Re: [Audyssey] Mota Demo

2009-02-26 Thread Dennis Zwicker
Hi!

 

YEA!! Just finished game on all difficulty levels. Got a Score for the
Expert level of 62800 Points.

 

Thomas, you're doing a great job kreating this game!!! Keep up the good
work.

 

Greetings

 

Dennis

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Re: [Audyssey] mota demo

2009-02-25 Thread Thomas Ward

Hi,
Well, what I am talking about is different. This would be more like in 
Shades of Doom or Sarah when you press a key and you get a menu or list 
of things to look at.


Bryan Peterson wrote:

I seem to remember you did that in Monty Alpha and it worked just fine.
You have acquired the skill of Weaponry Therimin.
Current Mastery is 1 novice.



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Re: [Audyssey] mota demo

2009-02-25 Thread william lomas

yeah the view items do get annoying

On 25 Feb 2009, at 06:37, Bryan Peterson wrote:

I seem to remember you did that in Monty Alpha and it worked just  
fine.

You have acquired the skill of Weaponry Therimin.
Current Mastery is 1 novice.
- Original Message - From: Thomas Ward thomasward1...@gmail.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 10:23 PM
Subject: Re: [Audyssey] mota demo



Hi Scott

Scot Said:
There's also going to need to be a way of
silencing or at least skipping through the items quickly once you've
hit view.  I've followed the threads here loosely today and seen your
concerns with sapi.  Perhaps control could be used to silence speech.


Tom Says:
Well, I actually have a better way of handling this which I will be  
working on in the coming week. Rather than having view speak  
everything out at once I plan to just put everything in a menu  
which you can arrow through and exit out of the screen when done  
looking around. I think this will solve a bunch of problems  
altogether.


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Re: [Audyssey] mota demo

2009-02-25 Thread Michael Feir
There's also grabbing onto ledges to be considered though. It isn't just 
weight. I think you'd probably end up breaking or dropping a bow if you lept 
across a chasm while holding it and had to grab the ledge since you fell a 
little short of the far side. Again, Tom has it about as right as possible 
while still being fairly simple and sensible. Free hands means a better 
chance at surviving a leap, especially a longer one.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:56 PM
Subject: Re: [Audyssey] mota demo



Hi,
Yeah, that sounds about right. The German MP5 Angela finds in the temple 
is a younger cousin of the Uzi, and many experts say a better submachine 
gun. However, the Glock 19 Angela carries, (the pistol,) doesn't way much. 
Those are very small hand guns and very compact. However, it was easier 
just to check if a weapon, any weapon, was drawn rather than do a weapon 
by weapon check. The Magnum ways a bit too. Not sure of exact wait, but 
they are fairly heavy. A bo and arrow might be light, but the size could 
throw you off.


Shadow Dragon wrote:
Hmm, I just looked up sub machine guns on wikipedia, I guess they're a 
bit more heavy than I originally suspected. The average uzi weighs in at 
about 7 pounds, I guess that's enough to unbalance someone mid jump, 
especially someone inexperienced with the weapon.



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[Audyssey] Mota demo, my thoughts

2009-02-25 Thread dark
Well, I know I said on the usa list that because I'l be doing my last night of 
patience I'll have my head full of Gilbert and sullivan,  including 
mincing, and wearing of flower pots and dustbin lids (it's an aesthetic thing), 
I'd not be doing some thoughts on Mota,  but as I've now finished the demo 
I probably should. 

Firstly, I really like the sounds and the various features in the game. Water 
and oxygen and the manual use of torches is deffinately a good idea. Also the 
weapons system is incredibly fun giving lots of things to play with. 

I'm incredibly impressed with music as always, and I'm looking forward to 
seeing more puzles and traps in the game. 

the first thing about the weapons sytem though, is it would be really handy to 
be able to examine your weapons' amo from the selection menue, to best manage 
your resources,  sinse afterall you want to save heavier weapons for the 
more serious creatures,  provided you've got the amo of course. I would 
therefore deffinately suggest adding the ability to review amo with A key while 
in the weapons selection list,  either that or have the weapon's amo spoken 
to you when you go up and down in the list (either would be fine). 

Then, there is the doors and enemy's thing. Sometimes i've opened a door and 
found myself literally next to a centaur or a skeleton. This is of course 
absolutely fine, however it'd be nice to know when this was about to happen so 
that I could prepare appropriate action. Obviously the best way is using the V 
key, however this also tells me about all objects around and behind me. A look 
ahead key,  for example alt pluss left or right arrow, to be used on the 
fly would be incredibly useful I think, and help intigrate viewing objects and 
interacting with them. 

Finally, while it loaths me to report something that let me finish the expert 
mode of the demo without taking a single hit, I do feel it's necessary for game 
balance. 

I didn't first realize the thing behind the final statue was a cyclopse, --- 
when I heard the clanging sounds and started taking damage I actually assumed 
it was one of those poisoned dart traps, --- so I ducked. 

This stopped me from taking damage at all. I therefore did some squat jumps 
past, and got the key, and it was only when I viewed the room that I realized 
this wasn't a dart trap. 

I punched the cyclopse a few extra eye hole with my shot gun, - stil 
ducking and avoiding it's swinging sword then finished the demo. 

then, I tried the same trick on other monsters,  and I can only assume the 
ancient Greeks had some sort of honour code about never attacking a kneeling 
opponent, sinse the Good doctor got through without a scratch,  even on 
expert, by symply ducking and knee capping all opponents. 

while it makes a lot of sense to me that some attacks,  such as the harpies 
electricity and expert, by symply possibly the centaur's arrows could be 
ducked,  it does seem odd that they all! can be. 

How about making the centaur's arrows duckable, while the harpy's electricity 
(as it goes along the ground), needs to be jumped, ie, you have to jump up when 
you here it firing. 

I'm not sure about sword attacks,  maybe sinse their closer range they 
couldn't be ducked (ie, the warriors swing accurately, so you need to run away 
and use ranged weaponry. 

Just some thoughts. 

Deffinately looking forward to seeing more of the game,  especially more of 
the traps and ambience at deeper levels of the temple. 

Beware the Greu! 

Dark.
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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread will

why is the oxygen level there anyways?
also I have another idea for a suggestion now i have beaten the demo. how 
about in levels that are to come or in certain difficulties, have an 
avalanche occuring without warning and one has to escape to safety?

will

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Wednesday, February 25, 2009 2:36 PM
Subject: [Audyssey] Mota demo, my thoughts


Well, I know I said on the usa list that because I'l be doing my last 
night of patience I'll have my head full of Gilbert and sullivan,   
including mincing, and wearing of flower pots and dustbin lids (it's an 
aesthetic thing), I'd not be doing some thoughts on Mota,  but as I've 
now finished the demo I probably should.


Firstly, I really like the sounds and the various features in the game. 
Water and oxygen and the manual use of torches is deffinately a good idea. 
Also the weapons system is incredibly fun giving lots of things to play 
with.


I'm incredibly impressed with music as always, and I'm looking forward to 
seeing more puzles and traps in the game.


the first thing about the weapons sytem though, is it would be really 
handy to be able to examine your weapons' amo from the selection menue, to 
best manage your resources,  sinse afterall you want to save heavier 
weapons for the more serious creatures,  provided you've got the amo 
of course. I would therefore deffinately suggest adding the ability to 
review amo with A key while in the weapons selection list,  either 
that or have the weapon's amo spoken to you when you go up and down in the 
list (either would be fine).


