Re: [Audyssey] Mota thoughts

2011-08-22 Thread Thomas Ward
Hi Valiant,

As I've explained before the alt key really isn't a viable option
right now. By default the Windows API assigns the alt key to the
context menu, and I've been trying to figure out how to disable that
functionality for months. The end result is if I attempt to silence
speech using alt it will silence speech and open up the context menu
as well. Obviously, that would not be too good for the end users.

One of the solutions I've found is to use a different graphical user
interface, window manager, like replacing the Windows API code with
Microsoft's Direct3D which is used by mainstream developers. That
would work I suppose, but the fix here would take longer than freeing
up that key is worth right now.

Cheers!





On 8/21/11, Valiant8086 valiant8...@lavabit.com wrote:
 How about alt, since GMA uses alt to silence speech, and as far as I
 know mota doesn't use alt for anything. I don't like shift because
 ctrl+shift+arrows might silence ongoing speech that one had intended to
 listen to while on the move.
 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] Mota thoughts

2011-08-21 Thread Valiant8086
How about alt, since GMA uses alt to silence speech, and as far as I 
know mota doesn't use alt for anything. I don't like shift because 
ctrl+shift+arrows might silence ongoing speech that one had intended to 
listen to while on the move.

Sent with Thunderbird 3.1.10 portable.

On 8/19/2011 1:25 PM, Thomas Ward wrote:

Hi Scott,

|Scott wrote:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-21 Thread Valiant8086

Hi.
Ah, ok just read what you said about the alt key not being an option at 
least for now. Hmm, context key? Probably has the same problem alt does, 
and it's so unconventional anyway. only thing I can think of tonight is 
having code that ensures the program knows the control key is still 
being depressed and not interrupting until it is let up, then depressed 
again. Can't just use something similar to keyPressed in auto it as 
aposed to keyDown, because keyDown is needed for all those other 
functions, but the code for the key could reinvent the wheel just when 
it came to the speech part while still being similar to auto it's key 
down. There must be a reason you didn't do that already. If it's a loop, 
auto it can say something like,


I've forgotten auto it syntax so here's some plain english in sort of vb 
syntax

if keyDown(ctrl)=true then 'check if ctrl key is pressed down right now
if ctrlKeyDown=false then 'check if our variable has been set by a 
previous loop to say the key was down at that point, iow was it already 
pressed
ctrlKeyDown=true 'tell the program the key is pressed so this code won't 
process next go around

speechInterrupt() 'interrupt speech
end if
elseIf keyDown(ctrl)=false then 'check if ctrl is not pressed
ctrlKeyDown=false 'the variable is set to say the key isn't down
end if

Hope you don't find my code contribution annoying, I know some people 
do, just figured I'd mention it just in case you didn't think of the 
obvious. My guess would be there's just something I don't know about 
involved that means you can't do it like that.

Sent with Thunderbird 3.1.10 portable.

On 8/21/2011 11:29 PM, Valiant8086 wrote:
How about alt, since GMA uses alt to silence speech, and as far as I 
know mota doesn't use alt for anything. I don't like shift because 
ctrl+shift+arrows might silence ongoing speech that one had intended 
to listen to while on the move.

Sent with Thunderbird 3.1.10 portable.

On 8/19/2011 1:25 PM, Thomas Ward wrote:

Hi Scott,

|Scott wrote:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-20 Thread Michael Gauler

Hi Thomas,
I also have tried beta 22 and I found one thing a bit strange.
When pressing the S key you can turn the sight feature on or off.
I had it on while fighting the boss of level 1. Then I finished level 1 and 
went into level 2 but the beeping tone was no longer present. And turning 
the thing off and back on did not work. Even leaving the current game and 
reloading did not solve this.
The second thing I was wondering about is about stairs. For example if you 
are in a room with stairs and if directly left or right of them is a wall 
and you go and hit the wall and want to move up from that position, the 
sound of moving along the flor is played instead of the stair sound while 
you still move up or down respectively.
I had this in many versions once a while. 



