Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-08-01 Thread Thomas Ward
Hi Hayden,
Lol! No, not hardly. One reason I used w is that in the tomb raider
games the draw/holster command was on the spacebar and fire was on the
control key. I personally found that slightly confusing as I'd often
press space to fire, which is what I'm use too, and end up killing
Lara Croft simply because I forgot fire was on control and
draw/holster was on space. So obviously in MOTA I put fire on space
and asigned draw/holster to w which was in my mind a better setup.

Smile.


On 7/31/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 That it is. I don't think I'll accidentally press w and draw my sword, and
 go plunging to my death in the chasm.

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-31 Thread Hayden Presley
Hi,
That it is. I don't think I'll accidentally press w and draw my sword, and
go plunging to my death in the chasm.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, July 30, 2010 9:59 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi,
Yes, it is. Plus if you keep your hands on the home row, as I dew, it
puts all the keyboard commands in easy reach. With the right hand i,
j, k, l moves you around and with the left hand you can press a, s, d,
f, r, and w which performs a lot of actions too. So it is all in easy
reach and makes sense. I'm really happy with the layout as it is now.




On 7/30/10, shaun everiss sm.ever...@gmail.com wrote:
 well I like it being w myself.
 its a good position on the keyboard and is out of the way of miss
pressing.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-31 Thread Bryan Peterson
If anything I occasionally forget to put mine away LOL. Thankfully that 
doesn't happen all that often but on occasion it does.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, July 31, 2010 1:05 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi,
That it is. I don't think I'll accidentally press w and draw my sword, and
go plunging to my death in the chasm.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, July 30, 2010 9:59 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi,
Yes, it is. Plus if you keep your hands on the home row, as I dew, it
puts all the keyboard commands in easy reach. With the right hand i,
j, k, l moves you around and with the left hand you can press a, s, d,
f, r, and w which performs a lot of actions too. So it is all in easy
reach and makes sense. I'm really happy with the layout as it is now.




On 7/30/10, shaun everiss sm.ever...@gmail.com wrote:

well I like it being w myself.
its a good position on the keyboard and is out of the way of miss

pressing.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-30 Thread Hayden Presley
Hi Kevin,
Actually, duck is the first key to be assigned that particular letter
besides draw/holster, correct me if I'm wrong...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of weis...@googlemail.com
Sent: Thursday, July 29, 2010 11:17 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hello,

I believe the switch to w has been made because of some other functions 
which were accessed with the D key which had made no sense if used with 
another key.

Kevin

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Thu, 29 Jul 2010 10:40:32 -0500
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

 Hi Shaun,
 Not saying w is bad, which it certainly is not, but why is pressing the w
 key better than pressing the d key?
 grin
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of shaun everiss
 Sent: Tuesday, July 06, 2010 11:32 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released
 
 it was now its w which is a better way to do things.
 At 02:15 p.m. 7/07/2010, you wrote:
 Now that you mention it I think he's right. I do seem to recall D at 
 one point drawing and holstering weapons.
 We are the Knights who say...Ni!
 - Original Message - From: Hayden Presley 
hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, July 06, 2010 8:06 PM
 Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released
 
 
 
 Hi Thomas,
 Yep, you did. That was either BETA 5 or 6 when you changed it.
 Best Regards,
 Hayden
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
 Behalf Of Thomas Ward
 Sent: Tuesday, July 06, 2010 8:34 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released
 
 Hi Hayden,
 Well, as I just explained to Charles why I asigned draw/holster to w
 I'm not going to cover that ground again. Although, for some reason I
 don't recall having draw/holster asigned to d. If I did that was
 probibly when I was experimenting with various keyboard layouts, and
 trying different things on for size. However, w ended up being my
 choice for draw/holster as it is easy to remember because weapon
 begins with the letter w. Make sense?
 
 Smile.
 
 
 
 
 
 
 On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 If you move duck to c, and move draw/hoster weapon to d(why didyou
 originally move it to w?), you could use w for location.
 
 Best Regards,
 Hayden
 
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 All messages

Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-30 Thread Thomas Ward
Hi all,
The reason I assigned draw/holster to w is I thought that would make
the most sense. I figured if you could remember w for weapon that
would make more sense than d, which would work too, but w seamed more
natural to me. Besides assigning d to duck makes perfect sense to me
as well.

HTH

On 7/30/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Kevin,
 Actually, duck is the first key to be assigned that particular letter
 besides draw/holster, correct me if I'm wrong...

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-30 Thread shaun everiss

well I like it being w myself.
its a good position on the keyboard and is out of the way of miss pressing.
At 02:08 p.m. 31/07/2010, you wrote:

Hi all,
The reason I assigned draw/holster to w is I thought that would make
the most sense. I figured if you could remember w for weapon that
would make more sense than d, which would work too, but w seamed more
natural to me. Besides assigning d to duck makes perfect sense to me
as well.

HTH

On 7/30/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Kevin,
 Actually, duck is the first key to be assigned that particular letter
 besides draw/holster, correct me if I'm wrong...

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-30 Thread Thomas Ward
Hi,
Yes, it is. Plus if you keep your hands on the home row, as I dew, it
puts all the keyboard commands in easy reach. With the right hand i,
j, k, l moves you around and with the left hand you can press a, s, d,
f, r, and w which performs a lot of actions too. So it is all in easy
reach and makes sense. I’m really happy with the layout as it is now.




On 7/30/10, shaun everiss sm.ever...@gmail.com wrote:
 well I like it being w myself.
 its a good position on the keyboard and is out of the way of miss pressing.

