I actually like the accent.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, February 01, 2011 9:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Petr,
Actually, in myopinion Scansoft Karen is one of the better
jill,
well, sounds very drunk to me. lol!
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, February 01, 2011 10:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Petr,
Actually, in myopinion Scansoft Karen is one of th
Hi Charles,
Good point. Not much good putting a potion right in room 1 if you
don't have a torch to find it. This does make the problem more
complicated.
Cheers!
On 2/1/11, Charles Rivard wrote:
> Maybe there could be one potion near the entrance? Then again, the gamer
> would have to find a
Hi Petr,
Actually, in myopinion Scansoft Karen is one of the better Sapi
voices. It was based on Australian singer Karen Jacobson's voice. If
you have ever heard Karen Jacobson talk the Sapi voice sounds quite a
lot like her actual voice. Although, the real Karen Jacobson sounds
better justbecause
Sent: Tuesday, February 01, 2011 1:49 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA beta 17
>
> Hi Karl,
>
> Karl wrote:
>
> I just finished playing through Mota 17 a couple of times. I am really
> loving the new level, and I like how you have to do
i think the linux one has been put on the shelf for now but could be wrong
I suppose if linux port was made I could run ubuntu on mac though wink to play
On 1 Feb 2011, at 18:11, Petr Bláha wrote:
> Hi Thomas,
> nice to hear about the new version of mota.
> But when i look at your site, i see o
sounds cool will ahve to try it on my netbook
On 1 Feb 2011, at 17:20, Thomas Ward wrote:
> Hello gamers,
>
> At long last Mysteries of the Ancients beta 17 is now available for
> download. This all new release contains a number of updates, bug
> fixes, and changes since beta 16.
>
> What's Ne
2011 5:39 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi,
That might work. Unfortunately, Acapela Heather doesn't like the word
mage. I typed in "skeleton mage" and it says it like "skeleton midge."
No wonder I hate synthetic speech. It doesn't kno
: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, February 01, 2011 1:49 PM
Subject: Re: [Audyssey] MOTA beta 17
Hi Karl,
Karl wrote:
I just finished playing through Mota 17 a couple of times. I am really
loving the new level, and I like how you have to do a lot
I always thought that the fact that you have been poisoned is one of the
puzzles in the game.
---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: "Karl Belanger"
To: "Gamers Discussion list"
Sent: Tuesday, February 01, 2011
Hi Liam,
Grin. Oh, where is your sense of challenge. Don't you like impossible
games? Just kidding.
Cheers!
On 2/1/11, Liam Erven wrote:
> That would be a good idea. Cause there's nothing more frustrating than
> getting poisoned from the outset and not being able to do anything.
>
---
Gamers
2011 2:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA beta 17
Hi Liam,
Not sure. In Tomb Raider they have medikits you pick up throughout the
levels rather than potions. Usually, they have a medikit somewhere near the
start position you can snag off a ledge or some other obscure
Hi Liam,
Not sure. In Tomb Raider they have medikits you pick up throughout the
levels rather than potions. Usually, they have a medikit somewhere
near the start position you can snag off a ledge or some other obscure
place which gives you a quick way to restore health when you need it.
Unfortunat
amers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, February 01, 2011 1:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA beta 17
Hi Karl,
Karl wrote:
I just finished playing through Mota 17 a couple of times. I am really
loving the new level, and I like how you have to
Hi Karl,
Karl wrote:
I just finished playing through Mota 17 a couple of times. I am really
loving the new level, and I like how you have to do a lot of backtracking
and exploring to find out where to go.
My reply:
Glad to here that. I really tried hard to capture the feeling of
playing some of
Hi Petr,
At the moment the Linux version isn't being worked on. The most
current version for Linux is beta 16, and probably won't be updated
until I get access to the Linux source code. Unfortunately, the
computer that source code was stored on died early in December and
while I technically have t
Hi Thomas,
nice to hear about the new version of mota.
But when i look at your site, i see only the Windows version.
What about the linux one? Do you plann to release it?
On 1.2.2011 18:20, Thomas Ward wrote:
Hello gamers,
At long last Mysteries of the Ancients beta 17 is now available for
down
On Tue, Feb 01, 2011 at 05:57:39AM +0200, Jacob Kruger wrote:
> Off-hand, might think about calling a skeleton with a dagger
> something like an assassin..?
[My Reply:]
Blade? Cutpurse? Footpad? I think Skeleton Thug would carry a
sap.