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Re: [Audyssey] Mota thoughts

2011-08-20 Thread Scott Chesworth
Hi Tom,

Hmmm, the issue with assigning silence to shift for me would be that
it'd probably make it tricky to get information whilst running, and
that's kinda the main reason I asked about the silence function. Alt
would be perfect, but it sounds like the API is pretty determined to
hold onto that.

Bit out of left field, but how about backspace? My thinking is that
it's a nice big button to aim for so good for shutting speech up even
when things are getting busy, plus so far as I've seen it's a
consistent placement for non-US layouts.

One thought that's just struck as I wrote the idea is that I've seen
backspace be assigned to snap around 180 before. If that's something
you had planned for the FPS version, we're back to square 1.

Scott

On 8/19/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi,

 Well, the alt key is problematic. At the moment because I used the
 Windows API to draw the Window the alt key is automatically asigned to
 pull up the blasted context window menu. I can't seem to find a decent
 way to disable this behavior. So if you pressed alt to silence speech
 you would also bring up the context menu for the game as well. The
 only way to fix that problem is to use something like Direct3D as a
 window manager so that it would free up the alt key for use in games.
 As for the grave accent key it could work, but it is way out of the
 way. It is not something that is a logical key asignment which brings
 us right back to the problem. I believe in mapping keys to logical
 keyboard assignments. The grave accent key isn't logical since most
 screen readers and speech devices use control or escape to silence
 speech.

 Cheers!



 On 8/19/11, Darren Duff duff...@gmail.com wrote:
 Why not use the alt key. Or maybe grave accent?

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Re: [Audyssey] Mota thoughts

2011-08-20 Thread Bryan Peterson

That stair thing's been around forever.
We are the Knights who say...Ni!
- Original Message - 
From: Michael Gauler michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 20, 2011 6:47 AM
Subject: Re: [Audyssey] Mota thoughts



Hi Thomas,
I also have tried beta 22 and I found one thing a bit strange.
When pressing the S key you can turn the sight feature on or off.
I had it on while fighting the boss of level 1. Then I finished level 1 
and went into level 2 but the beeping tone was no longer present. And 
turning the thing off and back on did not work. Even leaving the current 
game and reloading did not solve this.
The second thing I was wondering about is about stairs. For example if you 
are in a room with stairs and if directly left or right of them is a wall 
and you go and hit the wall and want to move up from that position, the 
sound of moving along the flor is played instead of the stair sound while 
you still move up or down respectively.

I had this in many versions once a while.

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
Hi Scott,

|Scott wrote:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

---
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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Bryan Peterson

Wouldn't that mean you couldn't use Shift for the running jump?
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts



Hi Scott,

|Scott wrote:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

---
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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Michael Taboada (AI5HF)

Hi,
You could always use something like ctrl+I or shift+I or something like 
that.

Hth,

-Michael.

--
From: Bryan Peterson bpeterson2...@cableone.net
Sent: Friday, August 19, 2011 1:01 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Mota thoughts


Wouldn't that mean you couldn't use Shift for the running jump?
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts



Hi Scott,

|Scott wrote:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

---
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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Darren Duff
Why not use the alt key. Or maybe grave accent? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 19, 2011 1:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts

Hi Scott,

|Scott wrote:

1. Room 16, whatever the platform thing is in the middle of the big fire pit
has a location but not a description of the object itself.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in beta
21 but apparently not. I'll take a look at the code again and see if I can
fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been around
since last time I played and caught up on the list, must've been pre beta
18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view menu/command and
it was one of those things I was putting off until I knew how many
staircases would be in the game before adding them to the view command. They
are actually one of the updates going into the game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there a key
to silence speech? When there are a lot of objects in a room, I quite often
find it continuing to talk around other stats. It can get mega distracting
when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the game, but
is currently unasigned to a key, because I can't find a key that I can
logically map it to. If I map it to control, for example, then commands like
control+t won't speak the number of torches  in your inventory. If I asign
it to something like escape you can't use it to quit/escape the game, menus,
etc. I'm thinking shift might be a good alternative, but I'm still open to
suggestions. I really don't know what to use for silencing speech.

Cheers!

---
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send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
Hi Bryan,

No, you could still use shift to run and for the running jump. The
difference between shift and control is there are no speech commands
asigned to shift. Therefore the speech silence function would not be
interrupting a status message.