---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-29 Thread Hayden Presley
Hi Shaun,
Not saying w is bad, which it certainly is not, but why is pressing the w
key better than pressing the d key?
grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, July 06, 2010 11:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

it was now its w which is a better way to do things.
At 02:15 p.m. 7/07/2010, you wrote:
Now that you mention it I think he's right. I do seem to recall D at 
one point drawing and holstering weapons.
We are the Knights who say...Ni!
- Original Message - From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:06 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi Thomas,
Yep, you did. That was either BETA 5 or 6 when you changed it.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 8:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Hayden,
Well, as I just explained to Charles why I asigned draw/holster to w
I'm not going to cover that ground again. Although, for some reason I
don't recall having draw/holster asigned to d. If I did that was
probibly when I was experimenting with various keyboard layouts, and
trying different things on for size. However, w ended up being my
choice for draw/holster as it is easy to remember because weapon
begins with the letter w. Make sense?

Smile.






On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:
Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-29 Thread weisi4u
Hello,

I believe the switch to w has been made because of some other functions 
which were accessed with the D key which had made no sense if used with 
another key.

Kevin

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Thu, 29 Jul 2010 10:40:32 -0500
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

 Hi Shaun,
 Not saying w is bad, which it certainly is not, but why is pressing the w
 key better than pressing the d key?
 grin
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of shaun everiss
 Sent: Tuesday, July 06, 2010 11:32 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released
 
 it was now its w which is a better way to do things.
 At 02:15 p.m. 7/07/2010, you wrote:
 Now that you mention it I think he's right. I do seem to recall D at 
 one point drawing and holstering weapons.
 We are the Knights who say...Ni!
 - Original Message - From: Hayden Presley 
hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, July 06, 2010 8:06 PM
 Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released
 
 
 
 Hi Thomas,
 Yep, you did. That was either BETA 5 or 6 when you changed it.
 Best Regards,
 Hayden
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On
 Behalf Of Thomas Ward
 Sent: Tuesday, July 06, 2010 8:34 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released
 
 Hi Hayden,
 Well, as I just explained to Charles why I asigned draw/holster to w
 I'm not going to cover that ground again. Although, for some reason I
 don't recall having draw/holster asigned to d. If I did that was
 probibly when I was experimenting with various keyboard layouts, and
 trying different things on for size. However, w ended up being my
 choice for draw/holster as it is easy to remember because weapon
 begins with the letter w. Make sense?
 
 Smile.
 
 
 
 
 
 
 On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 If you move duck to c, and move draw/hoster weapon to d(why didyou
 originally move it to w?), you could use w for location.
 
 Best Regards,
 Hayden
 
 ---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-07 Thread Thomas Ward
Hi Shaun,
Assuming I did use a laptop mode, which I am not going to do, not all
of the keys would change. I would simply setup all of the commands to
use the left control key rather than poll for a left and right control
key individually as it would in desktop mode.
However, as I said before what I actually plan to do is fix my input
handling to check the state of the left and right modifier keys and
return a true/false flag regardless which key is down.  In other words
if either left or right control is down it returns true. If they are
both not being held down it returns false. This works better than
polling individually for each modifier key.

On 7/7/10, shaun everiss shau...@xtra.co.nz wrote:
 well in my views all the keys work in the desktop layout bar left
 control I would not like a laptop layout where all the keys are
 different since all bar one command works.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-07 Thread Thomas Ward
Hi Hayden,
Ah, okay. I didn't remember that. I've made so many changes to the
game over the past two years I don't remember each and every change.

Smile.


On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:

 Hi Thomas,
 Yep, you did. That was either BETA 5 or 6 when you changed it.
 Best Regards,
 Hayden

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-07 Thread Hayden Presley
Hi Thomas,
Lol. I can't blame you.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, July 07, 2010 9:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Hayden,
Ah, okay. I didn't remember that. I've made so many changes to the
game over the past two years I don't remember each and every change.

Smile.


On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:

 Hi Thomas,
 Yep, you did. That was either BETA 5 or 6 when you changed it.
 Best Regards,
 Hayden

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Shaun and all,
The I feel stronger message is spoken whenever Angela's strength is
restored to 100%. In the game there are various things using swords,
fists, daggers, jumping, climbing ropes, etc that use a little of
Angela's strength. However, after a while her strength meter will go
back up to 100% and she will speak that message. As a number of people
have asked or commented on that particular featureI wonder maybe if
that message should be removed as that happens quite often.
As far as health and strength power ups what in the world are you
talking about? There are no power ups. Simply if you drink a healing
potion over time Angela's health will restore to 100% rather than
restoring her health all at once. In this way it is more realistic as
it is like medicine. It doesn't work all at once and takes a couple of
minutes to take full effect. Strength and oxygen are restored
automaticly after a couple of minutes of rest as well.
As for adding shortcuts to the view menu I can't do that. For one
thing all of the trap objects are generic and on one level it will be
a fire, the next spikes, the next a chasm, or whatever I need it to
be. As a result it isn't going to show up in the same place in the
menu and I can't asign a specific shortcut to a generic trap object as
I never know what it is going to be from level to level or from game
to game. That leaves me with creating level specific shortcuts which I
simply will not do. It would take me forever and an
a day to do that. It took me long enough to rewrite all the view code
and place all the objects in a scrollable menu as it was.I consider
that feature pretty much complete unless there is a bug that needs
fixed.