Then, there is the doors and enemy's thing. Sometimes i've opened a door 
and found myself literally next to a centaur or a skeleton. This is of 
course absolutely fine, however it'd be nice to know when this was about 
to happen so that I could prepare appropriate action. Obviously the best 
way is using the V key, however this also tells me about all objects 
around and behind me. A look ahead key,  for example alt pluss left 
or right arrow, to be used on the fly would be incredibly useful I think, 
and help intigrate viewing objects and interacting with them.


Finally, while it loaths me to report something that let me finish the 
expert mode of the demo without taking a single hit, I do feel it's 
necessary for game balance.


I didn't first realize the thing behind the final statue was a 
cyclopse, --- when I heard the clanging sounds and started taking damage I 
actually assumed it was one of those poisoned dart traps, --- so I ducked.


This stopped me from taking damage at all. I therefore did some squat 
jumps past, and got the key, and it was only when I viewed the room that I 
realized this wasn't a dart trap.


I punched the cyclopse a few extra eye hole with my shot gun, - stil 
ducking and avoiding it's swinging sword then finished the demo.


then, I tried the same trick on other monsters,  and I can only assume 
the ancient Greeks had some sort of honour code about never attacking a 
kneeling opponent, sinse the Good doctor got through without a 
scratch,  even on expert, by symply ducking and knee capping all 
opponents.


while it makes a lot of sense to me that some attacks,  such as the 
harpies electricity and expert, by symply possibly the centaur's arrows 
could be ducked,  it does seem odd that they all! can be.


How about making the centaur's arrows duckable, while the harpy's 
electricity (as it goes along the ground), needs to be jumped, ie, you 
have to jump up when you here it firing.


I'm not sure about sword attacks,  maybe sinse their closer range they 
couldn't be ducked (ie, the warriors swing accurately, so you need to run 
away and use ranged weaponry.


Just some thoughts.

Deffinately looking forward to seeing more of the game,  especially 
more of the traps and ambience at deeper levels of the temple.


Beware the Greu!

Dark.
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Re: [Audyssey] mota demo

2009-02-25 Thread Valiant8086
Hi.
With the menu to show the  room, could you provide a keysstroke that lets you 
repeat the item on which you were focused when you last closed the menu? This 
way if i'm trying to figure out where this ledge is, I can say hit v, arrow 
down to the ledge, hit enter or escape. Now I just hit the q key to queery the 
location of that ledge. 
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Tuesday, February 24, 2009 10:53 PM
  Subject: Re: [Audyssey] mota demo


  Hi,
  That is what my Genesis engine is all about. Using real time physics 
  moddeling, mathematics, etc to simulate realistic movement, targeting, 
  and real world spacial orientation is what drives this engine. Only 
  thing is I think some gamers are put off by the realism expecting 
  something like they are use to rather than something written along the 
  lines of what commercial grade companies create. In fact, the Genesis 
  Engine can do more than you've seen, but since I am currently involved 
  in a side-scroller we can't take advantage of its more advanced features 
  and game play. If people are put off now I'm a bit interested how they 
  will deal with the engine at it's best.
  I suppose just something simple as items in a dark room being invisible 
  is just all a bit new to some. I'm thinking out of the box, or more 
  precisely more realistic. One thing I hope to do with my Genesis Engine 
  is bring awareness to blind gamers that we don't have to be stuck with 
  simple games. We could have games as complex as those our sighted 
  counterparts play if we just have well trained developers to do it, and 
  of course the financial backing to get sounds, music, to go with the 
  programming too.
  I don't say this to be disrespectful to my fellow accessible game 
  developers, but when i showed up on the accessible games scene and saw 
  what was available I thought to myself I could do better. Plus seeing a 
  bunch of Space Invader style knock offs, card games, just wasn't my 
  interest area. I wanted games like those I was beginning to play on the 
  PC before I went blind, and that is where USA Games is headed. Anyone, 
  who plays a PS2, PSP, XBox, etc understands those games are usually of a 
  superior nature.


  Clement Chou wrote:
   Good realism... I like it. Very nice creativity and use of physics.
   
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Re: [Audyssey] mota demo

2009-02-25 Thread Thomas Ward

Hi,
Well, I am working on the new view item code, but it will take a while. 
There is a quite a lot more code I'll need to add to get it working the 
way I want it to.


william lomas wrote:

yeah the view items do get annoying



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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread Thomas Ward

Hi Dark,

Dark Said:
the first thing about the weapons sytem though, is it would be really 
handy to be
able to examine your weapons' amo from the selection menue, to best 
manage your resources,
 sinse afterall you want to save heavier weapons for the more 
serious creatures,

 provided you've got the amo of course.


Tom Says:
That is a very good suggestion. That should be fairly easy to add by the 
next beta. Not to mention very useful as I myself don't like switching 
to each and every item just to find out how much of each I have.


Dark Said:
Finally, while it loaths me to report something that let me finish the 
expert mode
of the demo without taking a single hit, I do feel it's necessary for 
game balance.
I didn't first realize the thing behind the final statue was a cyclopse, 
--- when
I heard the clanging sounds and started taking damage I actually assumed 
it was one

of those poisoned dart traps, --- so I ducked.
This stopped me from taking damage at all. I therefore did some squat 
jumps past,
and got the key, and it was only when I viewed the room that I realized 
this wasn't

a dart trap.
I punched the cyclopse a few extra eye hole with my shot gun, - stil 
ducking

and avoiding it's swinging sword then finished the demo.
then, I tried the same trick on other monsters,  and I can only 
assume the ancient
Greeks had some sort of honour code about never attacking a kneeling 
opponent, sinse
the Good doctor got through without a scratch,  even on expert, by 
symply ducking

and knee capping all opponents.

Tom Says:
Yeah, we are aware of this issue, and are currently in the process of 
fixing that issue. In the next beta you will not take damage immediately 
when you duck, but if you remain ducking/crouching enemies will correct 
their aim and hit you no matter weather you are standing or crouching. 
So you are likely to find the next beta more challenging and with a lot 
of personal request or suggestions fulfilled.

Smile.



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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread Thomas Ward

Hi Will,
The oxygen is there for two reasons. One it is a global command 
integrated into the engine. Second, if you are swimming in water your 
air supply will go down. It isn't noticable on beginner, but goes down 
more rapidly on expert. Again, another one of those realism features of 
the engine.


will wrote:

why is the oxygen level there anyways?
also I have another idea for a suggestion now i have beaten the demo. 
how about in levels that are to come or in certain difficulties, have an 
avalanche occuring without warning and one has to escape to safety?

will



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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread shaun everiss
aah so does that level refill itself or will it just drop to 0 at some time.
At 02:53 p.m. 26/02/2009, you wrote:
Hi Will,
The oxygen is there for two reasons. One it is a global command integrated 
into the engine. Second, if you are swimming in water your air supply will go 
down. It isn't noticable on beginner, but goes down more rapidly on expert. 
Again, another one of those realism features of the engine.

will wrote:
why is the oxygen level there anyways?
also I have another idea for a suggestion now i have beaten the demo. how 
about in levels that are to come or in certain difficulties, have an 
avalanche occuring without warning and one has to escape to safety?
will


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Re: [Audyssey] Mota demo, my thoughts

2009-02-25 Thread Shadow Dragon
Personally I think oxygen should only go down if you're strictly under 
water, like forced to swim through a flooded passage or something. Just my 
two cents though. The water you jump into from the ledge sounds more like 
part of the passage broke away the water filled the floor space.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Wednesday, February 25, 2009 6:53 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Mota demo, my thoughts


Hi Will,
The oxygen is there for two reasons. One it is a global command integrated 
into the engine. Second, if you are swimming in water your air supply will 
go down. It isn't noticable on beginner, but goes down more rapidly on 
expert. Again, another one of those realism features of the engine.


will wrote:

why is the oxygen level there anyways?
also I have another idea for a suggestion now i have beaten the demo. how 
about in levels that are to come or in certain difficulties, have an 
avalanche occuring without warning and one has to escape to safety?

will



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[Audyssey] mota demo

2009-02-24 Thread Clement Chou
Anyone know where to go after the first door? The statue seems to be a dead end 
and the rope doesn't lead anywhere, and torchlight or viewing the room helps 
nothing. Tips? Thanks.
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Re: [Audyssey] mota demo

2009-02-24 Thread Matheus
i can't past from the fire pit!
i ear her say watch out! then i jump, then i view the room and see
that it have another fire pit to the right, then i try to get near it,
and jump and don't work, damn... tips tow.
and clement, wen you are at the rop, use the torch, then jump on to it,
climb up 6 times, and jump to the right, then press enter on the statue
and you will be at where i'm stuck...