For example, with the control key we have speak torches, speak current
weapon, and speak potions. The problem with using control to silence
speech is that if you hold down control and press t to speak torches
it won't say anything because it is trying to speak at the same time
its told to silence all speech. If we want to use control for
silencing speech I'd have to remap the status commands to shift+t,
shift+p, and shift+w, etc to keep that from happening.


Alternatively if I use shift to silence speech it won't effect any
status messages because there aren't any asigned or mapped to the
shift. Just standard run and jump commands which don't necessarily
require listening to status messages while moving anyway.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
Hi Michael,

Actually, no I couldn't. the i, j, k, and l keys are alternative arrow
keys for netbooks and laptops that don't have a full sized keyboard.
So setting i to speech interrupt would not be a good idea.

On 8/19/11, Michael Taboada (AI5HF) ai...@hotmail.com wrote:
 Hi,
 You could always use something like ctrl+I or shift+I or something like
 that.
 Hth,

 -Michael.


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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
Hi,

Well, the alt key is problematic. At the moment because I used the
Windows API to draw the Window the alt key is automatically asigned to
pull up the blasted context window menu. I can't seem to find a decent
way to disable this behavior. So if you pressed alt to silence speech
you would also bring up the context menu for the game as well. The
only way to fix that problem is to use something like Direct3D as a
window manager so that it would free up the alt key for use in games.
As for the grave accent key it could work, but it is way out of the
way. It is not something that is a logical key asignment which brings
us right back to the problem. I believe in mapping keys to logical
keyboard assignments. The grave accent key isn't logical since most
screen readers and speech devices use control or escape to silence
speech.

Cheers!



On 8/19/11, Darren Duff duff...@gmail.com wrote:
 Why not use the alt key. Or maybe grave accent?

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Bryan Peterson

The way it is right now is the simplest.
We are the Knights who say...Ni!
- Original Message - 
From: Michael Taboada (AI5HF) ai...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 12:08 PM
Subject: Re: [Audyssey] Mota thoughts



Hi,
You could always use something like ctrl+I or shift+I or something like 
that.

Hth,

-Michael.

--
From: Bryan Peterson bpeterson2...@cableone.net
Sent: Friday, August 19, 2011 1:01 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Mota thoughts


Wouldn't that mean you couldn't use Shift for the running jump?
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts



Hi Scott,

|Scott wrote:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Bryan Peterson
Well if using Shift to silence speech wouldn't interfere with running and 
jumping then why not do that?

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 12:43 PM
Subject: Re: [Audyssey] Mota thoughts



Hi,

Well, the alt key is problematic. At the moment because I used the
Windows API to draw the Window the alt key is automatically asigned to
pull up the blasted context window menu. I can't seem to find a decent
way to disable this behavior. So if you pressed alt to silence speech
you would also bring up the context menu for the game as well. The
only way to fix that problem is to use something like Direct3D as a
window manager so that it would free up the alt key for use in games.
As for the grave accent key it could work, but it is way out of the
way. It is not something that is a logical key asignment which brings
us right back to the problem. I believe in mapping keys to logical
keyboard assignments. The grave accent key isn't logical since most
screen readers and speech devices use control or escape to silence
speech.

Cheers!



On 8/19/11, Darren Duff duff...@gmail.com wrote:

Why not use the alt key. Or maybe grave accent?


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Re: [Audyssey] Mota thoughts

2011-08-18 Thread Karl Belanger
One thing you could add to help make it clear when you missed a jump is to
add a shorter scream or exhale followed by a fall noise to signal that you
took a fall. You might also consider taking some damage when you jump near
the top of a rope and fall.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, August 17, 2011 11:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts

Hi Dark,

As for your first point about jumping onto ledges and missing that's often
the result of simply not jumping far enough. I've done it plenty of times
myself and all I can say is to try again if that happens.You will get a feel
for jumping onto ledges after a while.

