Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-20 Thread Ben
it took me about 6 attempts to beat lethal lab... that it a truely hard
level... but a fun one no less.


---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:
 hi phil. i agree, there's no point in having a fire or other trap
 without warnings, since it's not even fun to jump it, i mean, if you're
 going to need to take a step, press v.. fire pit: 2 meters away.
 two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
 meters! then you go a bit to the right and see that there's a new one,
 and the same process happens again.
 having the sound to indicate when you must jump is the best solution, at
 least that's what i think. or designing a different method to indicate
 it.


---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Clement Chou



At 06:19 AM 04/11/2010, you wrote:
Sorry to disagree here, but in sited games, it is not always half as 
clear as you might think.


Take mario as an example. A large pit you might need to be on the 
very edge of, or do a running jump, and in both of these 
circumstances you may well miss the edge (especially with running), 
you might also missjudge the distance and fall down, or, if jumping 
in a small area, jump too high and hit your head on the cieling, 
falling down once again.


These sorts of factors to do with varying the distance of jumps are 
less easy to add in an audio side scroller (in fact, I don't think 
any audio game has had variable hight jumps), so you need another 
factor for challenge, and lack of edges is a very good one, sinse it 
forces you to calculate matters as carefully as in a sited game 
rather than just get all the information.


How about a compromise? either, removing the bounderies on higher 
difficulty levels, or keeping the bounderies on chasms but not on fire pits.


Personally, with the review mode and by taking it slow, i don't find 
lack of edges really a big deal at all.


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
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.



---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Clement Chou
To be honest, I don't mind the lack of edges much. If the game's 
measuring system was a bit more precise, I wouldn't mind it at all. 
I'm being picky, but if 3 steps is approx 1 meter why not just make 
it exactly one? Measuring then would be a lot easier, plus judging of 
distances and then I'd have enough warning to put away whatever piece 
of mine that happened to be in my hand at the moment be it a gun or 
sword, or hat have you. Just my opinion though. I like as much 
challenge in the games I play as possible. Hence why I play all the 
mainstream competetive fighters I can. Because unlike most 
anime-based fighters, there's a lot of complex stuff underneath what 
looks like a simple engine.


At 06:19 AM 04/11/2010, you wrote:
Sorry to disagree here, but in sited games, it is not always half as 
clear as you might think.


Take mario as an example. A large pit you might need to be on the 
very edge of, or do a running jump, and in both of these 
circumstances you may well miss the edge (especially with running), 
you might also missjudge the distance and fall down, or, if jumping 
in a small area, jump too high and hit your head on the cieling, 
falling down once again.


These sorts of factors to do with varying the distance of jumps are 
less easy to add in an audio side scroller (in fact, I don't think 
any audio game has had variable hight jumps), so you need another 
factor for challenge, and lack of edges is a very good one, sinse it 
forces you to calculate matters as carefully as in a sited game 
rather than just get all the information.


How about a compromise? either, removing the bounderies on higher 
difficulty levels, or keeping the bounderies on chasms but not on fire pits.


Personally, with the review mode and by taking it slow, i don't find 
lack of edges really a big deal at all.


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
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.



---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
This may be true, but I think the key here is that sighted people can see a 
trap, shouldn't a blind person be able to hear it?  Thinking of it another 
way, it would be like a blind person walking down the street without a cane 
or a dog guide to let them know that there is an open manhole in front of 
them.  Even if they know that it is at a specific intersection that they 
must cross, they should still be able to feel it with their feet before 
falling into it so that they can go around it safely.  This is my take on 
whether or not there should be an indication of a trap.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.



---
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. 



---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Scott Chesworth
Even making 3 steps exactly 1 meter wouldn't totally nail it though
surely? What happens if you hear a trap, you hit v and it's 1 meter
away. Is that one step remaining or 2 or 3? There's still no way to
know without stepping and hitting V until you here 0 meters.

On 11/4/10, Clement Chou chou.clem...@gmail.com wrote:
 To be honest, I don't mind the lack of edges much. If the game's
 measuring system was a bit more precise, I wouldn't mind it at all.
 I'm being picky, but if 3 steps is approx 1 meter why not just make
 it exactly one? Measuring then would be a lot easier, plus judging of
 distances and then I'd have enough warning to put away whatever piece
 of mine that happened to be in my hand at the moment be it a gun or
 sword, or hat have you. Just my opinion though. I like as much
 challenge in the games I play as possible. Hence why I play all the
 mainstream competetive fighters I can. Because unlike most
 anime-based fighters, there's a lot of complex stuff underneath what
 looks like a simple engine.