HTH


On 7/6/10, shaun everiss shau...@xtra.co.nz wrote:
 just played it for a bit.
 there are a couple things.
 All through the game I got strength message things so assume powerups.
 However if these are powerups I'd like to use them when needed.
 unless running and jumping need strength to.
 When I get to use the sword my strength is always critical.
 eventually I just run passed the monsters  and thats that.
 Also the issue of pressing control t to check the status of the torch
 if one is not lit then its lit exists, not this is left control on my
 keyboard.
 I like the new keyboard I was going to ask about changing the run and
 walk keys back but then it grew on me.
 I like it when I can charge a boss or so get in a few swings then run
 away again, recharge then charge again.
 I know this is not quite realistic but could health powerups and
 strength powerups make a noise when you get close like an object like
 a item or weapon does?
 also could i have an option when to use them.
 also if strength and health is good they shouldn't be used.
 Could I also have various commands in the view menu or have view do
 what it does but have it so you can sort things or hit letters ie
 traps like spikes can have s blades b lava l  and fire f.
 or just t could do everything or something.
 Right now if there are more than one  trap exists I have to scroll
 round the menu find and moniter what I am viewing.
 I'd also like to have the ability to track a trap, it would be like a
 warning however unlike  warnings in the game you could set it.
 that would have disadvantages.
 you couldn't see anything else till you jumped that trap.
 2.  you would have to view that trap or set of traps to set it in the
 first place.
 3.  that trap would only work in the room of the trap.
 Example.
 if I went into a room with a spike trap or 2 I could track both traps.
 or one at the time then the other automatically.
 If I went into the next room from those traps I jumpped over if these
 were things that you had to go back over the game would remember it
 was set then you would go back over.
 however if you went over the second time and back to the previous
 room the trap would unset.
 or something like that.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Bryan Peterson
I don't think those are actually powerups. I think you regenerate a little 
automatically every little while.

We are the Knights who say...Ni!
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, July 05, 2010 11:45 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



just played it for a bit.
there are a couple things.
All through the game I got strength message things so assume powerups.
However if these are powerups I'd like to use them when needed.
unless running and jumping need strength to.
When I get to use the sword my strength is always critical.
eventually I just run passed the monsters  and thats that.
Also the issue of pressing control t to check the status of the torch if 
one is not lit then its lit exists, not this is left control on my 
keyboard.
I like the new keyboard I was going to ask about changing the run and walk 
keys back but then it grew on me.
I like it when I can charge a boss or so get in a few swings then run away 
again, recharge then charge again.
I know this is not quite realistic but could health powerups and strength 
powerups make a noise when you get close like an object like a item or 
weapon does?

also could i have an option when to use them.
also if strength and health is good they shouldn't be used.
Could I also have various commands in the view menu or have view do what 
it does but have it so you can sort things or hit letters ie traps like 
spikes can have s blades b lava l  and fire f.

or just t could do everything or something.
Right now if there are more than one  trap exists I have to scroll round 
the menu find and moniter what I am viewing.
I'd also like to have the ability to track a trap, it would be like a 
warning however unlike  warnings in the game you could set it.

that would have disadvantages.
you couldn't see anything else till you jumped that trap.
2.  you would have to view that trap or set of traps to set it in the 
first place.

3.  that trap would only work in the room of the trap.
Example.
if I went into a room with a spike trap or 2 I could track both traps.
or one at the time then the other automatically.
If I went into the next room from those traps I jumpped over if these were 
things that you had to go back over the game would remember it was set 
then you would go back over.
however if you went over the second time and back to the previous room the 
trap would unset.

or something like that.
At 12:28 p.m. 6/07/2010, you wrote:

Hi Thomas,
Can't wait to play it! I'm downloading it now...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, July 05, 2010 6:03 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA (Standard) Beta 13 Released

Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread dark

Hi.

I'm liking the new beta very much, particularly the revamped view menue. 
Only one thing is mildly irritating, and that is the duck command.


Previously, ctrl down arrow was used to duck. i can completely understand 
that you wanted to make a single duck key to allow Angela the chance to 
shimmy along the ground, however I'm finding the D key a trifle inconvenient 
to reach in a hurry when I've got my hands on the arrow keys and spacebar 
during combat.


I was therefore wondering if either, ctrl down arrow could be added back in 
as a duck feature in addition to D to make it easier to duck in coming 
attacks, or whenter another key could be used closer to the spacebar such as 
ctrl on it's own, z, \ or right shift.


many appologies for the complaint, I'm just finding myself getting hit by 
oncoming attacks far more than in previous versions of mota because of the 
key change,  and I completely understand if you want to keep things as 
they are Tom.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 12:03 AM
Subject: [Audyssey] MOTA (Standard) Beta 13 Released



Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Dark,
Honestly I really wouldn't want to change the duck command at this point. I'
I've got a couple of reasons.
First, as I am about to release a 3d fps version as well I want all of
the game commands to be more or less the same between the different
versions except where a change is necessary like run left/right, run
forward, walk left/right, walk forward/backward, etc. Asigning duck to
something like d is a universally acceptable command and wouldn't
conflict with something like alt+down arrow which is used for jump
backward in the fps version of the game.
Second, there is an advantage to using d in a game like MOTA. You can
press d and use the left/right arrow keys to run in that direction in
a ducked position making it harder for enemies to hit you as you run.
Personally, I find this a very useful combo. A lot more useful than
say alt+down arrow.
I could asign it to c, but then again where would I put the
coordinates command. There we go with part of the problem I am having
with keyboard commands. After a while logical keyboard asignments
break down as I have more commands than logical places to put them.