As to your second point that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a staircase,
ledge, etc because the look up/down commands page up and down only changes
the y axis of view and unfortunally in MOTA the z axis is up/down. So I'm
going have to write a custom look up/down function for this game
specifically to resolve this problem or rewrite the targeting code to do
this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between now
and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing 
 thus far, the analogue jump system is as i expected, as is the running
jumps.

 the only two miner niggles I have are first, for some reason you don't 
 always seem to reach a ledge after climbing up a rope and jumping off, 
 sometimes you fall back to the bottom even when you've climbed as far 
 as you can upwards. A note, perhaps the indicator saying stone ledge 
 whenb your in a position to jump off might help, as might an indicator 
 on how far you have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
stairs.
 After jumping the big gap and climbing downwards, there's a flight of 
 steps going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like 
 to know.

 Other than that, i'm liking thus far, and these two issues might just 
 be me getting used to the mechanics.

 All the best,

 Dark.
 ---
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Re: [Audyssey] Mota thoughts

2011-08-18 Thread Hayden Presley
Hi,
I don't like that damage idea. For one thing, if there is a monster in the
room below, it is totally to your advantage to jump down there before they
start hurting you while you are on the rope.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Thursday, August 18, 2011 9:46 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mota thoughts

One thing you could add to help make it clear when you missed a jump is to
add a shorter scream or exhale followed by a fall noise to signal that you
took a fall. You might also consider taking some damage when you jump near
the top of a rope and fall.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, August 17, 2011 11:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts

Hi Dark,

As for your first point about jumping onto ledges and missing that's often
the result of simply not jumping far enough. I've done it plenty of times
myself and all I can say is to try again if that happens.You will get a feel
for jumping onto ledges after a while.

As to your second point that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a staircase,
ledge, etc because the look up/down commands page up and down only changes
the y axis of view and unfortunally in MOTA the z axis is up/down. So I'm
going have to write a custom look up/down function for this game
specifically to resolve this problem or rewrite the targeting code to do
this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between now
and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing 
 thus far, the analogue jump system is as i expected, as is the running
jumps.

 the only two miner niggles I have are first, for some reason you don't 
 always seem to reach a ledge after climbing up a rope and jumping off, 
 sometimes you fall back to the bottom even when you've climbed as far 
 as you can upwards. A note, perhaps the indicator saying stone ledge 
 whenb your in a position to jump off might help, as might an indicator 
 on how far you have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
stairs.
 After jumping the big gap and climbing downwards, there's a flight of 
 steps going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like 
 to know.

 Other than that, i'm liking thus far, and these two issues might just 
 be me getting used to the mechanics.

 All the best,

 Dark.
 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
 list, send E-mail to gamers-unsubscr...@audyssey.org.
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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1392 / Virus Database: 1520/3842 - Release Date: 08/18/11


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[Audyssey] Mota thoughts

2011-08-17 Thread dark
Hi. 

Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far, 
the analogue jump system is as i expected, as is the running jumps. 

the only two miner niggles I have are first, for some reason you don't always 
seem to reach a ledge after climbing up a rope and jumping off, sometimes you 
fall back to the bottom even when you've climbed as far as you can upwards. A 
note, perhaps the indicator saying stone ledge whenb your in a position to 
jump off might help, as might an indicator on how far you have fallen. 

Also, for some reason i can't attack monsters if I'm on a flight of stairs. 
After jumping the big gap and climbing downwards, there's a flight of steps 
going down and usually an enemy down there. 

whatever weapon I use, I don't seem able to targit at all. 

if there is a key to targit my attacks to a monster below me, I'd like to know. 

Other than that, i'm liking thus far, and these two issues might just be me 
getting used to the mechanics. 

All the best, 

Dark.
---
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Thomas Ward
Hi Dark,

As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.You
will get a feel for jumping onto ledges after a while.

As to your second point that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a
staircase, ledge, etc because the look up/down commands page up and
down only changes the y axis of view and unfortunally in MOTA the z
axis is up/down. So I'm going have to write a custom look up/down
function for this game specifically to resolve this problem or rewrite
the targeting code to do this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between
now and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of stairs.
 After jumping the big gap and climbing downwards, there's a flight of steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be me
 getting used to the mechanics.

 All the best,

 Dark.
 ---
 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
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 All messages are archived and can be searched and read at
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Valiant8086

Hi.
With your rope problem, don't forget about analogue jumping. You have to 
jump far enough when on a rope too just like with ledges.