 At 06:19 AM 04/11/2010, you wrote:
Sorry to disagree here, but in sited games, it is not always half as
clear as you might think.

Take mario as an example. A large pit you might need to be on the
very edge of, or do a running jump, and in both of these
circumstances you may well miss the edge (especially with running),
you might also missjudge the distance and fall down, or, if jumping
in a small area, jump too high and hit your head on the cieling,
falling down once again.

These sorts of factors to do with varying the distance of jumps are
less easy to add in an audio side scroller (in fact, I don't think
any audio game has had variable hight jumps), so you need another
factor for challenge, and lack of edges is a very good one, sinse it
forces you to calculate matters as carefully as in a sited game
rather than just get all the information.

How about a compromise? either, removing the bounderies on higher
difficulty levels, or keeping the bounderies on chasms but not on fire
 pits.

Personally, with the review mode and by taking it slow, i don't find
lack of edges really a big deal at all.

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
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.


 ---
 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.


---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread dark
Well I agree on the precision of the viewing menue engine, sinse that seems 
only fair and avoids you having to be roasted or fall to your death while 
learning audio positioning.


I rather like Phil's suggestion of having .3 .6 and .9 metre markers for 
when you are less than one metre away, sinse this would tell you precisely 
when you were at the edge, allow you to here the audio, and judge the 
distance for the jump.


Btw, as far as edges go, I did rather like the way the lethal lab level of 
Superliam worked, with those electric barriers which had no edges, and those 
holes which had two steps warning but no sound for the trap itself.


This made for a nice balance and perhaps a similar thing might be possible 
in mota by having chasms with no sound but an edge, and firepits with no 
edge but a sound.


though losing the evil wind sound from those holes would detract from the 
atmosphere a bit ;D.


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
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] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
Did I miss something here, or did you merely post what someone already sent, 
without your feedback?


---
Shepherds are the best beasts!
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:22 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.






At 06:19 AM 04/11/2010, you wrote:
Sorry to disagree here, but in sited games, it is not always half as clear 
as you might think.


Take mario as an example. A large pit you might need to be on the very 
edge of, or do a running jump, and in both of these circumstances you may 
well miss the edge (especially with running), you might also missjudge the 
distance and fall down, or, if jumping in a small area, jump too high and 
hit your head on the cieling, falling down once again.


These sorts of factors to do with varying the distance of jumps are less 
easy to add in an audio side scroller (in fact, I don't think any audio 
game has had variable hight jumps), so you need another factor for 
challenge, and lack of edges is a very good one, sinse it forces you to 
calculate matters as carefully as in a sited game rather than just get all 
the information.


How about a compromise? either, removing the bounderies on higher 
difficulty levels, or keeping the bounderies on chasms but not on fire 
pits.


Personally, with the review mode and by taking it slow, i don't find lack 
of edges really a big deal at all.


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
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.



---
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. 



---
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.


Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.

2010-11-04 Thread dark
the problem is charles, that where as in real life manholes aren't all the 
same size, thus meaning you need to concentrate on using your cane to get 
aorund them, in mota, all traps are precisely one jump long and as I said, 
one jump in mota literally means one jump.


This means the process of avoiding traps with edges is fairly mechanical.

if Tom were to add different size traps and different ways for angela to 
jump then perhaps all traps should indeed have edges, sinse the challenge 
then would indeed be gaging how far to go, however sinse the jump is a 
single, one distance maneuver this doesn't apply.


As to realism, well I personally find the idea of Angela having to 
concentrate on where precisely to leep much more realistic myself than here 
feeling around traps with the toes of her boots to find the edge precisely.


Remember, though the game's interface is audio, it is not intended to 
portray a blind person in a sound only environment.


Beware the Grue!

Dark.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 2:27 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can see 
a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.



---
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.



---
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. 



---
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

Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi,

The problem with speaking an exact measurement like 3.6 meters away is
that it is almost impossible to do this using wav files. Oh, I suppose
I could do it, but it is terribly difficult to process it. If we truly
want that degree of precision we pretty much have to switch over to
using Sapi or something else. This in turn gives me even more work for
me to do in trying to support multiple platforms. G...

No, the most practical solution is to change the size of the traps and
rewrite the jump code to base the length of a jump on how long the
alt+arrow key is held down.

On 11/4/10, dark d...@xgam.org wrote:
 Well I agree on the precision of the viewing menue engine, sinse that seems
 only fair and avoids you having to be roasted or fall to your death while
 learning audio positioning.