HTH


On 7/6/10, dark d...@xgam.org wrote:
 Hi.

 I'm liking the new beta very much, particularly the revamped view menue.
 Only one thing is mildly irritating, and that is the duck command.

 Previously, ctrl down arrow was used to duck. i can completely understand
 that you wanted to make a single duck key to allow Angela the chance to
 shimmy along the ground, however I'm finding the D key a trifle inconvenient
 to reach in a hurry when I've got my hands on the arrow keys and spacebar
 during combat.

 I was therefore wondering if either, ctrl down arrow could be added back in
 as a duck feature in addition to D to make it easier to duck in coming
 attacks, or whenter another key could be used closer to the spacebar such as
 ctrl on it's own, z, \ or right shift.

 many appologies for the complaint, I'm just finding myself getting hit by
 oncoming attacks far more than in previous versions of mota because of the
 key change,  and I completely understand if you want to keep things as
 they are Tom.

 Beware the grue!

 Dark.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread dark
I must confess tom, i generally prefer going for ease of use rather than 
logic myself, particularly in action games but fair enough, and I do see 
your point regarding keeping controls for the 3D game as similar as 
possible.


Beware the #Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 4:36 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi Dark,
Honestly I really wouldn't want to change the duck command at this point. 
I'

I've got a couple of reasons.
First, as I am about to release a 3d fps version as well I want all of
the game commands to be more or less the same between the different
versions except where a change is necessary like run left/right, run
forward, walk left/right, walk forward/backward, etc. Asigning duck to
something like d is a universally acceptable command and wouldn't
conflict with something like alt+down arrow which is used for jump
backward in the fps version of the game.
Second, there is an advantage to using d in a game like MOTA. You can
press d and use the left/right arrow keys to run in that direction in
a ducked position making it harder for enemies to hit you as you run.
Personally, I find this a very useful combo. A lot more useful than
say alt+down arrow.
I could asign it to c, but then again where would I put the
coordinates command. There we go with part of the problem I am having
with keyboard commands. After a while logical keyboard asignments
break down as I have more commands than logical places to put them.

HTH


On 7/6/10, dark d...@xgam.org wrote:

Hi.

I'm liking the new beta very much, particularly the revamped view menue.
Only one thing is mildly irritating, and that is the duck command.

Previously, ctrl down arrow was used to duck. i can completely understand
that you wanted to make a single duck key to allow Angela the chance to
shimmy along the ground, however I'm finding the D key a trifle 
inconvenient

to reach in a hurry when I've got my hands on the arrow keys and spacebar
during combat.

I was therefore wondering if either, ctrl down arrow could be added back 
in

as a duck feature in addition to D to make it easier to duck in coming
attacks, or whenter another key could be used closer to the spacebar such 
as

ctrl on it's own, z, \ or right shift.

many appologies for the complaint, I'm just finding myself getting hit by
oncoming attacks far more than in previous versions of mota because of 
the
key change,  and I completely understand if you want to keep things 
as

they are Tom.

Beware the grue!

Dark.


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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Lori Duncan

Have you tried hitting spacebar with your thumb? might work for you.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 3:30 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi.

I'm liking the new beta very much, particularly the revamped view menue. 
Only one thing is mildly irritating, and that is the duck command.


Previously, ctrl down arrow was used to duck. i can completely understand 
that you wanted to make a single duck key to allow Angela the chance to 
shimmy along the ground, however I'm finding the D key a trifle 
inconvenient to reach in a hurry when I've got my hands on the arrow keys 
and spacebar during combat.


I was therefore wondering if either, ctrl down arrow could be added back 
in as a duck feature in addition to D to make it easier to duck in coming 
attacks, or whenter another key could be used closer to the spacebar such 
as ctrl on it's own, z, \ or right shift.


many appologies for the complaint, I'm just finding myself getting hit by 
oncoming attacks far more than in previous versions of mota because of the 
key change,  and I completely understand if you want to keep things as 
they are Tom.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 12:03 AM
Subject: [Audyssey] MOTA (Standard) Beta 13 Released



Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On 7/6/10, dark d...@xgam.org wrote:
 I must confess tom, i generally prefer going for ease of use rather than
 logic myself, particularly in action games but fair enough, and I do see
 your point regarding keeping controls for the 3D game as similar as
 possible.

 Beware the #Grue!

 Dark.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Muhammed Deniz

The game was cool, but I got killed! lol!
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact information
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 12:03 AM
Subject: [Audyssey] MOTA (Standard) Beta 13 Released



Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Muhammed Deniz
Shaun, I don't agree with the strength one. Now, as you swing a sword, you 
don't really stab like a knife if I'm correct. Its like pointing the sharp 
end, but wacking them on the sharp end. And also, with a cupple of swings, 
your arms will ake and it'll be hard to swing.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 6:45 AM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



just played it for a bit.
there are a couple things.
All through the game I got strength message things so assume powerups.
However if these are powerups I'd like to use them when needed.
unless running and jumping need strength to.
When I get to use the sword my strength is always critical.
eventually I just run passed the monsters  and thats that.
Also the issue of pressing control t to check the status of the torch if 
one is not lit then its lit exists, not this is left control on my 
keyboard.
I like the new keyboard I was going to ask about changing the run and walk 
keys back but then it grew on me.
I like it when I can charge a boss or so get in a few swings then run away 
again, recharge then charge again.
I know this is not quite realistic but could health powerups and strength 
powerups make a noise when you get close like an object like a item or 
weapon does?

also could i have an option when to use them.
also if strength and health is good they shouldn't be used.
Could I also have various commands in the view menu or have view do what 
it does but have it so you can sort things or hit letters ie traps like 
spikes can have s blades b lava l  and fire f.

or just t could do everything or something.
Right now if there are more than one  trap exists I have to scroll round 
the menu find and moniter what I am viewing.
I'd also like to have the ability to track a trap, it would be like a 
warning however unlike  warnings in the game you could set it.

that would have disadvantages.
you couldn't see anything else till you jumped that trap.
2.  you would have to view that trap or set of traps to set it in the 
first place.