Sent with Thunderbird 3.1.10 portable.

On 8/17/2011 10:50 AM, dark wrote:

Hi.

Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far, 
the analogue jump system is as i expected, as is the running jumps.

the only two miner niggles I have are first, for some reason you don't always seem to 
reach a ledge after climbing up a rope and jumping off, sometimes you fall back to the 
bottom even when you've climbed as far as you can upwards. A note, perhaps the indicator 
saying stone ledge whenb your in a position to jump off might help, as might 
an indicator on how far you have fallen.

Also, for some reason i can't attack monsters if I'm on a flight of stairs. 
After jumping the big gap and climbing downwards, there's a flight of steps 
going down and usually an enemy down there.

whatever weapon I use, I don't seem able to targit at all.

if there is a key to targit my attacks to a monster below me, I'd like to know.

Other than that, i'm liking thus far, and these two issues might just be me 
getting used to the mechanics.

All the best,

Dark.
---
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread dark

Hi Tom.

Fair enough on the look code. part of the problem is the instant you see an 
enemy, it's attacking you even when your above it on the stairs and it's 
below you.


in a game like super castlevania (which had lots of stairs), you would 
usually just have to wait until the enemy patrolled away from the bottom of 
the stairs so that you could go down and hitt it. This might actually be an 
alternative solution for the side scroller, making enemies patrol back and 
forth and having the enemies only targit you when your on the same level as 
them.


As I said with jumping, it didn't seem to happen with pits, for instance I 
could get over that first fire pit with either a running jump, or a standing 
jump from right on the ledge provided I held the keys, but it did seem to 
happen on ropes for some reason more often though this might just be me 
needing to get used to the mechanics (something which is actually nice to 
see in an audio game for once).


i'll give the game another try and see if I can work around this.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 4:41 PM
Subject: Re: [Audyssey] Mota thoughts



Hi Dark,

As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.You
will get a feel for jumping onto ledges after a while.

As to your second point that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a
staircase, ledge, etc because the look up/down commands page up and
down only changes the y axis of view and unfortunally in MOTA the z
axis is up/down. So I'm going have to write a custom look up/down
function for this game specifically to resolve this problem or rewrite
the targeting code to do this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between
now and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:

Hi.

Well I've finally6 got a copy of mota, and I'm liking what I'm seeing 
thus

far, the analogue jump system is as i expected, as is the running jumps.

the only two miner niggles I have are first, for some reason you don't
always seem to reach a ledge after climbing up a rope and jumping off,
sometimes you fall back to the bottom even when you've climbed as far as 
you
can upwards. A note, perhaps the indicator saying stone ledge whenb 
your
in a position to jump off might help, as might an indicator on how far 
you

have fallen.

Also, for some reason i can't attack monsters if I'm on a flight of 
stairs.
After jumping the big gap and climbing downwards, there's a flight of 
steps

going down and usually an enemy down there.

whatever weapon I use, I don't seem able to targit at all.

if there is a key to targit my attacks to a monster below me, I'd like to
know.

Other than that, i'm liking thus far, and these two issues might just be 
me

getting used to the mechanics.

All the best,

Dark.
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Just a tidbit to add to the stairs discussion, it's currently not
possible to run up/down stairs either. Would be handy if you could get
that resolved, what with there being so many timed levers in the game.

Cheers
Scott

On 8/17/11, dark d...@xgam.org wrote:
 Hi Tom.

 Fair enough on the look code. part of the problem is the instant you see an
 enemy, it's attacking you even when your above it on the stairs and it's
 below you.

 in a game like super castlevania (which had lots of stairs), you would
 usually just have to wait until the enemy patrolled away from the bottom of
 the stairs so that you could go down and hitt it. This might actually be an
 alternative solution for the side scroller, making enemies patrol back and
 forth and having the enemies only targit you when your on the same level as
 them.

 As I said with jumping, it didn't seem to happen with pits, for instance I
 could get over that first fire pit with either a running jump, or a standing
 jump from right on the ledge provided I held the keys, but it did seem to
 happen on ropes for some reason more often though this might just be me
 needing to get used to the mechanics (something which is actually nice to
 see in an audio game for once).

 i'll give the game another try and see if I can work around this.