-Mensagem original-
De: Clement Chou chou.clem...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 24 de Fevereiro de 2009 08:05
Assunto: [Audyssey] mota demo

Anyone know where to go after the first door? The statue seems to be a dead end 
and the rope doesn't lead anywhere, and torchlight or viewing the room helps 
nothing. 
Tips? Thanks.
---
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Re: [Audyssey] mota demo

2009-02-24 Thread Angellko21
Hm,i have the same problem,but if I climbed the rope twice or once,I got to 
the stone statue.It is very special,oh.:)Try climb up once more and have 
lightning torche.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be a 
dead end and the rope doesn't lead anywhere, and torchlight or viewing the 
room helps nothing. Tips? Thanks.

---
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Re: [Audyssey] mota demo

2009-02-24 Thread Michael Feir
I think there might be a problem with the object viewing. I've hit the enter 
key in various places and picked up items which I have no way of knowing 
were there. I got an enchanted sword that way which never made any sound to 
let me know it was anywhere near me. I also found a healing potion that way. 
This is going to be a stupendously excellent game when Tom gets it all 
worked out.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Angellko21 lukas86.kak...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I got 
to the stone statue.It is very special,oh.:)Try climb up once more and 
have lightning torche.
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be a 
dead end and the rope doesn't lead anywhere, and torchlight or viewing 
the room helps nothing. Tips? Thanks.

---
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Re: [Audyssey] mota demo

2009-02-24 Thread Scott Chesworth
That's not an issue you're seeing mike, it's that the rooms are dark.
if you light one of the enchanted torches objects like that become
visible so you get clues as to where they are.  Assuming Tom doesn't
go overboard on torches, this is gonna be a frustrating and very
welcome way of doing things in my book, because it might mean doubling
back on yourself and having to remember the way you've come to go back
and check for items you need if you've run out of torches.

This is cool.  I don't dig side scrollers at all, but this is s
cool.  Played it right through a few times now, and it's still cool.

On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
 I think there might be a problem with the object viewing. I've hit the enter
 key in various places and picked up items which I have no way of knowing
 were there. I got an enchanted sword that way which never made any sound to
 let me know it was anywhere near me. I also found a healing potion that way.
 This is going to be a stupendously excellent game when Tom gets it all
 worked out.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message -
 From: Angellko21 lukas86.kak...@seznam.cz
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 11:22 AM
 Subject: Re: [Audyssey] mota demo


 Hm,i have the same problem,but if I climbed the rope twice or once,I got
 to the stone statue.It is very special,oh.:)Try climb up once more and
 have lightning torche.
 - Original Message -
 From: Clement Chou chou.clem...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 5:05 PM
 Subject: [Audyssey] mota demo


 Anyone know where to go after the first door? The statue seems to be a
 dead end and the rope doesn't lead anywhere, and torchlight or viewing
 the room helps nothing. Tips? Thanks.
 ---
 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
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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.

 __ Informace od NOD32 3885 (20090224) __

 Tato zprava byla proverena antivirovym systemem NOD32.
 http://www.nod32.cz




 ---
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Re: [Audyssey] mota demo

2009-02-24 Thread Bryan Peterson

AllI  can say is I'm excited for the full version.
Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:59 AM
Subject: Re: [Audyssey] mota demo



That's not an issue you're seeing mike, it's that the rooms are dark.
if you light one of the enchanted torches objects like that become
visible so you get clues as to where they are.  Assuming Tom doesn't
go overboard on torches, this is gonna be a frustrating and very
welcome way of doing things in my book, because it might mean doubling
back on yourself and having to remember the way you've come to go back
and check for items you need if you've run out of torches.

This is cool.  I don't dig side scrollers at all, but this is s
cool.  Played it right through a few times now, and it's still cool.

On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
I think there might be a problem with the object viewing. I've hit the 
enter

key in various places and picked up items which I have no way of knowing
were there. I got an enchanted sword that way which never made any sound 
to
let me know it was anywhere near me. I also found a healing potion that 
way.

This is going to be a stupendously excellent game when Tom gets it all
worked out.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message -
From: Angellko21 lukas86.kak...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo



Hm,i have the same problem,but if I climbed the rope twice or once,I got
to the stone statue.It is very special,oh.:)Try climb up once more and
have lightning torche.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo



Anyone know where to go after the first door? The statue seems to be a
dead end and the rope doesn't lead anywhere, and torchlight or viewing
the room helps nothing. Tips? Thanks.
---
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If you have any questions or concerns regarding the management of the
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please send E-mail to gamers-ow...@audyssey.org.

__ Informace od NOD32 3885 (20090224) __

Tato zprava byla proverena antivirovym systemem NOD32.
http://www.nod32.cz





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Re: [Audyssey] mota demo

2009-02-24 Thread Angellko21
Object are invisible,ok,but when I go forward (right) and press 
enter,without the object sound I take it.But we must be optimistic,it is 
beta and Tom makes good work and this problems will be deleting.:)Oh,sorry 
for my English.:)Greetings.
- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 6:30 PM
Subject: Re: [Audyssey] mota demo



AllI  can say is I'm excited for the full version.
Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:59 AM
Subject: Re: [Audyssey] mota demo



That's not an issue you're seeing mike, it's that the rooms are dark.
if you light one of the enchanted torches objects like that become
visible so you get clues as to where they are.  Assuming Tom doesn't
go overboard on torches, this is gonna be a frustrating and very
welcome way of doing things in my book, because it might mean doubling
back on yourself and having to remember the way you've come to go back
and check for items you need if you've run out of torches.

This is cool.  I don't dig side scrollers at all, but this is s
cool.  Played it right through a few times now, and it's still cool.

On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
I think there might be a problem with the object viewing. I've hit the 
enter

key in various places and picked up items which I have no way of knowing
were there. I got an enchanted sword that way which never made any sound 
to
let me know it was anywhere near me. I also found a healing potion that 
way.

This is going to be a stupendously excellent game when Tom gets it all
worked out.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message -
From: Angellko21 lukas86.kak...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I 
got

to the stone statue.It is very special,oh.:)Try climb up once more and
have lightning torche.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo



Anyone know where to go after the first door? The statue seems to be a
dead end and the rope doesn't lead anywhere, and torchlight or viewing
the room helps nothing. Tips? Thanks.
---
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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
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please send E-mail to gamers-ow...@audyssey.org.

__ Informace od NOD32 3885 (20090224) __

Tato zprava byla proverena antivirovym systemem NOD32.
http://www.nod32.cz





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Re: [Audyssey] mota demo

2009-02-24 Thread Charles Rivard

s
p
o
i
l
e
r


s
p
a
c
e


Pick up all items and use what is in your inventory.