3.  that trap would only work in the room of the trap.
Example.
if I went into a room with a spike trap or 2 I could track both traps.
or one at the time then the other automatically.
If I went into the next room from those traps I jumpped over if these were 
things that you had to go back over the game would remember it was set 
then you would go back over.
however if you went over the second time and back to the previous room the 
trap would unset.

or something like that.
At 12:28 p.m. 6/07/2010, you wrote:

Hi Thomas,
Can't wait to play it! I'm downloading it now...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, July 05, 2010 6:03 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA (Standard) Beta 13 Released

Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread shaun everiss

aah so that is the message thing.
I thought you walked over silent powerups.
though maybe have a charging sound going up to whatever and then a 
ping or something at the end.

if strength is quite low ahve a buzz or something.
This could get annoying so have this as an option to turn on and off 
if you want.

that would help me especially in battles.
At 12:56 a.m. 7/07/2010, you wrote:

Hi Shaun and all,
The I feel stronger message is spoken whenever Angela's strength is
restored to 100%. In the game there are various things using swords,
fists, daggers, jumping, climbing ropes, etc that use a little of
Angela's strength. However, after a while her strength meter will go
back up to 100% and she will speak that message. As a number of people
have asked or commented on that particular featureI wonder maybe if
that message should be removed as that happens quite often.
As far as health and strength power ups what in the world are you
talking about? There are no power ups. Simply if you drink a healing
potion over time Angela's health will restore to 100% rather than
restoring her health all at once. In this way it is more realistic as
it is like medicine. It doesn't work all at once and takes a couple of
minutes to take full effect. Strength and oxygen are restored
automaticly after a couple of minutes of rest as well.
As for adding shortcuts to the view menu I can't do that. For one
thing all of the trap objects are generic and on one level it will be
a fire, the next spikes, the next a chasm, or whatever I need it to
be. As a result it isn't going to show up in the same place in the
menu and I can't asign a specific shortcut to a generic trap object as
I never know what it is going to be from level to level or from game
to game. That leaves me with creating level specific shortcuts which I
simply will not do. It would take me forever and an
a day to do that. It took me long enough to rewrite all the view code
and place all the objects in a scrollable menu as it was.I consider
that feature pretty much complete unless there is a bug that needs
fixed.

HTH


On 7/6/10, shaun everiss shau...@xtra.co.nz wrote:
 just played it for a bit.
 there are a couple things.
 All through the game I got strength message things so assume powerups.
 However if these are powerups I'd like to use them when needed.
 unless running and jumping need strength to.
 When I get to use the sword my strength is always critical.
 eventually I just run passed the monsters  and thats that.
 Also the issue of pressing control t to check the status of the torch
 if one is not lit then its lit exists, not this is left control on my
 keyboard.
 I like the new keyboard I was going to ask about changing the run and
 walk keys back but then it grew on me.
 I like it when I can charge a boss or so get in a few swings then run
 away again, recharge then charge again.
 I know this is not quite realistic but could health powerups and
 strength powerups make a noise when you get close like an object like
 a item or weapon does?
 also could i have an option when to use them.
 also if strength and health is good they shouldn't be used.
 Could I also have various commands in the view menu or have view do
 what it does but have it so you can sort things or hit letters ie
 traps like spikes can have s blades b lava l  and fire f.
 or just t could do everything or something.
 Right now if there are more than one  trap exists I have to scroll
 round the menu find and moniter what I am viewing.
 I'd also like to have the ability to track a trap, it would be like a
 warning however unlike  warnings in the game you could set it.
 that would have disadvantages.
 you couldn't see anything else till you jumped that trap.
 2.  you would have to view that trap or set of traps to set it in the
 first place.
 3.  that trap would only work in the room of the trap.
 Example.
 if I went into a room with a spike trap or 2 I could track both traps.
 or one at the time then the other automatically.
 If I went into the next room from those traps I jumpped over if these
 were things that you had to go back over the game would remember it
 was set then you would go back over.
 however if you went over the second time and back to the previous
 room the trap would unset.
 or something like that.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Shaun,
Nope. You guessed wrong there. Believe me if there were power ups and
things like that they'd be in the manual.
As for Angela getting poisoned, getting weak, etc I have been thinking
about that today. I think the best way is to add more player messages
like I feel weak or I think I've been poisoned.  That would give
you an idea of what is happening and be more realistic.

On 7/6/10, shaun everiss shau...@xtra.co.nz wrote:
 aah so that is the message thing.
 I thought you walked over silent powerups.
 though maybe have a charging sound going up to whatever and then a
 ping or something at the end.
 if strength is quite low ahve a buzz or something.
 This could get annoying so have this as an option to turn on and off
 if you want.
 that would help me especially in battles.