 Beware the grue!

 dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, August 17, 2011 4:41 PM
 Subject: Re: [Audyssey] Mota thoughts


 Hi Dark,

 As for your first point about jumping onto ledges and missing that's
 often the result of simply not jumping far enough. I've done it plenty
 of times myself and all I can say is to try again if that happens.You
 will get a feel for jumping onto ledges after a while.

 As to your second point that's an unresolved technical problem between
 side-scrollers and 3d based game play. You can not shoot from a
 staircase, ledge, etc because the look up/down commands page up and
 down only changes the y axis of view and unfortunally in MOTA the z
 axis is up/down. So I'm going have to write a custom look up/down
 function for this game specifically to resolve this problem or rewrite
 the targeting code to do this automatically in a 2d environment.
 Either way it is one of those things I intend to fix sometime between
 now and rc1.

 Cheers!


 On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing
 thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as
 you
 can upwards. A note, perhaps the indicator saying stone ledge whenb
 your
 in a position to jump off might help, as might an indicator on how far
 you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
 stairs.
 After jumping the big gap and climbing downwards, there's a flight of
 steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be
 me
 getting used to the mechanics.

 All the best,

 Dark.
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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If you want

Re: [Audyssey] Mota thoughts

2011-08-17 Thread Thomas Ward
Hi Dark,

About patrolling monsters that's actually a good idea. That was a
feature of Montezuma's Revenge as you would recall and it did change
the game play quite a bit as monsters didn't stick in one place and
then move in for the kill as soon as you appeared. They constantly
moved around and only atacked when you were on the same level as them
and they were in attack range of course. So that might be an idea for
future consideration.

Cheers!



On 8/17/11, dark d...@xgam.org wrote:
 Hi Tom.

 Fair enough on the look code. part of the problem is the instant you see an
 enemy, it's attacking you even when your above it on the stairs and it's
 below you.

 in a game like super castlevania (which had lots of stairs), you would
 usually just have to wait until the enemy patrolled away from the bottom of
 the stairs so that you could go down and hitt it. This might actually be an
 alternative solution for the side scroller, making enemies patrol back and
 forth and having the enemies only targit you when your on the same level as
 them.

 As I said with jumping, it didn't seem to happen with pits, for instance I
 could get over that first fire pit with either a running jump, or a standing
 jump from right on the ledge provided I held the keys, but it did seem to
 happen on ropes for some reason more often though this might just be me
 needing to get used to the mechanics (something which is actually nice to
 see in an audio game for once).

 i'll give the game another try and see if I can work around this.

 Beware the grue!

 dark.

---
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
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Thomas Ward
Hi Scott,

That sounds like a good idea. You are right. You should be able to run
up or down a flight of stairs given the fact that statues etc are on a
timer and speeding up travel time would help. I'll look into adding
that feature.

On 8/17/11, Scott Chesworth scottcheswo...@gmail.com wrote:
 Just a tidbit to add to the stairs discussion, it's currently not
 possible to run up/down stairs either. Would be handy if you could get
 that resolved, what with there being so many timed levers in the game.

 Cheers
 Scott

---
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Tom, two more bugs freshly stumbled upon and one hopefully quick question:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced by the view command. It was a stroke of luck on the 18
zillionth attempt that I landed on it.

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms
either against a time limit or low on health where every detail
matters.

Filing 'em as I find 'em, so hopefully that's all...

Scott

On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of stairs.
 After jumping the big gap and climbing downwards, there's a flight of steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be me
 getting used to the mechanics.

 All the best,

 Dark.
 ---
 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/gamers@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 thoughts

2011-08-17 Thread dark

Hi tom.

Actually I'd forgotten about the patrolling enemies in monti.

I think it might help the game rather than mucking about with targiting on 
stairs to just have the monsters walk around, it afterall gives the player 
another challenge, and the chance to use short range but powerful melee 
weapons, waiting until the monster walks away from you then creeping up 
behind.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 6:50 PM
Subject: Re: [Audyssey] Mota thoughts



Hi Dark,

About patrolling monsters that's actually a good idea. That was a
feature of Montezuma's Revenge as you would recall and it did change
the game play quite a bit as monsters didn't stick in one place and
then move in for the kill as soon as you appeared. They constantly
moved around and only atacked when you were on the same level as them
and they were in attack range of course. So that might be an idea for
future consideration.