Michael
---
Game
Hi,
That might work. Unfortunately, Acapela Heather doesn't like the word
mage. I typed in "skeleton mage" and it says it like "skeleton midge."
No wonder I hate synthetic speech. It doesn't know how to say anything
right.
That's actually one of my problems in producing MOTA. Acapela Heather
is a
Hi Phil,
Lol! That is a very good question. I have been wondering the same
thing actually. In some cases there isn't a good name for some of the
kinds of modified enemies I can create for MOTA. A Zombie with an iron
spear could be called an undead spearman or zombie spearman. However,
a zombie tha
t;
Sent: Tuesday, February 01, 2011 3:33 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Thomas,
I like Skeleton Swordsman,
and Skeleton archer,
But what do you call a skeleton that uses a dagger?
Skeleton cutter?
Skeleton BladeSinger?
And how about a skeleton that throws fire?
S
ak
Sent: Monday, January 31, 2011 7:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Thomas,
I like
Skeleton Swordsman,
and
Skeleton archer,
But what do you call a skeleton that uses a dagger?
Skeleton cutter?
Skeleton BladeSinger?
And how about a skeleton t
PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi,
I'm not sure about that. It seams to me a lot of people have problems
with Shades of Doom, Sarah, etc. I've never thought of them as very
hard, but still many others do have the problem. So using them for
Hi Thomas,
I like
Skeleton Swordsman,
and
Skeleton archer,
But what do you call a skeleton that uses a dagger?
Skeleton cutter?
Skeleton BladeSinger?
And how about a skeleton that throws fire?
Skeleton fire thrower?
Skeleton pyromaniac?
And what about a skeleton so large it just steps on you?
Hi,
I'm not sure about that. It seams to me a lot of people have problems
with Shades of Doom, Sarah, etc. I've never thought of them as very
hard, but still many others do have the problem. So using them for
virtual o&m training might not be the best idea.
However, I am fairly good at general o&
well tom, there are also traps etc, sod has chambers that don't even
need you to access unless something exists.
I think its quite easy but I have played the game about 1000 times.
I plan to do a couple recordings of sod and gtc just for my way of
doing things.
maybe.
Hi,
Actually, I think t
--- Original Message -
From: "Darren Duff"
To: "'Gamers Discussion list'"
Sent: Monday, January 31, 2011 7:45 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
IT seems to me that if you are good at making a mental map of the world
around you, you should be able
y.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Arianna Sepulveda
Sent: Sunday, January 30, 2011 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
I agree, games like Shades of Doom, Audio Quake and Sarah and the Castle of
Witchcraft and Wizardry absolutely thr
Hi,
Actually, I think the reason you and others are so easily confused by
Shades of Doom etc isn't so much the levels are difficult, but it is
too easy to get turned around and accidently get lost. If you are
walking west along a coridor, get into a fight with an enemy, you
might end up walking ea
org] On
> Behalf Of dark
> Sent: Wednesday, January 26, 2011 1:57 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA Last Minute Comments
>
> Hi Tom, it's actually something of an irony. I've always been able to play
> complex 2d games like Metroid Mega m
Hi Hayden,
Probably not. I've been tied up with other things today and and still
have a few things to update/fix before the beta goes public. Sorry,
but the release will be put off a couple of days or so.
HTH
On 1/30/11, Hayden Presley wrote:
> Hi Thomas,
>
> Out of curiosity: any chance we ma
Hi,
Hahaha...quite the reply.
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Sunday, January 30, 2011 3:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Queery
Are you blind
Are you blind? If so, no. As for if you're not, only the Thomas Ward
knows. (ornery grin)
---
Laughter is the best medicine, so look around, find a dose and take it to
heart.
- Original Message -
From: "Hayden Presley"
To: "'Gamers Discussion list'"
Sent: Sunday, January 30, 2011
ld dothat again...
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, January 26, 2011 1:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Tom, it's actu
Hi Charles,
Yeah. Not only that but from a development point of view it is sort of
hard to add that degree of detail. I mean you have to design the
timing, difficulty, etc to be challenging but not too hard. To be
honest I'm wondering if I might have bit off more than I can chew.
Smile.
On 1/2
nd m?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, January 25, 2011 11:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Dark,
True enough. Strangely though when it com
quot;
To: "Gamers Discussion list"
Sent: Tuesday, January 25, 2011 9:59 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Charles,
Charles wrote:
Puzzles? Once solved, do they detract from the challenge and replay
value? A classic example of this is the first game put out by
Bav
That's what I figured. German or a similar language.
We are the Knights who say...Ni!