---
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If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Scott Chesworth
Hi Tom,

Just taken MOTA Beta 13 for a spin, and a few thoughts occurred.

Thanks for adding the escape key to skip movies. Not sure when this
was done as I've been somewhat out of the loop, but I appreciated it
after dying for the 4th time lol.

Is speech in a separate thread still on the to do list? I really hope
so, as for things like checking your ammo half way through a fight I
don't want the action to grind to a halt while the ammo count is
announced.

Can we get some very subtle menu sounds, especially with the current
situation where speech isn't in it's own thread? I love the new view
menu, but found myself unsure of whether I was back in the game or not
at times because I wasn't sure whether I had hit escape too soon as it
doesn't take effect until after speech. Just a tiny sound to signify
that the key was recognised would be useful.

Weapons firing on key release feels odd, again not sure how long this
has been the case, but it took some serious getting used too and I'm
not sure I'm there yet.

Is there a way that you can set key repeat rate on a per-key basis?
Things like arrows or J and L should of course be repeated, and it's
great how d can be held down along with movement, but things like
numbers one through 9 should probably be one hit only. I noticed that
the key repeat grabs input so soon that quite often I was getting
multiple draw sounds, and it marred the realism a bit.

The training mode idea is cool, but could be slightly improved by more
responsive watch out warnings. Perhaps chop the breaths from the
beginning of those sounds? When you're at a run, the extra split
second those breaths add sometimes means that the warnings are quite
out of sync and it's easy to slip up.

Oh, and I got bitten by the multiple torch sound bug. Can't reproduce
it consistently I'm afraid. It happened twice in the space of about 8
runs through to different extents, always in different locations with
different sequences beforehand.

It's come such a long way since I last played, really enjoyable! Can't
wait for the FPS version!

Cheers
Scott


On 7/6/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hello everyone,
 USA Games Interactive would like to announce the immediate
 availability of Tomb Hunter Mysteries of the Ancients beta 13. This
 all new test release includes a number of bug fixes, keyboard
 commands, various updates to levels 1 and 2, as well as an all new
 training mode. For a complete list of changes in this release read the
 Changes.txt file included with the game. As always please remember to
 uninstall beta 12 and earlier releases before installing this new
 release.
 To download this release visit our products page
 http://www.usagamesinteractive.com/products.php
 and click the Mysteries of the Ancients (Standard) link.

 P.S.

 This version is the side-scroller version of the game. As there are a
 number of bugs in the fps version of the game we have elected to go
 ahead and release this version first, and follow up with the 3d fps
 version in a week or two once we know the fps version is stable enough
 for public testing.

 Happy Gaming!

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Hayden Presley
Hi Thomas,
The torch bug is back with a vengeance, sad to say. Whenever you start a
game it's there, and sometimes yo u don'y even know the torch ran out until
you hear Angela say, I need a light! or whatever.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Tuesday, July 06, 2010 5:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Tom,

Just taken MOTA Beta 13 for a spin, and a few thoughts occurred.

Thanks for adding the escape key to skip movies. Not sure when this
was done as I've been somewhat out of the loop, but I appreciated it
after dying for the 4th time lol.

Is speech in a separate thread still on the to do list? I really hope
so, as for things like checking your ammo half way through a fight I
don't want the action to grind to a halt while the ammo count is
announced.

Can we get some very subtle menu sounds, especially with the current
situation where speech isn't in it's own thread? I love the new view
menu, but found myself unsure of whether I was back in the game or not
at times because I wasn't sure whether I had hit escape too soon as it
doesn't take effect until after speech. Just a tiny sound to signify
that the key was recognised would be useful.

Weapons firing on key release feels odd, again not sure how long this
has been the case, but it took some serious getting used too and I'm
not sure I'm there yet.

Is there a way that you can set key repeat rate on a per-key basis?
Things like arrows or J and L should of course be repeated, and it's
great how d can be held down along with movement, but things like
numbers one through 9 should probably be one hit only. I noticed that
the key repeat grabs input so soon that quite often I was getting
multiple draw sounds, and it marred the realism a bit.

The training mode idea is cool, but could be slightly improved by more
responsive watch out warnings. Perhaps chop the breaths from the
beginning of those sounds? When you're at a run, the extra split
second those breaths add sometimes means that the warnings are quite
out of sync and it's easy to slip up.

Oh, and I got bitten by the multiple torch sound bug. Can't reproduce
it consistently I'm afraid. It happened twice in the space of about 8
runs through to different extents, always in different locations with
different sequences beforehand.

It's come such a long way since I last played, really enjoyable! Can't
wait for the FPS version!

Cheers
Scott


On 7/6/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hello everyone,
 USA Games Interactive would like to announce the immediate
 availability of Tomb Hunter Mysteries of the Ancients beta 13. This
 all new test release includes a number of bug fixes, keyboard
 commands, various updates to levels 1 and 2, as well as an all new
 training mode. For a complete list of changes in this release read the
 Changes.txt file included with the game. As always please remember to
 uninstall beta 12 and earlier releases before installing this new
 release.
 To download this release visit our products page
 http://www.usagamesinteractive.com/products.php
 and click the Mysteries of the Ancients (Standard) link.

 P.S.

 This version is the side-scroller version of the game. As there are a
 number of bugs in the fps version of the game we have elected to go
 ahead and release this version first, and follow up with the 3d fps
 version in a week or two once we know the fps version is stable enough
 for public testing.

 Happy Gaming!

