top of the ladder, and I fall to my 
 death.

 I understand that there is a more realistic touch, but how was I supposed
 to know that jumping off a ladder would result in something like this?
 further more, I didn't even know I wasn't at the top even though it
 certainly sounded like I was.  To then continue on about lack of 
 feedback.

 I'm about to jump over a snake that wants to bite me.  Well.  I take a
 nice huge jump, and plummit to my doom again.  Unfortunately, I wasn't
 aware that there was a ledge, and/or a rope.  There is one more thing 
 that

 was a little confusing.  The read me file.  I understand that this is a
 demo, and that things wil change and so forth.  But documentation
 shouldn't leaveme with unanswer questions.  For isntance.  I didn't knwo
 that jumping on a snake would kill me or that  I could actually step off 
 a

 ladder.  Maybe I missed an important line, but I'm not sure.

 There are things I like.  It's not all bad I promise.  One of my favorite
 enhancements are the new sounds.  Man are those cool.  The most important
 thing to me has got to be sounds.  If the game doesn't have good sounds
 that will put me right in the middle of the action, then I just can't get
 in to the game.  Monty really handles this well, as I really feel like 
 I'm

 exploring a temple.  I'm also quite pleased, that development on this
 title has continued.  It really looks to be a promising title that 
 already

 many are starting to enjoy.
 I hope to try and get farther in the game and see more of the fun things
 in this demo.

 In closing, I like the game but I feel much needs to be improved upon.
 The controls for one thing are something that needs to be address.  And
 situations where feedback should be given don't seem to be there.  Maybe
 I'm totally off base, but I won't if any others have noticed the same
 things i have

Re: [Audyssey] thoughts on monty

2006-06-24 Thread Thomas Ward
Hi, Kelly.
I don't believe you could in the classic arcade game. In fact I don't 
remember being able to move any other direction other than up or down on 
a ladder.
I attempted to add a little more element of realism with Monty, but 
apparently that element of realism has thrown people.


Kellie and Lady J wrote:
 Hey Tom,
 I personally, didn't mind the possibility of falling to my death with the 
 ladders.  Once, I realized that I couldn't do that, I didn't.

 But, out of curiosity, in the atari version, could the character die if he 
 fell off the ladder? I am just curious, as I said I don't mind it, I like 
 the challenge, but since others do, thought I would pose that question.
 Kellie and my loveable Lady J.
 Not all who wander are lost.
  J. R. R. Tolkien
 msn, [EMAIL PROTECTED]
 aim sionnain74
 skype, sabrielle
   


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Re: [Audyssey] thoughts on monty

2006-06-24 Thread Kellie and Lady J
It is unfortunate, b/c I like it. the dieing when falling off a ladder adds 
challenge. smiles
Kellie and my loveable Lady J.
Wizard's third rule: passion rules reason.
 from Blood of the Fold
msn, [EMAIL PROTECTED]
aim sionnain74
skype, sabrielle

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 24, 2006 11:59 PM
Subject: Re: [Audyssey] thoughts on monty


 Hi, Kelly.
 I don't believe you could in the classic arcade game. In fact I don't
 remember being able to move any other direction other than up or down on
 a ladder.
 I attempted to add a little more element of realism with Monty, but
 apparently that element of realism has thrown people.


 Kellie and Lady J wrote:
 Hey Tom,
 I personally, didn't mind the possibility of falling to my death with the
 ladders.  Once, I realized that I couldn't do that, I didn't.

 But, out of curiosity, in the atari version, could the character die if 
 he
 fell off the ladder? I am just curious, as I said I don't mind it, I like
 the challenge, but since others do, thought I would pose that question.
 Kellie and my loveable Lady J.
 Not all who wander are lost.
  J. R. R. Tolkien
 msn, [EMAIL PROTECTED]
 aim sionnain74
 skype, sabrielle



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