- Original Message -
From: "Ryan Strunk"
To: "'Gamers Discussion list'"
Sent: Wednesday, January 26, 2011 5:47 AM
Subject: Re: [Audyssey] MOTA Last Minute Com
Ward
Sent: Tuesday, January 25, 2011 11:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Dark,
True enough. Strangely though when it comes to creating level maps in my
mind I can not for the life of me think of them in 2d. I suppose because
when I was sig
t'
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi,
Not to be picky but I'm not sure why you're replacing ps with bs and ts with
ds.
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mic
ppose it's just my liking for exploration, and seeing rewards like
trophies as something else to explore.
Beware the grue!
Dark.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Wednesday, January 26, 2011 7:58 AM
Subject: Re: [Audyss
Hi Dark,
Basically, I figure unlocking trophies etc is one good use for arcade
mode. In Guardian of Light you get certain points for performing
various things like time bonuses etc that all go towards unlocking
certain trophies and things like that. So if we add arcade mode this
would be the most
ntain a spacial memory of the board,
neither can I play chess just with audio no matter how good the board review
features are.
Beware the Grue!
Dark.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Wednesday, January 26, 2011 4:12 A
dnesday, January 26, 2011 3:17 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Ryan,
About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thinking of a classic
arcade mode where it keeps track of your top 10 scores and
I like the idea of trophies, very much.
-- Original Message --
From: Thomas Ward
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Date: Tue, 25 Jan 2011 22:17:24 -0500
Hi Ryan,
About arcade mode. Score servers and things like that is something we
Hi Dark,
True enough. Strangely though when it comes to creating level maps in
my mind I can not for the life of me think of them in 2d. I suppose
because when I was sighted I saw everything in 3d so when I start
mapping things I automatically think of things having 3d left, right,
up down, front,
Hi Charles,
Charles wrote:
Puzzles? Once solved, do they detract from the challenge and replay
value? A classic example of this is the first game put out by
Bavisoft.
My reply:
I don't think so. As long as there are more challenges besides the
puzzles in place there will be plenty to offer a g
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Wednesday, January 26, 2011 3:17 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Ryan,
About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thi
Hi Ryan,
About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thinking of a classic
arcade mode where it keeps track of your top 10 scores and you try to
best your own score. Plus by having an arcade mode there are other
things we c
It could be that English isn't his native language.
We are the Knights who say...Ni!
- Original Message -
From: "Hayden Presley"
To: "'Gamers Discussion list'"
Sent: Tuesday, January 25, 2011 4:12 PM
Subject: Re: [Audyssey] MOTA Last Minute Comm
Puzzles? Once solved, do they detract from the challenge and replay value?
A classic example of this is the first game put out by Bavisoft.
Traps? I like the way that Q9's pits are, in that you can still fall into
pits even with the muddy warning. Could it be possible to place a landing
hal
Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level wit
behind it.
Regards,
Damien.
- Original Message -
From: "Hayden Presley"
To: "'Gamers Discussion list'"
Sent: Tuesday, January 25, 2011 11:02 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi,
Blankblock? If you can play Tank Commander you
12:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
well I don't mind if centors exist in one room, sod has been a
replayed over and over.
While its true some monsters are not random, items still are and I
still come back again and again.
same with gtc.
thes
is no logic behind it, like for example the
puzzle in Chillingham used to open the back door in the church...
I'm pretty much flustered over it all.
Regards,
Damien.
- Original Message - From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, January 25
Hi Thomas,
I think nere the firepits and other traps there should be monsters which are
random.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, January 25, 2011 8:43 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Tom,
Just a couple things:
1. If you put an arcade mode in, can you have a high score server? I.E. We
could submit our high scores to scoreboards on the internet like with Pipe,
Troopanum, ETC, and compete with each other? If you can, I'd say definitely I'd
like an arcade mode. If you can't,
That to an extent is true Tom, but equally bare in mind that 2D is spacially
easier than 3D.
Many of the problems some people have with 3D are simply space
orientated, heck, if it weren't for good nav features in the gma engine
and terraformers I couldn't play them myself, and in fact fin
sibilities as a developer as
well as my skills as a gamer.
Regards,
Damien.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, January 25, 2011 1:57 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Damien,
You just hi
Hi Damien,
You just hit upon one of my main concerns. Your definition and my
ddefinition of easy and hard is vastly different.
Below you explained that you have problems with games like Shades of
Doom where I have beaten it several times. I have even beaten it a few
times on the highest difficult
Hi Michael,
Michael wrote:
Just a short question about traps and items. What happened to such
things as the vanishing platforms to cross some traps instead of the
bridges
or bridges that only hold you for a time before breaking, and
something like the force fields or other timed traps in general?