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the
list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Hayden Presley
Hi Shaun,I really can say that I do not like your tracking idea. That's not
really realistic. Plus it makes thingstoo easy, everyone would be doing it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Tuesday, July 06, 2010 3:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Shaun, I don't agree with the strength one. Now, as you swing a sword, you 
don't really stab like a knife if I'm correct. Its like pointing the sharp 
end, but wacking them on the sharp end. And also, with a cupple of swings, 
your arms will ake and it'll be hard to swing.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to

joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: shaun everiss shau...@xtra.co.nz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, July 06, 2010 6:45 AM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released


 just played it for a bit.
 there are a couple things.
 All through the game I got strength message things so assume powerups.
 However if these are powerups I'd like to use them when needed.
 unless running and jumping need strength to.
 When I get to use the sword my strength is always critical.
 eventually I just run passed the monsters  and thats that.
 Also the issue of pressing control t to check the status of the torch if 
 one is not lit then its lit exists, not this is left control on my 
 keyboard.
 I like the new keyboard I was going to ask about changing the run and walk

 keys back but then it grew on me.
 I like it when I can charge a boss or so get in a few swings then run away

 again, recharge then charge again.
 I know this is not quite realistic but could health powerups and strength 
 powerups make a noise when you get close like an object like a item or 
 weapon does?
 also could i have an option when to use them.
 also if strength and health is good they shouldn't be used.
 Could I also have various commands in the view menu or have view do what 
 it does but have it so you can sort things or hit letters ie traps like 
 spikes can have s blades b lava l  and fire f.
 or just t could do everything or something.
 Right now if there are more than one  trap exists I have to scroll round 
 the menu find and moniter what I am viewing.
 I'd also like to have the ability to track a trap, it would be like a 
 warning however unlike  warnings in the game you could set it.
 that would have disadvantages.
 you couldn't see anything else till you jumped that trap.
 2.  you would have to view that trap or set of traps to set it in the 
 first place.
 3.  that trap would only work in the room of the trap.
 Example.
 if I went into a room with a spike trap or 2 I could track both traps.
 or one at the time then the other automatically.
 If I went into the next room from those traps I jumpped over if these were

 things that you had to go back over the game would remember it was set 
 then you would go back over.
 however if you went over the second time and back to the previous room the

 trap would unset.
 or something like that.
 At 12:28 p.m. 6/07/2010, you wrote:
Hi Thomas,
Can't wait to play it! I'm downloading it now...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, July 05, 2010 6:03 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA (Standard) Beta 13 Released

Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Hayden Presley
Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 1:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On 7/6/10, dark d...@xgam.org wrote:
 I must confess tom, i generally prefer going for ease of use rather than
 logic myself, particularly in action games but fair enough, and I do see
 your point regarding keeping controls for the 3D game as similar as
 possible.

 Beware the #Grue!

 Dark.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Charles Rivard

He probably chose w for weapon, which makes sense.  Just my speculation.

---
Shepherds are the best beasts!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, July 06, 2010 6:35 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 1:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On 7/6/10, dark d...@xgam.org wrote:

I must confess tom, i generally prefer going for ease of use rather than
logic myself, particularly in action games but fair enough, and I do see
your point regarding keeping controls for the 3D game as similar as
possible.

Beware the #Grue!

Dark.


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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Hayden,
Oh, I am well aware of that bug. We actually foundit during private
beta testing, but I haven't been able to resolve it yet. However, I am
continuing to work on a solution. Hopefully it will be fixed before
beta 14 comes out which is beginning to look like a maintainence
release with a number of miner patches and updates that fixes things
like the keyboard stuff as well as this issue with the torch amung
other things.

Smile.


On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 The torch bug is back with a vengeance, sad to say. Whenever you start a
 game it's there, and sometimes yo u don'y even know the torch ran out until
 you hear Angela say, I need a light! or whatever.

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Charles,
right. I chose w for weapon and space for fire which seamed to be the
most logical key asignments to me. Now, if I were to do what Tomb
Raider does in most of the games draw/holster would be the spacebar
and control would fire. However, that's a couple of key asignments I
don't like and chose to improvise my own in that case. Especially,
since certain actions would only have been available with the control
key when the weapon was holstered. Something like climb up/down makes
sense, but in the fps version I have previous 90 and next 90 degree
turns asigned to control+left and control+right which should be able
to be freely performed without holstering a weapon Thus fire needed to
go somewhere else and the spacebar is the logical choice, and
draw/holster got moved to w for weapon..

Smile.

On 7/6/10, Charles Rivard woofer...@sbcglobal.net wrote:
 He probably chose w for weapon, which makes sense.  Just my speculation.

 ---
 Shepherds are the best beasts!

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Hayden,
Well, as I just explained to Charles why I asigned draw/holster to w
I'm not going to cover that ground again. Although, for some reason I
don't recall having draw/holster asigned to d. If I did that was
probibly when I was experimenting with various keyboard layouts, and
trying different things on for size. However, w ended up being my
choice for draw/holster as it is easy to remember because weapon
begins with the letter w. Make sense?

Smile.






On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 If you move duck to c, and move draw/hoster weapon to d(why didyou
 originally move it to w?), you could use w for location.