Cheers!



On 8/17/11, dark d...@xgam.org wrote:

Hi Tom.

Fair enough on the look code. part of the problem is the instant you see 
an

enemy, it's attacking you even when your above it on the stairs and it's
below you.

in a game like super castlevania (which had lots of stairs), you would
usually just have to wait until the enemy patrolled away from the bottom 
of
the stairs so that you could go down and hitt it. This might actually be 
an
alternative solution for the side scroller, making enemies patrol back 
and
forth and having the enemies only targit you when your on the same level 
as

them.

As I said with jumping, it didn't seem to happen with pits, for instance 
I
could get over that first fire pit with either a running jump, or a 
standing

jump from right on the ledge provided I held the keys, but it did seem to
happen on ropes for some reason more often though this might just be me
needing to get used to the mechanics (something which is actually nice to
see in an audio game for once).

i'll give the game another try and see if I can work around this.

Beware the grue!

dark.


---
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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
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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. 



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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Hayden Presley
Hi Scot,
I'm not suer how you had problems landing on it. Just listen for the sound
and jump from the ledge.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Wednesday, August 17, 2011 12:55 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts

Tom, two more bugs freshly stumbled upon and one hopefully quick question:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced by the view command. It was a stroke of luck on the 18
zillionth attempt that I landed on it.

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms
either against a time limit or low on health where every detail
matters.

Filing 'em as I find 'em, so hopefully that's all...

Scott

On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as
you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
stairs.
 After jumping the big gap and climbing downwards, there's a flight of
steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be
me
 getting used to the mechanics.

 All the best,

 Dark.
 ---
 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
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
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 please send E-mail to gamers-ow...@audyssey.org.


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please send E-mail to gamers-ow...@audyssey.org.

-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1392 / Virus Database: 1520/3840 - Release Date: 08/17/11


---
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Hi Hayden,

Yup, having played a bit on headphones now I see what you mean. My
first couple of runs were on laptop speakers, so not ideal for
spotting subtleties like that.

Either way, the bug is still valid that it gets a location mentioned
by the view command but no description of what's in that location.

Scott

On 8/17/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Scot,
 I'm not suer how you had problems landing on it. Just listen for the sound
 and jump from the ledge.

 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Scott Chesworth
 Sent: Wednesday, August 17, 2011 12:55 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mota thoughts

 Tom, two more bugs freshly stumbled upon and one hopefully quick question:

 1. Room 16, whatever the platform thing is in the middle of the big
 fire pit has a location but not a description of the object itself
 announced by the view command. It was a stroke of luck on the 18
 zillionth attempt that I landed on it.

 2. Stairs still aren't announced in the view menu. This one's been
 around since last time I played and caught up on the list, must've
 been pre beta 18, so chances are you already know about it?

 The question is, while I do prefer the view command nowadays, is there
 a key to silence speech? When there are a lot of objects in a room, I
 quite often find it continuing to talk around other stats. It can get
 mega distracting when you're trying to barge your way through rooms
 either against a time limit or low on health where every detail
 matters.

 Filing 'em as I find 'em, so hopefully that's all...

 Scott

 On 8/17/11, dark d...@xgam.org wrote:
 Hi.

 Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus
 far, the analogue jump system is as i expected, as is the running jumps.

 the only two miner niggles I have are first, for some reason you don't
 always seem to reach a ledge after climbing up a rope and jumping off,
 sometimes you fall back to the bottom even when you've climbed as far as
 you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
 stairs.
 After jumping the big gap and climbing downwards, there's a flight of
 steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be
 me
 getting used to the mechanics.

 All the best,

 Dark.
 ---
 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
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 All messages are archived and can be searched and read at
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 list,
 please send E-mail to gamers-ow...@audyssey.org.


 ---
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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.

 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 10.0.1392 / Virus Database: 1520/3840 - Release Date: 08/17/11


 ---
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