Hi Karl,
Thanks for the comments.
As for your comment about partial randomization that's part of the
problem. As I was explaining to Phil earlier when I added that random
code I didn't do it in such a way that would provide partial
randomization or take certain types of special conditions into
ac
ere is no logic behind it, like for example the puzzle in Chillingham used
to open the back door in the church...
I'm pretty much flustered over it all.
Regards,
Damien.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, Januar
Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level with only the standard gun as a weapon, with nothing else. Even on
easy t
Hi tom I personally preffer the randomness of the game, it keeps the player
on their toes and doesn't become boring to expect the same monsters in the
same places all of the time. I know of a few games where the monsters are
always in the same place and good though they are, a bit of randomness
s,
Philip Bennefall
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Tuesday, January 25, 2011 1:20 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Phil,
Phil wrote:
I am not sure why you can not have random monsters and specific mons
Here are my thoughts:
As for randomized monsters and items, I have definitely experienced how
things can be unbalanced, and I would be OK with completely unrandomizing
things. Or, what about partial randomization? For example, you could only
allow skeletons and zombies on level 1, add in centaurs o
amers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, January 25, 2011 5:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Ryan,
Ryan wrote:
As it stands now, you may be right, but I don't think that's a
Hi Phil,
Phil wrote:
I am not sure why you can not have random monsters and specific monsters.
In the Sarah game, I decide which monsters show up on each level and
how many of them. Then I also adjust the number and type plus
adjusting their capabilities
before the level starts depending on your
Hi Thomas,
Another suggestion about the placement of monsters.
How about no random monsters, so they are positioned exactly where you want
them.
But then have a random removal of those monsters function at the start of
each level.
Phil
---
Gamers mailing list __ Gamers@audyssey.org
If you wa
Hi Shaun,
As I said in a prier e-mail doing that wouldn't really work. I could
never balance the game that way. Let me explain it another way.
Let's assume you enter the first room and you have a pistol with 15
rounds of ammo. There is a big ugly skeleton in their with a rusty
dagger in his hand.
Hi Thomas,
I am not sure why you can not have random monsters and specific monsters.
The skeletons and other low level monsters should be random and show up
everywhere and on all levels.
But then you should have another specific monster class that shows up only
where and when you decide.
In the
Hi Dark,
Dark wrote:
As to puzles and traps, how about an easy mode for compromise.
I'm not just thinking here of mucking about with game mechanics, but
of something
potentially plot specific which could provide audio help similar to
the eva in shades
of doom.
Say, on easy mode angela takes a ra
Hi Ryan,
Ryan wrote:
As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.
My reply:
That's quite true, but my concern is actually translating some of
these complex p
Hi tom.
The chief reason I can see for random monsters, is to provide interest in
the rest of your game.
Gameplay wise Q9 scores over superliam in my book because while they have
basically the same formular, walk along left to right, jump holes, smack
stuff when close etc, q9 has randomly oc
well you could remove the randomised code while you test it and then
add it back in later if you cared to.
Issue is once people know where everything is then it won't matter if
you have the game or not.
At 09:43 p.m. 25/01/2011, you wrote:
Hi Will,
Yeah, that goes without saying. The big pictu
hi tom.
Ok, I aggree with you on the monsters thing.
There are 2 ways you could accomplish this.
1. have randomised monsters per location.
That is every location where monsters exist as is in the current
release can have randomised monsters, unless for example these don't
fit in which case you
I'm in favor of taking out randomness.
I'm not overly concerned with scoring.
My biggest point in this email, though:
"In the Tomb Raider games puzzles range from using a
specific lever/switch to unlock a door to more advanced puzzles like
jumping on certain pressure switches,hidden in the floor, i
Hi Thomas,
very interesting things you brought up there.
For me personally, the random enemies and items are not important at
all. I perfectly understand what you said about enemies fitting into a
plot and so on, and that is a lot more important for me at least. So, I
would say, just place th
Hi Will,
Yeah, that goes without saying. The big picture here is how to balance
it out so it allows new/inexperienced gamers a serious chanse at
playing plus give advanced gamers like myself something worth buying
and continuing to play for some time to come. To give it replay value
that holds the
Not too sure relevant at all, but in terms of randomisation closest would
really think you'd want to go is that on certain levels, the same
monsters/adversaries might want appear/arrive at different placements, but
that's about as far as would take it.