 Best Regards,
 Hayden

---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hello Scott,
As for being able to interrupt the intro scenes etc that was just
added in beta 13. It was a very popular request. So I'm glad you like
it.
As for speech being on its own thread I hope to do that eventually.
However, it probibly won't appear before 1.0. The reason is all
attempts to do this has ended up in an extremely unstable engine and
the game constantly crashed. i decided to go for stability rather than
continue experimenting with that feature at this time. So the jury is
still out on that request. I can't tell you for sure when that feature
will be added to the game engine.
As for adding menu sounds I'm sure I could do that. Once upon a time
there were such sounds in the game, but people complained about them
so I took them out. I suppose I can put them back in the game in beta
14.
As for key repeat there is no way to set the rate on a per key basis.
However fast the input thread polls the keyboard is how fast each and
every key is checked for a key press or key release state. There is
not any way to change the behavior of this or that key beyond that
other than splitting keyboard input into multiple threads which is not
a good idea at all.


Cheers!

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Hayden Presley

Hi Thomas,
Yep, you did. That was either BETA 5 or 6 when you changed it.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 8:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Hayden,
Well, as I just explained to Charles why I asigned draw/holster to w
I'm not going to cover that ground again. Although, for some reason I
don't recall having draw/holster asigned to d. If I did that was
probibly when I was experimenting with various keyboard layouts, and
trying different things on for size. However, w ended up being my
choice for draw/holster as it is easy to remember because weapon
begins with the letter w. Make sense?

Smile.






On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 If you move duck to c, and move draw/hoster weapon to d(why didyou
 originally move it to w?), you could use w for location.

 Best Regards,
 Hayden

---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Bryan Peterson
Now that you mention it I think he's right. I do seem to recall D at one 
point drawing and holstering weapons.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:06 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released




Hi Thomas,
Yep, you did. That was either BETA 5 or 6 when you changed it.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 8:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Hayden,
Well, as I just explained to Charles why I asigned draw/holster to w
I'm not going to cover that ground again. Although, for some reason I
don't recall having draw/holster asigned to d. If I did that was
probibly when I was experimenting with various keyboard layouts, and
trying different things on for size. However, w ended up being my
choice for draw/holster as it is easy to remember because weapon
begins with the letter w. Make sense?

Smile.






On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden


---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread shaun everiss
well in my views all the keys work in the desktop layout bar left 
control I would not like a laptop layout where all the keys are 
different since all bar one command works.

At 01:10 p.m. 7/07/2010, you wrote:

He probably chose w for weapon, which makes sense.  Just my speculation.

---
Shepherds are the best beasts!
- Original Message - From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, July 06, 2010 6:35 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 1:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On 7/6/10, dark d...@xgam.org wrote:

I must confess tom, i generally prefer going for ease of use rather than
logic myself, particularly in action games but fair enough, and I do see
your point regarding keeping controls for the 3D game as similar as
possible.

Beware the #Grue!

Dark.


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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread shaun everiss

it was now its w which is a better way to do things.
At 02:15 p.m. 7/07/2010, you wrote:
Now that you mention it I think he's right. I do seem to recall D at 
one point drawing and holstering weapons.

We are the Knights who say...Ni!
- Original Message - From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, July 06, 2010 8:06 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released




Hi Thomas,
Yep, you did. That was either BETA 5 or 6 when you changed it.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 8:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Hayden,
Well, as I just explained to Charles why I asigned draw/holster to w
I'm not going to cover that ground again. Although, for some reason I
don't recall having draw/holster asigned to d. If I did that was
probibly when I was experimenting with various keyboard layouts, and
trying different things on for size. However, w ended up being my
choice for draw/holster as it is easy to remember because weapon
begins with the letter w. Make sense?

Smile.






On 7/6/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden


---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-05 Thread shaun everiss

wow I can't wait.
At 11:03 a.m. 6/07/2010, you wrote:

Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-05 Thread shaun everiss

just played it for a bit.
there are a couple things.
All through the game I got strength message things so assume powerups.
However if these are powerups I'd like to use them when needed.
unless running and jumping need strength to.
When I get to use the sword my strength is always critical.
eventually I just run passed the monsters  and thats that.
Also the issue of pressing control t to check the status of the torch 
if one is not lit then its lit exists, not this is left control on my keyboard.
I like the new keyboard I was going to ask about changing the run and 
walk keys back but then it grew on me.
I like it when I can charge a boss or so get in a few swings then run 
away again, recharge then charge again.
I know this is not quite realistic but could health powerups and 
strength powerups make a noise when you get close like an object like 
a item or weapon does?

also could i have an option when to use them.
also if strength and health is good they shouldn't be used.
Could I also have various commands in the view menu or have view do 
what it does but have it so you can sort things or hit letters ie 
traps like spikes can have s blades b lava l  and fire f.

or just t could do everything or something.
Right now if there are more than one  trap exists I have to scroll 
round the menu find and moniter what I am viewing.
I'd also like to have the ability to track a trap, it would be like a 
warning however unlike  warnings in the game you could set it.

that would have disadvantages.
you couldn't see anything else till you jumped that trap.
2.  you would have to view that trap or set of traps to set it in the 
first place.

3.  that trap would only work in the room of the trap.
Example.
if I went into a room with a spike trap or 2 I could track both traps.
or one at the time then the other automatically.
If I went into the next room from those traps I jumpped over if these 
were things that you had to go back over the game would remember it 
was set then you would go back over.
however if you went over the second time and back to the previous 
room the trap would unset.

or something like that.
At 12:28 p.m. 6/07/2010, you wrote:

Hi Thomas,
Can't wait to play it! I'm downloading it now...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, July 05, 2010 6:03 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA (Standard) Beta 13 Released

Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

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