---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Angellko21 lukas86.kak...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:53 AM
Subject: Re: [Audyssey] mota demo


Object are invisible,ok,but when I go forward (right) and press 
enter,without the object sound I take it.But we must be optimistic,it is 
beta and Tom makes good work and this problems will be deleting.:)Oh,sorry 
for my English.:)Greetings.
- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 6:30 PM
Subject: Re: [Audyssey] mota demo



AllI  can say is I'm excited for the full version.
Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:59 AM
Subject: Re: [Audyssey] mota demo



That's not an issue you're seeing mike, it's that the rooms are dark.
if you light one of the enchanted torches objects like that become
visible so you get clues as to where they are.  Assuming Tom doesn't
go overboard on torches, this is gonna be a frustrating and very
welcome way of doing things in my book, because it might mean doubling
back on yourself and having to remember the way you've come to go back
and check for items you need if you've run out of torches.

This is cool.  I don't dig side scrollers at all, but this is s
cool.  Played it right through a few times now, and it's still cool.

On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
I think there might be a problem with the object viewing. I've hit the 
enter
key in various places and picked up items which I have no way of 
knowing
were there. I got an enchanted sword that way which never made any 
sound to
let me know it was anywhere near me. I also found a healing potion that 
way.

This is going to be a stupendously excellent game when Tom gets it all
worked out.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message -
From: Angellko21 lukas86.kak...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I 
got

to the stone statue.It is very special,oh.:)Try climb up once more and
have lightning torche.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be 
a
dead end and the rope doesn't lead anywhere, and torchlight or 
viewing

the room helps nothing. Tips? Thanks.
---
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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Re: [Audyssey] mota demo

2009-02-24 Thread Michael Feir
I think what's confusing people is that you have to select the torch and 
then light it by using the space bar. Thanks to a hint from Charles, I just 
figured that out. Things are working much better now. I prefer that method 
of using torches to having them automatically light. However, there should 
perhaps be more of an indicator that one is in a dark place. Perhaps, a 
spooky undertone or something of that sort would work there. It should be 
recogniseable as a darkness indicator without overpowering what you could 
still hear around you.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 3:23 PM
Subject: Re: [Audyssey] mota demo



s
p
o
i
l
e
r


s
p
a
c
e


Pick up all items and use what is in your inventory.

---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Angellko21 lukas86.kak...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:53 AM
Subject: Re: [Audyssey] mota demo


Object are invisible,ok,but when I go forward (right) and press 
enter,without the object sound I take it.But we must be optimistic,it is 
beta and Tom makes good work and this problems will be 
deleting.:)Oh,sorry for my English.:)Greetings.
- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 6:30 PM
Subject: Re: [Audyssey] mota demo



AllI  can say is I'm excited for the full version.
Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:59 AM
Subject: Re: [Audyssey] mota demo



That's not an issue you're seeing mike, it's that the rooms are dark.
if you light one of the enchanted torches objects like that become
visible so you get clues as to where they are.  Assuming Tom doesn't
go overboard on torches, this is gonna be a frustrating and very
welcome way of doing things in my book, because it might mean doubling
back on yourself and having to remember the way you've come to go back
and check for items you need if you've run out of torches.

This is cool.  I don't dig side scrollers at all, but this is s
cool.  Played it right through a few times now, and it's still cool.

On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
I think there might be a problem with the object viewing. I've hit the 
enter
key in various places and picked up items which I have no way of 
knowing
were there. I got an enchanted sword that way which never made any 
sound to
let me know it was anywhere near me. I also found a healing potion 
that way.

This is going to be a stupendously excellent game when Tom gets it all
worked out.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message -
From: Angellko21 lukas86.kak...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I 
got
to the stone statue.It is very special,oh.:)Try climb up once more 
and

have lightning torche.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be 
a
dead end and the rope doesn't lead anywhere, and torchlight or 
viewing

the room helps nothing. Tips? Thanks.
---
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__ Informace od NOD32 3885 (20090224) __

Tato zprava byla proverena antivirovym systemem NOD32.
http://www.nod32.cz

Re: [Audyssey] mota demo

2009-02-24 Thread Bryan Peterson
That's because the room is dark. If you use a torch you'll see and hear the 
object.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Angellko21 lukas86.kak...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 10:53 AM
Subject: Re: [Audyssey] mota demo


Object are invisible,ok,but when I go forward (right) and press 
enter,without the object sound I take it.But we must be optimistic,it is 
beta and Tom makes good work and this problems will be deleting.:)Oh,sorry 
for my English.:)Greetings.
- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 6:30 PM
Subject: Re: [Audyssey] mota demo



AllI  can say is I'm excited for the full version.
Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:59 AM
Subject: Re: [Audyssey] mota demo



That's not an issue you're seeing mike, it's that the rooms are dark.
if you light one of the enchanted torches objects like that become
visible so you get clues as to where they are.  Assuming Tom doesn't
go overboard on torches, this is gonna be a frustrating and very
welcome way of doing things in my book, because it might mean doubling
back on yourself and having to remember the way you've come to go back
and check for items you need if you've run out of torches.

This is cool.  I don't dig side scrollers at all, but this is s
cool.  Played it right through a few times now, and it's still cool.

On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
I think there might be a problem with the object viewing. I've hit the 
enter
key in various places and picked up items which I have no way of 
knowing
were there. I got an enchanted sword that way which never made any 
sound to
let me know it was anywhere near me. I also found a healing potion that 
way.

This is going to be a stupendously excellent game when Tom gets it all
worked out.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message -
From: Angellko21 lukas86.kak...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I 
got

to the stone statue.It is very special,oh.:)Try climb up once more and
have lightning torche.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be 
a
dead end and the rope doesn't lead anywhere, and torchlight or 
viewing

the room helps nothing. Tips? Thanks.
---
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You can make changes or update your subscription via the web, at
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please send E-mail to gamers-ow...@audyssey.org.

__ Informace od NOD32 3885 (20090224) __

Tato zprava byla proverena antivirovym systemem NOD32.
http://www.nod32.cz





---
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Re: [Audyssey] mota demo

2009-02-24 Thread william lomas

o ran oh i cant see!! emark or something

On 24 Feb 2009, at 18:34, Michael Feir wrote:

I think what's confusing people is that you have to select the torch  
and then light it by using the space bar. Thanks to a hint from  
Charles, I just figured that out. Things are working much better  
now. I prefer that method of using torches to having them  
automatically light. However, there should perhaps be more of an  
indicator that one is in a dark place. Perhaps, a spooky undertone  
or something of that sort would work there. It should be  
recogniseable as a darkness indicator without overpowering what you  
could still hear around you.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


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


To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 3:23 PM
Subject: Re: [Audyssey] mota demo



s
p
o
i
l
e
r


s
p
a
c
e


Pick up all items and use what is in your inventory.

---
If guns cause crime, pencils cause misspelled words.
- Original Message - From: Angellko21 lukas86.kak...@seznam.cz 


To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:53 AM
Subject: Re: [Audyssey] mota demo


Object are invisible,ok,but when I go forward (right) and press  
enter,without the object sound I take it.But we must be  
optimistic,it is beta and Tom makes good work and this problems  
will be deleting.:)Oh,sorry for my English.:)Greetings.
- Original Message - From: Bryan Peterson b-peter...@hotmail.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 6:30 PM
Subject: Re: [Audyssey] mota demo



AllI  can say is I'm excited for the full version.
Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - From: Scott Chesworth scottcheswo...@gmail.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:59 AM
Subject: Re: [Audyssey] mota demo


That's not an issue you're seeing mike, it's that the rooms are  
dark.

if you light one of the enchanted torches objects like that become
visible so you get clues as to where they are.  Assuming Tom  
doesn't

go overboard on torches, this is gonna be a frustrating and very
welcome way of doing things in my book, because it might mean  
doubling
back on yourself and having to remember the way you've come to  
go back

and check for items you need if you've run out of torches.