 I rather like Phil's suggestion of having .3 .6 and .9 metre markers for
 when you are less than one metre away, sinse this would tell you precisely
 when you were at the edge, allow you to here the audio, and judge the
 distance for the jump.

 Btw, as far as edges go, I did rather like the way the lethal lab level of
 Superliam worked, with those electric barriers which had no edges, and those
 holes which had two steps warning but no sound for the trap itself.

 This made for a nice balance and perhaps a similar thing might be possible
 in mota by having chasms with no sound but an edge, and firepits with no
 edge but a sound.

 though losing the evil wind sound from those holes would detract from the
 atmosphere a bit ;D.

 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
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] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Clement Chou
But then if you do that, wouldn't it be all too easy to just hold 
down the arrow key until you pass over the trap? Or are you going to 
put in a maximum length for the jump? I guess more precise would mean 
more work and now I think about it it does seem a bit more impractical.



---
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.


Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.

2010-11-04 Thread Bryan Peterson
Funny you sould mention that Charles, since i actually worked with a 
Mobility instructor who did believe that the cane was almost totally 
unnecessary. His view was that the cane only counts for about 10 percent of 
the feedback you get while travelling and so it really wasn't necessary. I 
need hardly point out that the one time he had me try to cross a street 
without the cane in my hand (he's just lucky it wasn't a busy one), I nearly 
had a heart attack. So I can definitely see your point and feel that at 
least on the easier difficulty levels the warnings should still be there.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:27 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.



This may be true, but I think the key here is that sighted people can see 
a trap, shouldn't a blind person be able to hear it?  Thinking of it 
another way, it would be like a blind person walking down the street 
without a cane or a dog guide to let them know that there is an open 
manhole in front of them.  Even if they know that it is at a specific 
intersection that they must cross, they should still be able to feel it 
with their feet before falling into it so that they can go around it 
safely.  This is my take on whether or not there should be an indication 
of a trap.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus an...@bol.com.br wrote:

hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.



---
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.



---
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. 



---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi Charles,

As Dark correctly pointed out jumping in MOTA is purely mechanical. If
you are standing on a ledge and press alt+right arrow to jump you will
always make it safely to the other side because the trap is exactly
one jump across. Knowing where to start, therefore, means you will
always jump over that trap without any possible margin of error That's
just down right unrealistic..

My point more over was that just because a sighted person can see a
trap in a game is no certainty the can actually cross it.

Take Super Mario for example.  In Mario you had to jump over traps,
and there were a number of factors that would come in to play when
trying to cross a certain trap. If Mario was normal size or big the
chances of jumping a large trap were greater than if Mario was small.
I remember getting pretty mad when Mario would get shrunk and then
there was a big trap coming up, because it usually meant I couldn't
make the jump and would die trying. In such a case weather I could see
the trap or not made absolutely no difference in the outcome.

So if we are going to keep the edges around traps like people want we
now have to rewrite the game mechanics, the jump code, etc to put some
challenge back into the game.  We can't always jump a chasm and make
it to the other side with 100% certainty. There needs to be some
factor or margin of error. Does that make sense?

On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
 This may be true, but I think the key here is that sighted people can see a
 trap, shouldn't a blind person be able to hear it?  Thinking of it another
 way, it would be like a blind person walking down the street without a cane
 or a dog guide to let them know that there is an open manhole in front of
 them.  Even if they know that it is at a specific intersection that they
 must cross, they should still be able to feel it with their feet before
 falling into it so that they can go around it safely.  This is my take on
 whether or not there should be an indication of a trap.

 ---
 Shepherds are the best beasts!

---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Phil Vlasak

Hi Thomas,
Since you can only move a step at a time the most logical thing to do is to 
measure everything by how many steps away it is.
So if it says you are 3 steps away from a pit then you only need to do is 
hit the right arrow 3 times to get to 0.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:50 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

The problem with speaking an exact measurement like 3.6 meters away is
that it is almost impossible to do this using wav files. Oh, I suppose
I could do it, but it is terribly difficult to process it. If we truly
want that degree of precision we pretty much have to switch over to
using Sapi or something else. This in turn gives me even more work for
me to do in trying to support multiple platforms. G...

No, the most practical solution is to change the size of the traps and
rewrite the jump code to base the length of a jump on how long the
alt+arrow key is held down.

On 11/4/10, dark d...@xgam.org wrote:
Well I agree on the precision of the viewing menue engine, sinse that 
seems

only fair and avoids you having to be roasted or fall to your death while
learning audio positioning.