In terms of different jumping levels it m
I think we need more advanced elements and puzzles otherwise games we have will
remain to easy
On 25 Jan 2011, at 08:13, Thomas Ward wrote:
> Hi everyone,
>
> Okay, here is the deal. Beta 17 is almost ready for public release and
> it may appear as early as Friday/Saturday barring any unforsee
Might try a playthrough soon... starting today possibly.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 03 December 2010 23:00
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA Beta 16 Release
nt: Friday, December 03, 2010 6:28 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA Beta 16 Released!
I don't mind it even now
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 10 Novemb
I don't mind it even now
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 10 November 2010 03:18
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA Beta 16 Released!
Hi Clement,
So did I.
How do I get that
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: 07 November 2010 16:56
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA Beta 16 Released!
It's just over 21 pounds. For
ssion list
Subject: Re: [Audyssey] MOTA Beta 16 Released!
Hi Ben,
I'm not sure off the top of my head.However, at the current exchange
rate between the dollar and the British pound I'd imagine it would not
be any more than 30 pounds. Maybe even less the way the dollar is
rapidly going
Hi Ben,
Here isthe link to the file again:
http://www.usagamesinteractive.com/downloads/trailers/MOTA-Alternative.mp3
HTH
On 11/25/10, Ben wrote:
> Can I have a repost of the trailer link
>
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-uns
Can I have a repost of the trailer link
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 24 November 2010 23:02
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA Rock Remix
Hi Greg,
That
Hi Greg,
Ummm..That's a spear not a sphere. Smile.
As for the sound that starts and stops that is one of the new
vanishing platforms I'm adding to beta 17. You'll be seeing more of
them through the new game. As per demand people wanted to see those
traps carried over from Montezuma's Revenge to M
ssage -
From: "Lori Duncan"
To: "Gamers Discussion list"
Sent: Sunday, November 21, 2010 9:36 AM
Subject: Re: [Audyssey] MOTA Rock Remix
> Hi Tom would you also consider adding in a key which would say yes or no
> depending on your location, so you could remember if
To:
Sent: Sunday, November 21, 2010 2:23 PM
Subject: Re: [Audyssey] MOTA Rock Remix
Hi,
That was a vanishing platform. I guess enouh time has passed since I
was working on Montezuma's Revenge people have forgotten about
vanishing platforms. As per request I added a few into the game.
On 11/21
uncan"
To: "Gamers Discussion list"
Sent: Sunday, November 21, 2010 9:36 AM
Subject: Re: [Audyssey] MOTA Rock Remix
Hi Tom would you also consider adding in a key which would say yes or no
depending on your location, so you could remember if you've been there
before o
Hi Lori,
That's alright. A lot of VI gamers don't know the difference in game
types, styles, etc do to their total lack of experience with
mainstream games. Lots of people think Shades of Doom is 3d when in
fact it isn't. It has 3d audio, but it technically would be classified
as a 2d FPS because
day, November 22, 2010 5:49 PM
Subject: Re: [Audyssey] MOTA Rock Remix
Hi Lori,
Yeah. Well, that is the difference between a 2d environment like
Shades of Doom and a 3d environment like MOTA 3D. Besides the ability
to go north, south, east, and west there is a specific element to move
up and d
Hi Lori,
Yeah. Well, that is the difference between a 2d environment like
Shades of Doom and a 3d environment like MOTA 3D. Besides the ability
to go north, south, east, and west there is a specific element to move
up and down through the game world too. Either by climbing up or down
on something
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] MOTA Rock Remix
Hi,
The vanishing platforms vanish and appear at random intervals. You
often need to use one to cross an impassable trap like a large chasm,
fire pit, lava pit, whatever. Of course, if you are standing on it
when it
:
> Umm what does it involve?
> - Original Message -
> From: "Thomas Ward"
> To: "Gamers Discussion list"
> Sent: Sunday, November 21, 2010 10:04 PM
> Subject: Re: [Audyssey] MOTA Rock Remix
>
>
>> Hi Hayden,
>>
>> As per request I
Umm what does it involve?
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Sunday, November 21, 2010 10:04 PM
Subject: Re: [Audyssey] MOTA Rock Remix
Hi Hayden,
As per request I have added some vanishing platforms to the gam
Hi,
That was a vanishing platform. I guess enouh time has passed since I
was working on Montezuma's Revenge people have forgotten about
vanishing platforms. As per request I added a few into the game.
On 11/21/10, Greg Steel wrote:
> Hi Tom this is Greg. I heard your play through and I thou
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