This is cool.  I don't dig side scrollers at all, but this is  
s
cool.  Played it right through a few times now, and it's still  
cool.


On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
I think there might be a problem with the object viewing. I've  
hit the enter
key in various places and picked up items which I have no way  
of knowing
were there. I got an enchanted sword that way which never made  
any sound to
let me know it was anywhere near me. I also found a healing  
potion that way.
This is going to be a stupendously excellent game when Tom gets  
it all

worked out.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind  
People

2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message -
From: Angellko21 lukas86.kak...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or  
once,I got
to the stone statue.It is very special,oh.:)Try climb up once  
more and

have lightning torche.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue  
seems to be a
dead end and the rope doesn't lead anywhere, and torchlight  
or viewing

the room helps nothing. Tips? Thanks.
---
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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If you have any questions or concerns regarding the  
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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi Michael,
NO that isn't a bug. Hint if you light one of your torches items will 
play sounds and will be announced when you press the v key. Otherwise 
the room is dark and you can't see them. This is fully documented in the 
User's Guide. Guess you hadn't thought of the obvious.

Smile.

Michael Feir wrote:
I think there might be a problem with the object viewing. I've hit the 
enter key in various places and picked up items which I have no way of 
knowing were there. I got an enchanted sword that way which never made 
any sound to let me know it was anywhere near me. I also found a healing 
potion that way. This is going to be a stupendously excellent game when 
Tom gets it all worked out.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - From: Angellko21 lukas86.kak...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I 
got to the stone statue.It is very special,oh.:)Try climb up once more 
and have lightning torche.
- Original Message - From: Clement Chou 
chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be 
a dead end and the rope doesn't lead anywhere, and torchlight or 
viewing the room helps nothing. Tips? Thanks.

---
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__ Informace od NOD32 3885 (20090224) __

Tato zprava byla proverena antivirovym systemem NOD32.
http://www.nod32.cz





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Re: [Audyssey] mota demo

2009-02-24 Thread Bryan Peterson
Is that the only level so far? Ad I assume that's a boss at the end guarding 
the bronze key? Took me a while to figure out what the deal was since it 
kept killing me.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 2:54 PM
Subject: Re: [Audyssey] mota demo



Hi Michael,
NO that isn't a bug. Hint if you light one of your torches items will play 
sounds and will be announced when you press the v key. Otherwise the room 
is dark and you can't see them. This is fully documented in the User's 
Guide. Guess you hadn't thought of the obvious.

Smile.

Michael Feir wrote:
I think there might be a problem with the object viewing. I've hit the 
enter key in various places and picked up items which I have no way of 
knowing were there. I got an enchanted sword that way which never made 
any sound to let me know it was anywhere near me. I also found a healing 
potion that way. This is going to be a stupendously excellent game when 
Tom gets it all worked out.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - From: Angellko21 
lukas86.kak...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I got 
to the stone statue.It is very special,oh.:)Try climb up once more and 
have lightning torche.
- Original Message - From: Clement Chou 
chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be a 
dead end and the rope doesn't lead anywhere, and torchlight or viewing 
the room helps nothing. Tips? Thanks.

---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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.

__ Informace od NOD32 3885 (20090224) __

Tato zprava byla proverena antivirovym systemem NOD32.
http://www.nod32.cz





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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi,
Smile. Just because Angela can't see an item doesn't mean the item isn't 
there. Just like in real life. You can't see or hear the item, but you 
still can find it by accident and pick it up. When you light a torch you 
will be able to find items quicker because Angela can see them. Grin.



Angellko21 wrote:
Object are invisible,ok,but when I go forward (right) and press 
enter,without the object sound I take it.But we must be optimistic,it is 
beta and Tom makes good work and this problems will be 
deleting.:)Oh,sorry for my English.:)Greetings.



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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi,
Not sure what to say about that, but best advice for anyone getting 
confused is to read the User's Guide such as it is right now. That is 
why the documentation is there. At any rate almost all of the rooms are 
dark except for the ones that have torches in them.

Smile.

Michael Feir wrote:
I think what's confusing people is that you have to select the torch and 
then light it by using the space bar. Thanks to a hint from Charles, I 
just figured that out. Things are working much better now. I prefer that 
method of using torches to having them automatically light. However, 
there should perhaps be more of an indicator that one is in a dark 
place. Perhaps, a spooky undertone or something of that sort would work 
there. It should be recogniseable as a darkness indicator without 
overpowering what you could still hear around you.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com




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Re: [Audyssey] mota demo

2009-02-24 Thread James Dietz
Come again?

On 2/24/09, william lomas lomaswill...@googlemail.com wrote:
 o ran oh i cant see!! emark or something

 On 24 Feb 2009, at 18:34, Michael Feir wrote:

 I think what's confusing people is that you have to select the torch
 and then light it by using the space bar. Thanks to a hint from
 Charles, I just figured that out. Things are working much better
 now. I prefer that method of using torches to having them
 automatically light. However, there should perhaps be more of an
 indicator that one is in a dark place. Perhaps, a spooky undertone
 or something of that sort would work there. It should be
 recogniseable as a darkness indicator without overpowering what you
 could still hear around you.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message - From: Charles Rivard
 woofer...@sbcglobal.net
 
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 3:23 PM
 Subject: Re: [Audyssey] mota demo


 s
 p
 o
 i
 l
 e
 r


 s
 p
 a
 c
 e


 Pick up all items and use what is in your inventory.

 ---
 If guns cause crime, pencils cause misspelled words.
 - Original Message - From: Angellko21 lukas86.kak...@seznam.cz

 
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 9:53 AM
 Subject: Re: [Audyssey] mota demo


 Object are invisible,ok,but when I go forward (right) and press
 enter,without the object sound I take it.But we must be
 optimistic,it is beta and Tom makes good work and this problems
 will be deleting.:)Oh,sorry for my English.:)Greetings.
 - Original Message - From: Bryan Peterson
 b-peter...@hotmail.com
 
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 6:30 PM
 Subject: Re: [Audyssey] mota demo


 AllI  can say is I'm excited for the full version.
 Eeny meeny miney mo. Is Homer a hero? The answer is...no.
 - Original Message - From: Scott Chesworth
 scottcheswo...@gmail.com
 
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 9:59 AM
 Subject: Re: [Audyssey] mota demo


 That's not an issue you're seeing mike, it's that the rooms are
 dark.
 if you light one of the enchanted torches objects like that become
 visible so you get clues as to where they are.  Assuming Tom
 doesn't
 go overboard on torches, this is gonna be a frustrating and very
 welcome way of doing things in my book, because it might mean
 doubling
 back on yourself and having to remember the way you've come to
 go back
 and check for items you need if you've run out of torches.

 This is cool.  I don't dig side scrollers at all, but this is
 s
 cool.  Played it right through a few times now, and it's still
 cool.