I rather like Phil's suggestion of having .3 .6 and .9 metre markers for
when you are less than one metre away, sinse this would tell you 
precisely

when you were at the edge, allow you to here the audio, and judge the
distance for the jump.

Btw, as far as edges go, I did rather like the way the lethal lab level 
of
Superliam worked, with those electric barriers which had no edges, and 
those

holes which had two steps warning but no sound for the trap itself.

This made for a nice balance and perhaps a similar thing might be 
possible

in mota by having chasms with no sound but an edge, and firepits with no
edge but a sound.

though losing the evil wind sound from those holes would detract from the
atmosphere a bit ;D.

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
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.







No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.864 / Virus Database: 271.1.1/3236 - Release Date: 11/03/10 
15:34:00



---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Bryan Peterson
Sometimes in games there'd be enemies on the room who might choose to attack 
you just as you were jumping, and of course in those games getting hit even 
while standing still would cause you to get knocked back a few feet, so if 
you'd just jumped a pit you could be in for an early death. And of coure if 
they attacked you in mid jump you'd be knocked off course the same way you 
are if you try to jump with a gun in your hand.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 9:05 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi Charles,

As Dark correctly pointed out jumping in MOTA is purely mechanical. If
you are standing on a ledge and press alt+right arrow to jump you will
always make it safely to the other side because the trap is exactly
one jump across. Knowing where to start, therefore, means you will
always jump over that trap without any possible margin of error That's
just down right unrealistic..

My point more over was that just because a sighted person can see a
trap in a game is no certainty the can actually cross it.

Take Super Mario for example.  In Mario you had to jump over traps,
and there were a number of factors that would come in to play when
trying to cross a certain trap. If Mario was normal size or big the
chances of jumping a large trap were greater than if Mario was small.
I remember getting pretty mad when Mario would get shrunk and then
there was a big trap coming up, because it usually meant I couldn't
make the jump and would die trying. In such a case weather I could see
the trap or not made absolutely no difference in the outcome.

So if we are going to keep the edges around traps like people want we
now have to rewrite the game mechanics, the jump code, etc to put some
challenge back into the game.  We can't always jump a chasm and make
it to the other side with 100% certainty. There needs to be some
factor or margin of error. Does that make sense?

On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
This may be true, but I think the key here is that sighted people can see 
a
trap, shouldn't a blind person be able to hear it?  Thinking of it 
another
way, it would be like a blind person walking down the street without a 
cane

or a dog guide to let them know that there is an open manhole in front of
them.  Even if they know that it is at a specific intersection that they
must cross, they should still be able to feel it with their feet before
falling into it so that they can go around it safely.  This is my take on
whether or not there should be an indication of a trap.

---
Shepherds are the best beasts!


---
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. 



---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Thomas Ward
Hi,

Yeah, I'd have to put in a way to set a maximum jump so that
regardless if you hold an arrow key down you couldn't jump over say a
chasm like the one in room 9 on level 2 that is like 10 meters across.
No human can jump that far and of course some restrictions would have
to apply here.

On 11/4/10, Clement Chou chou.clem...@gmail.com wrote:
 But then if you do that, wouldn't it be all too easy to just hold
 down the arrow key until you pass over the trap? Or are you going to
 put in a maximum length for the jump? I guess more precise would mean
 more work and now I think about it it does seem a bit more impractical.


 ---
 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.


---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Charles Rivard
It does.  Rewriting the game with those variables would probably be 2,000 
pounds of extra work, too.  But I do think that there should be a clear 
indication of a trap's threshold.  Maybe traps can be set so that there is a 
space between a couple of them if they are in succession, as the fire pits 
currently are, and the longer you hold the right arrow, or the more times 
you tap it, the farther you jump.  Now, there is a threshold at the edge of 
each, but if you jump too far, you land in the second one, so you have to 
know how far to jump.  Then again, a healthy adventurer can jump farther 
than one in fair, good, or poor health, so those potions can gain value. 
And, although sheathed or holstered, weapons do add weight, which would 
affect distance.  Possibly, more than one weapon of the same type could be 
in the game, and you might find one if you have to drop weapons on the near 
side of a jumpable obstruction?  Hmm.  Another 2,000 pounds or so of work 
for the developer, delaying the game's journey to market.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:05 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi Charles,

As Dark correctly pointed out jumping in MOTA is purely mechanical. If
you are standing on a ledge and press alt+right arrow to jump you will
always make it safely to the other side because the trap is exactly
one jump across. Knowing where to start, therefore, means you will
always jump over that trap without any possible margin of error That's
just down right unrealistic..