 On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
 I think there might be a problem with the object viewing. I've
 hit the enter
 key in various places and picked up items which I have no way
 of knowing
 were there. I got an enchanted sword that way which never made
 any sound to
 let me know it was anywhere near me. I also found a healing
 potion that way.
 This is going to be a stupendously excellent game when Tom gets
 it all
 worked out.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind
 People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message -
 From: Angellko21 lukas86.kak...@seznam.cz
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 11:22 AM
 Subject: Re: [Audyssey] mota demo


 Hm,i have the same problem,but if I climbed the rope twice or
 once,I got
 to the stone statue.It is very special,oh.:)Try climb up once
 more and
 have lightning torche.
 - Original Message -
 From: Clement Chou chou.clem...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 5:05 PM
 Subject: [Audyssey] mota demo


 Anyone know where to go after the first door? The statue
 seems to be a
 dead end and the rope doesn't lead anywhere, and torchlight
 or viewing
 the room helps nothing. Tips? Thanks.
 ---
 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

Re: [Audyssey] mota demo

2009-02-24 Thread James Dietz
Hey,

I haven't tried the beta yet, but on the torches:
I personally think having torches automatically light is helpful in
several ways; since they cannot be used at your disgression their
placement is a clue to the location of a dark area.  You can be pretty
sure that it's close to where you got the torch.  If there isn't any
sound indicating a dark area (or any special announcement when viewing
the map) then I think being able to use torches later is more of a
frustration as you'd have to guess which areas are dark.  Say you ran
back and forth across a room not finding anything interesting. You
assume it's dark and light your torch, only to discover you had missed
a ladder. You continue through the level, letting the torch burn out
until you come across a room with lots fo treasure but fwoof! the
torch goes out and all the treasure disappears.  Speaking of items,
I'm not sure I like the idea of hitting enter near an item to pick it
up.  From the demos and trailers (as well as past iterations of the
game) it doesn't seem like you'd ever want to skip or avoid an object.
 It sounds to me like lots more complexity has been added to the
game, which in the end doesn't achieve anything but a multitude of
additional keypresses.

James

On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
 I think what's confusing people is that you have to select the torch and
 then light it by using the space bar. Thanks to a hint from Charles, I just
 figured that out. Things are working much better now. I prefer that method
 of using torches to having them automatically light. However, there should
 perhaps be more of an indicator that one is in a dark place. Perhaps, a
 spooky undertone or something of that sort would work there. It should be
 recogniseable as a darkness indicator without overpowering what you could
 still hear around you.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message -
 From: Charles Rivard woofer...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 3:23 PM
 Subject: Re: [Audyssey] mota demo


 s
 p
 o
 i
 l
 e
 r


 s
 p
 a
 c
 e


 Pick up all items and use what is in your inventory.

 ---
 If guns cause crime, pencils cause misspelled words.
 - Original Message -
 From: Angellko21 lukas86.kak...@seznam.cz
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 9:53 AM
 Subject: Re: [Audyssey] mota demo


 Object are invisible,ok,but when I go forward (right) and press
 enter,without the object sound I take it.But we must be optimistic,it is
 beta and Tom makes good work and this problems will be
 deleting.:)Oh,sorry for my English.:)Greetings.
 - Original Message -
 From: Bryan Peterson b-peter...@hotmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 6:30 PM
 Subject: Re: [Audyssey] mota demo


 AllI  can say is I'm excited for the full version.
 Eeny meeny miney mo. Is Homer a hero? The answer is...no.
 - Original Message -
 From: Scott Chesworth scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 9:59 AM
 Subject: Re: [Audyssey] mota demo


 That's not an issue you're seeing mike, it's that the rooms are dark.
 if you light one of the enchanted torches objects like that become
 visible so you get clues as to where they are.  Assuming Tom doesn't
 go overboard on torches, this is gonna be a frustrating and very
 welcome way of doing things in my book, because it might mean doubling
 back on yourself and having to remember the way you've come to go back
 and check for items you need if you've run out of torches.

 This is cool.  I don't dig side scrollers at all, but this is s
 cool.  Played it right through a few times now, and it's still cool.

 On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
 I think there might be a problem with the object viewing. I've hit the

 enter
 key in various places and picked up items which I have no way of
 knowing
 were there. I got an enchanted sword that way which never made any
 sound to
 let me know it was anywhere near me. I also found a healing potion
 that way.
 This is going to be a stupendously excellent game when Tom gets it all
 worked out.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com

Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi James,

James Said:
I haven't tried the beta yet, but on the torches:
I personally think having torches automatically light is helpful in
several ways; since they cannot be used at your disgression their
placement is a clue to the location of a dark area.  You can be pretty
sure that it's close to where you got the torch.

Tom Says:
Well, back when this game was Montezuma's Return we got lots of 
complaints about torches automatically lighting so we made them a manual 
light. In this matter it is a lose lose situation. Someones bound to 
complain no matter which way we go with it, and that is just how it is 
going to be.
As for using torches the entire level is considered to be dark with a 
few exceptions such as a room with a fire pit, torch, or some other 
object that would naturally give off light. This isn't exactly that hard 
to figure out, and isn't rocket science. You are in a dark underground 
temple and need light constantly to get around.


James Said:
Speaking of items,
I'm not sure I like the idea of hitting enter near an item to pick it
up.  From the demos and trailers (as well as past iterations of the
game) it doesn't seem like you'd ever want to skip or avoid an object.
It sounds to me like lots more complexity has been added to the
game, which in the end doesn't achieve anything but a multitude of
additional keypresses.

Tom Says:
Lots of time and effort has been put into adding complexity to the game 
which may be more interesting to some and more frustrating to others. We 
can't please everyone and we just have to play this one by ear. As far 
as using enter to pick up items that is what all the Tomb Raider games 
do, and since this is a spin off of the Tomb Raider series we like to 
keep that similar feel and keyboard layout if possible.Besides it is 
just way to easy if Angela picks up anything near by just by walking 
over it. you need to actually find it with a lit torch and reach out and 
pick it up.

HTH.



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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi Bryan,
Yes, level 1 is the only completed level so far. Also the only one 
non-registered players will get until they purchase the game.
As far is the Cyclops he is a type of boss creature. He is pretty mean 
on expert, but I can handle him on lower experience levels fairly easily.


Bryan Peterson wrote:
Is that the only level so far? Ad I assume that's a boss at the end 
guarding the bronze key? Took me a while to figure out what the deal was 
since it kept killing me.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.



---
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Re: [Audyssey] mota demo

2009-02-24 Thread Clement Chou
I can't wait for the full thing.. this is going to be amazing! Now all we 
need is cutseens and cinematic audio lol. In all seriousness, this is great, 
and I can't wait!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 1:54 PM
Subject: Re: [Audyssey] mota demo



Hi Michael,
NO that isn't a bug. Hint if you light one of your torches items will play 
sounds and will be announced when you press the v key. Otherwise the room 
is dark and you can't see them. This is fully documented in the User's 
Guide. Guess you hadn't thought of the obvious.

Smile.

Michael Feir wrote:
I think there might be a problem with the object viewing. I've hit the 
enter key in various places and picked up items which I have no way of 
knowing were there. I got an enchanted sword that way which never made 
any sound to let me know it was anywhere near me. I also found a healing 
potion that way. This is going to be a stupendously excellent game when 
Tom gets it all worked out.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - From: Angellko21 
lukas86.kak...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I got 
to the stone statue.It is very special,oh.:)Try climb up once more and 
have lightning torche.
- Original Message - From: Clement Chou 
chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be a 
dead end and the rope doesn't lead anywhere, and torchlight or viewing 
the room helps nothing. Tips? Thanks.

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Re: [Audyssey] mota demo

2009-02-24 Thread Bryan Peterson
Yeah I eventually took him down, but he sliced and diced me pretty good the 
first few times.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 4:34 PM
Subject: Re: [Audyssey] mota demo



Hi Bryan,
Yes, level 1 is the only completed level so far. Also the only one 
non-registered players will get until they purchase the game.
As far is the Cyclops he is a type of boss creature. He is pretty mean on 
expert, but I can handle him on lower experience levels fairly easily.


Bryan Peterson wrote:
Is that the only level so far? Ad I assume that's a boss at the end 
guarding the bronze key? Took me a while to figure out what the deal was 
since it kept killing me.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.



---
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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi,
Hint. Unlock the statue with the enter key, and walk right.

Clement Chou wrote:

Anyone know where to go after the first door? The statue seems to be a dead end 
and the rope doesn't lead anywhere, and torchlight or viewing the room helps 
nothing. Tips? Thanks.
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Re: [Audyssey] mota demo

2009-02-24 Thread Clement Chou
Hmm... something weird. I found out that sometimes when I jump or try to 
jump over chasms, it doesn't work, and I end up dying. Yet sometimes when I 
jump them, they work. Is this a beta thing? Or am I doing something wrong 
here?
- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 3:54 PM
Subject: Re: [Audyssey] mota demo


Yeah I eventually took him down, but he sliced and diced me pretty good 
the first few times.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 4:34 PM
Subject: Re: [Audyssey] mota demo



Hi Bryan,
Yes, level 1 is the only completed level so far. Also the only one 
non-registered players will get until they purchase the game.
As far is the Cyclops he is a type of boss creature. He is pretty mean on 
expert, but I can handle him on lower experience levels fairly easily.


Bryan Peterson wrote:
Is that the only level so far? Ad I assume that's a boss at the end 
guarding the bronze key? Took me a while to figure out what the deal was 
since it kept killing me.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.



---
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gamers-unsubscr...@audyssey.org.

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All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

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




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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi,
If you are dying when trying to jump a chasm my guess is you are trying 
to do so with a heavy weapon drawn. First holster it and then try to 
jump, and see if you do better. FYI, you might want to read section 5 of 
the User's Guide as jumping is discussed more in detail there.

Smile.

Clement Chou wrote:
Hmm... something weird. I found out that sometimes when I jump or try to 
jump over chasms, it doesn't work, and I end up dying. Yet sometimes 
when I jump them, they work. Is this a beta thing? Or am I doing 
something wrong here?



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Re: [Audyssey] mota demo

2009-02-24 Thread Matheus
hi clement.
that's bekause you can't jump wen carrying anything, for example, your
gun, make sure it's in the holster before jumping, otherwise she can't
will perform the jump and die.
-Mensagem original-
De: Clement Chou chou.clem...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 24 de Fevereiro de 2009 16:25
Assunto: Re: [Audyssey] mota demo

Hmm... something weird. I found out that sometimes when I jump or try to
jump over chasms, it doesn't work, and I end up dying. Yet sometimes when I
jump them, they work. Is this a beta thing? Or am I doing something wrong
here?
- Original Message -
From: Bryan Peterson b-peter...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 3:54 PM
Subject: Re: [Audyssey] mota demo


 Yeah I eventually took him down, but he sliced and diced me pretty good
 the first few times.
 Eeny meeny miney mo. Is Homer a hero? The answer is...no.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 24, 2009 4:34 PM
 Subject: Re: [Audyssey] mota demo


 Hi Bryan,
 Yes, level 1 is the only completed level so far. Also the only one
 non-registered players will get until they purchase the game.
 As far is the Cyclops he is a type of boss creature. He is pretty mean on
 expert, but I can handle him on lower experience levels fairly easily.

 Bryan Peterson wrote:
 Is that the only level so far? Ad I assume that's a boss at the end
 guarding the bronze key? Took me a while to figure out what the deal was
 since it kept killing me.
 Eeny meeny miney mo. Is Homer a hero? The answer is...no.


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Re: [Audyssey] mota demo

2009-02-24 Thread Phil Vlasak

Hi Thomas,
I am really enjoying the beta.
I do have a few questions and suggestions about torches.
When you start the game you should have a torch burning.
When you pick up a torch in your inventory is should be out and hitting 
enter would light it.


Do torches have a time limit?
If they do the w key should say torch burning.
If and when the torch goes out it should make a fizzle sound and w would say 
torch burnt out.


Good job!

Thanks,
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 6:32 PM
Subject: Re: [Audyssey] mota demo



Hi James,

James Said:
I haven't tried the beta yet, but on the torches:
I personally think having torches automatically light is helpful in
several ways; since they cannot be used at your disgression their
placement is a clue to the location of a dark area.  You can be pretty
sure that it's close to where you got the torch.

Tom Says:
Well, back when this game was Montezuma's Return we got lots of
complaints about torches automatically lighting so we made them a manual
light. In this matter it is a lose lose situation. Someones bound to
complain no matter which way we go with it, and that is just how it is
going to be.
As for using torches the entire level is considered to be dark with a
few exceptions such as a room with a fire pit, torch, or some other
object that would naturally give off light. This isn't exactly that hard
to figure out, and isn't rocket science. You are in a dark underground
temple and need light constantly to get around.




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Re: [Audyssey] mota demo

2009-02-24 Thread Bryan Peterson

They do fizzle when they go out.
Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:32 PM
Subject: Re: [Audyssey] mota demo



Hi Thomas,
I am really enjoying the beta.
I do have a few questions and suggestions about torches.
When you start the game you should have a torch burning.
When you pick up a torch in your inventory is should be out and hitting 
enter would light it.


Do torches have a time limit?
If they do the w key should say torch burning.
If and when the torch goes out it should make a fizzle sound and w would 
say torch burnt out.


Good job!

Thanks,
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 6:32 PM
Subject: Re: [Audyssey] mota demo



Hi James,

James Said:
I haven't tried the beta yet, but on the torches:
I personally think having torches automatically light is helpful in
several ways; since they cannot be used at your disgression their
placement is a clue to the location of a dark area.  You can be pretty
sure that it's close to where you got the torch.

Tom Says:
Well, back when this game was Montezuma's Return we got lots of
complaints about torches automatically lighting so we made them a manual
light. In this matter it is a lose lose situation. Someones bound to
complain no matter which way we go with it, and that is just how it is
going to be.
As for using torches the entire level is considered to be dark with a
few exceptions such as a room with a fire pit, torch, or some other
object that would naturally give off light. This isn't exactly that hard
to figure out, and isn't rocket science. You are in a dark underground
temple and need light constantly to get around.




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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi Phil,

Phil Said:
When you start the game you should have a torch burning.

Tom Asks:
Why? There is one right there not more than three feet away from you. 
You can easily grab that one light it, and continue on your way. Just 
feels a little like overkill to me to have a torch burning when you start.


Phil Said:
When you pick up a torch in your inventory is should be out and hitting 
 enter would

light it.

Tom Says:
I am assuming here you mean when you select it from the inventory list? 
I suppose we could do that, but I had reasons for not doing it that way. 
For example, suppose you have a torch when crossing the flooded room. 
You wouldn't want it to go out when coming in contact with the water. In 
that case you might want to keep it ready, but not light it until you 
climb out onto the far bank.At wich point start up the torch.


Phil Asked:
Do torches have a time limit?

Tom Says:
Yes, they do. Depending on your experience level the time limit will be 
longer or shorter.


Phil Said:
If they do the w key should say torch burning.

Tom Says:
Ok...Well, it does say torch when you are holding one, but I didn't see 
any need to add if it is burning or not, but I suppose I can.


Phil Said:
If and when the torch goes out it should make a fizzle sound and w would 
say  torch

burnt out.

Tom Says:
Torches do fizzle when they burn out or come into contact with water.
Smile.


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Re: [Audyssey] mota demo

2009-02-24 Thread Clement Chou
Like it the way it is. Although... here's a bit of a cheating method for all 
the players...

s
p
o
i
l
e
r
s
p
a
c
e

When in the flooded area, if you swim to a bank and then light the torch, 
then reenter the water, the torch will remain lit.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:07 PM
Subject: Re: [Audyssey] mota demo



Hi Phil,

Phil Said:
When you start the game you should have a torch burning.