My point more over was that just because a sighted person can see a
trap in a game is no certainty the can actually cross it.

Take Super Mario for example.  In Mario you had to jump over traps,
and there were a number of factors that would come in to play when
trying to cross a certain trap. If Mario was normal size or big the
chances of jumping a large trap were greater than if Mario was small.
I remember getting pretty mad when Mario would get shrunk and then
there was a big trap coming up, because it usually meant I couldn't
make the jump and would die trying. In such a case weather I could see
the trap or not made absolutely no difference in the outcome.

So if we are going to keep the edges around traps like people want we
now have to rewrite the game mechanics, the jump code, etc to put some
challenge back into the game.  We can't always jump a chasm and make
it to the other side with 100% certainty. There needs to be some
factor or margin of error. Does that make sense?

On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
This may be true, but I think the key here is that sighted people can see 
a
trap, shouldn't a blind person be able to hear it?  Thinking of it 
another
way, it would be like a blind person walking down the street without a 
cane

or a dog guide to let them know that there is an open manhole in front of
them.  Even if they know that it is at a specific intersection that they
must cross, they should still be able to feel it with their feet before
falling into it so that they can go around it safely.  This is my take on
whether or not there should be an indication of a trap.

---
Shepherds are the best beasts!


---
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. 



---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread dark

Hi tom.

Fair enough Tom, and I can see how Sapi would be irritating.

Previded there was a way to know the length of the trap, this would be in my 
mind a good thing.


There is however a far more symple solution. Nobody said we have to use 
metres. just have steps, strides, paces or feet, ie, measurements of one 
angela step and that will be way precise enough without having to get into 
all the shenanigans of mucking about with decimals or altering jumps.


It also doesn't seem unreasonable to me that Angela would measure things in 
this way heck, given her reflexes, she probably would measure things in a 
uniquely personalized fashion based on her own length of stride rather than 
use metres.


Afterall, Prince of persia did very much the same thing so there certainly 
is pressident for it.


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
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] game difficulties was best side scroller?-Re:Q9version 1.2.

2010-11-04 Thread Lori Duncan

Oh feet like in Shades of Doom
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 3:13 PM
Subject: Re: [Audyssey] game difficulties was best side 
scroller?-Re:Q9version 1.2.




Hi Thomas,
Since you can only move a step at a time the most logical thing to do is 
to measure everything by how many steps away it is.
So if it says you are 3 steps away from a pit then you only need to do is 
hit the right arrow 3 times to get to 0.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:50 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.




Hi,

The problem with speaking an exact measurement like 3.6 meters away is
that it is almost impossible to do this using wav files. Oh, I suppose
I could do it, but it is terribly difficult to process it. If we truly
want that degree of precision we pretty much have to switch over to
using Sapi or something else. This in turn gives me even more work for
me to do in trying to support multiple platforms. G...

No, the most practical solution is to change the size of the traps and
rewrite the jump code to base the length of a jump on how long the
alt+arrow key is held down.

On 11/4/10, dark d...@xgam.org wrote:
Well I agree on the precision of the viewing menue engine, sinse that 
seems
only fair and avoids you having to be roasted or fall to your death 
while

learning audio positioning.

I rather like Phil's suggestion of having .3 .6 and .9 metre markers for
when you are less than one metre away, sinse this would tell you 
precisely

when you were at the edge, allow you to here the audio, and judge the
distance for the jump.

Btw, as far as edges go, I did rather like the way the lethal lab level 
of
Superliam worked, with those electric barriers which had no edges, and 
those

holes which had two steps warning but no sound for the trap itself.

This made for a nice balance and perhaps a similar thing might be 
possible

in mota by having chasms with no sound but an edge, and firepits with no
edge but a sound.

though losing the evil wind sound from those holes would detract from 
the

atmosphere a bit ;D.

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
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.







No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.864 / Virus Database: 271.1.1/3236 - Release Date: 11/03/10 
15:34:00



---
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.




---
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.


Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Hayden Presley
Hi Charles,
2000 pounds? Try 3 thousand...1000 for working out exactly what you just
said.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, November 04, 2010 10:35 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game difficulties was best side scroller?
-Re:Q9version 1.2.

It does.  Rewriting the game with those variables would probably be 2,000 
pounds of extra work, too.  But I do think that there should be a clear 
indication of a trap's threshold.  Maybe traps can be set so that there is a

space between a couple of them if they are in succession, as the fire pits 
currently are, and the longer you hold the right arrow, or the more times 
you tap it, the farther you jump.  Now, there is a threshold at the edge of 
each, but if you jump too far, you land in the second one, so you have to 
know how far to jump.  Then again, a healthy adventurer can jump farther 
than one in fair, good, or poor health, so those potions can gain value. 
And, although sheathed or holstered, weapons do add weight, which would 
affect distance.  Possibly, more than one weapon of the same type could be 
in the game, and you might find one if you have to drop weapons on the near 
side of a jumpable obstruction?  Hmm.  Another 2,000 pounds or so of work 
for the developer, delaying the game's journey to market.

---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 04, 2010 10:05 AM
Subject: Re: [Audyssey] game difficulties was best side 
scroller? -Re:Q9version 1.2.


 Hi Charles,

 As Dark correctly pointed out jumping in MOTA is purely mechanical. If
 you are standing on a ledge and press alt+right arrow to jump you will
 always make it safely to the other side because the trap is exactly
 one jump across. Knowing where to start, therefore, means you will
 always jump over that trap without any possible margin of error That's
 just down right unrealistic..

 My point more over was that just because a sighted person can see a
 trap in a game is no certainty the can actually cross it.

 Take Super Mario for example.  In Mario you had to jump over traps,
 and there were a number of factors that would come in to play when
 trying to cross a certain trap. If Mario was normal size or big the
 chances of jumping a large trap were greater than if Mario was small.
 I remember getting pretty mad when Mario would get shrunk and then
 there was a big trap coming up, because it usually meant I couldn't
 make the jump and would die trying. In such a case weather I could see
 the trap or not made absolutely no difference in the outcome.

 So if we are going to keep the edges around traps like people want we
 now have to rewrite the game mechanics, the jump code, etc to put some
 challenge back into the game.  We can't always jump a chasm and make
 it to the other side with 100% certainty. There needs to be some
 factor or margin of error. Does that make sense?

 On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
 This may be true, but I think the key here is that sighted people can see

 a
 trap, shouldn't a blind person be able to hear it?  Thinking of it 
 another
 way, it would be like a blind person walking down the street without a 
 cane
 or a dog guide to let them know that there is an open manhole in front of
 them.  Even if they know that it is at a specific intersection that they
 must cross, they should still be able to feel it with their feet before
 falling into it so that they can go around it safely.  This is my take on
 whether or not there should be an indication of a trap.

 ---
 Shepherds are the best beasts!

 ---
 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. 


---
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.


---
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

Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.

2010-11-04 Thread Hayden Presley
Hi Tomas,
I would personally prefer we keep the warnings, and add a a way of jumping
that is less idealistic. After all, even without the warnings, all you would
need to do is step up to the edge, then jump across.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, November 04, 2010 10:05 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game difficulties was best side scroller?
-Re:Q9version 1.2.

Hi Charles,

As Dark correctly pointed out jumping in MOTA is purely mechanical. If
you are standing on a ledge and press alt+right arrow to jump you will
always make it safely to the other side because the trap is exactly
one jump across. Knowing where to start, therefore, means you will
always jump over that trap without any possible margin of error That's
just down right unrealistic..

My point more over was that just because a sighted person can see a
trap in a game is no certainty the can actually cross it.

Take Super Mario for example.  In Mario you had to jump over traps,
and there were a number of factors that would come in to play when
trying to cross a certain trap. If Mario was normal size or big the
chances of jumping a large trap were greater than if Mario was small.
I remember getting pretty mad when Mario would get shrunk and then
there was a big trap coming up, because it usually meant I couldn't
make the jump and would die trying. In such a case weather I could see
the trap or not made absolutely no difference in the outcome.

So if we are going to keep the edges around traps like people want we
now have to rewrite the game mechanics, the jump code, etc to put some
challenge back into the game.  We can't always jump a chasm and make
it to the other side with 100% certainty. There needs to be some
factor or margin of error. Does that make sense?

On 11/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
 This may be true, but I think the key here is that sighted people can see
a
 trap, shouldn't a blind person be able to hear it?  Thinking of it another
 way, it would be like a blind person walking down the street without a
cane
 or a dog guide to let them know that there is an open manhole in front of
 them.  Even if they know that it is at a specific intersection that they
 must cross, they should still be able to feel it with their feet before
 falling into it so that they can go around it safely.  This is my take on
 whether or not there should be an indication of a trap.

 ---
 Shepherds are the best beasts!

---
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.


---
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.