Tom Asks:
Why? There is one right there not more than three feet away from you. You 
can easily grab that one light it, and continue on your way. Just feels a 
little like overkill to me to have a torch burning when you start.


Phil Said:
When you pick up a torch in your inventory is should be out and hitting 
enter would

light it.

Tom Says:
I am assuming here you mean when you select it from the inventory list? I 
suppose we could do that, but I had reasons for not doing it that way. For 
example, suppose you have a torch when crossing the flooded room. You 
wouldn't want it to go out when coming in contact with the water. In that 
case you might want to keep it ready, but not light it until you climb out 
onto the far bank.At wich point start up the torch.


Phil Asked:
Do torches have a time limit?

Tom Says:
Yes, they do. Depending on your experience level the time limit will be 
longer or shorter.


Phil Said:
If they do the w key should say torch burning.

Tom Says:
Ok...Well, it does say torch when you are holding one, but I didn't see 
any need to add if it is burning or not, but I suppose I can.


Phil Said:
If and when the torch goes out it should make a fizzle sound and w would 
say  torch

burnt out.

Tom Says:
Torches do fizzle when they burn out or come into contact with water.
Smile.


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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi,
Yeah, because the water is low enough that she can hold it above the 
water in that particular case. However, if she jumps in of course the 
water will splash up and put it out.


Clement Chou wrote:
Like it the way it is. Although... here's a bit of a cheating method for 
all the players...

s
p
o
i
l
e
r
s
p
a
c
e

When in the flooded area, if you swim to a bank and then light the 
torch, then reenter the water, the torch will remain lit.



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Re: [Audyssey] mota demo

2009-02-24 Thread Phil Vlasak

Hi Thomas,
I am assuming that at the start of the game you have just entered a dark 
room and would have a lit torch in your hand.
I imagined that the torches left behind in the tomb would make a smoldering 
sound as if they were short of oxygen and when you light them they could 
burst into fire.

This could be done using the same torch sound by increasing the pitch.

I also have a suggestion about the rope sound.
A swinging rope should slow down if a person was climbing it.
This could be done by lowering the pitch of the rope sound.
I love the reaction words to creatures!
and everything else sounds great!
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 8:07 PM
Subject: Re: [Audyssey] mota demo



Hi Phil,

Phil Said:
When you start the game you should have a torch burning.

Tom Asks:
Why? There is one right there not more than three feet away from you.
You can easily grab that one light it, and continue on your way. Just
feels a little like overkill to me to have a torch burning when you start.

Phil Said:
When you pick up a torch in your inventory is should be out and hitting
 enter would
light it.

Tom Says:
I am assuming here you mean when you select it from the inventory list?
I suppose we could do that, but I had reasons for not doing it that way.
For example, suppose you have a torch when crossing the flooded room.
You wouldn't want it to go out when coming in contact with the water. In
that case you might want to keep it ready, but not light it until you
climb out onto the far bank.At wich point start up the torch.

Phil Asked:
Do torches have a time limit?

Tom Says:
Yes, they do. Depending on your experience level the time limit will be
longer or shorter.

Phil Said:
If they do the w key should say torch burning.

Tom Says:
Ok...Well, it does say torch when you are holding one, but I didn't see
any need to add if it is burning or not, but I suppose I can.

Phil Said:
If and when the torch goes out it should make a fizzle sound and w would
say  torch
burnt out.

Tom Says:
Torches do fizzle when they burn out or come into contact with water.
Smile.


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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.0.237 / Virus Database: 270.11.3/1970 - Release Date: 02/24/09 
13:35:00



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Re: [Audyssey] mota demo

2009-02-24 Thread Charles Rivard
Just a thought:  Remember to give some kind of notice that you are about to, 
for example, give a s

p
o
i
l
e
r

so that if someone does not want to be given the solution as to what to do 
next when someone gets stuck, they can either delete the message or save if 
in case they get stuck there.  If someone wants to solve the puzzles or 
figure out how to play the game without help, it sure is a bummer if they 
accidentally get a hint they didn't want.  Thanks.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 12:13 PM
Subject: Re: [Audyssey] mota demo


That's because the room is dark. If you use a torch you'll see and hear 
the object.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Angellko21 lukas86.kak...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 10:53 AM
Subject: Re: [Audyssey] mota demo


Object are invisible,ok,but when I go forward (right) and press 
enter,without the object sound I take it.But we must be optimistic,it is 
beta and Tom makes good work and this problems will be 
deleting.:)Oh,sorry for my English.:)Greetings.
- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 6:30 PM
Subject: Re: [Audyssey] mota demo



AllI  can say is I'm excited for the full version.
Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:59 AM
Subject: Re: [Audyssey] mota demo



That's not an issue you're seeing mike, it's that the rooms are dark.
if you light one of the enchanted torches objects like that become
visible so you get clues as to where they are.  Assuming Tom doesn't
go overboard on torches, this is gonna be a frustrating and very
welcome way of doing things in my book, because it might mean doubling
back on yourself and having to remember the way you've come to go back
and check for items you need if you've run out of torches.

This is cool.  I don't dig side scrollers at all, but this is s
cool.  Played it right through a few times now, and it's still cool.

On 2/24/09, Michael Feir michael.f...@gmail.com wrote:
I think there might be a problem with the object viewing. I've hit the 
enter
key in various places and picked up items which I have no way of 
knowing
were there. I got an enchanted sword that way which never made any 
sound to
let me know it was anywhere near me. I also found a healing potion 
that way.

This is going to be a stupendously excellent game when Tom gets it all
worked out.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message -
From: Angellko21 lukas86.kak...@seznam.cz
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I 
got
to the stone statue.It is very special,oh.:)Try climb up once more 
and

have lightning torche.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be 
a
dead end and the rope doesn't lead anywhere, and torchlight or 
viewing

the room helps nothing. Tips? Thanks.
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Re: [Audyssey] mota demo

2009-02-24 Thread Charles Rivard

It's not the boss.  This is just level 1 of the game.

---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 2:01 PM
Subject: Re: [Audyssey] mota demo


Is that the only level so far? Ad I assume that's a boss at the end 
guarding the bronze key? Took me a while to figure out what the deal was 
since it kept killing me.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 2:54 PM
Subject: Re: [Audyssey] mota demo



Hi Michael,
NO that isn't a bug. Hint if you light one of your torches items will 
play sounds and will be announced when you press the v key. Otherwise the 
room is dark and you can't see them. This is fully documented in the 
User's Guide. Guess you hadn't thought of the obvious.

Smile.

Michael Feir wrote:
I think there might be a problem with the object viewing. I've hit the 
enter key in various places and picked up items which I have no way of 
knowing were there. I got an enchanted sword that way which never made 
any sound to let me know it was anywhere near me. I also found a healing 
potion that way. This is going to be a stupendously excellent game when 
Tom gets it all worked out.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - From: Angellko21 
lukas86.kak...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I 
got to the stone statue.It is very special,oh.:)Try climb up once more 
and have lightning torche.
- Original Message - From: Clement Chou 
chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be a 
dead end and the rope doesn't lead anywhere, and torchlight or viewing 
the room helps nothing. Tips? Thanks.

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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi Phil,

Phil Said:
I imagined that the torches left behind in the tomb would make a 
smoldering  sound
as if they were short of oxygen and when you light them they could 
burst into fire.

This could be done using the same torch sound by increasing the pitch.

Tom Says:
Hmmm...I'll keep those suggestions in mind.

Phil Said:
A swinging rope should slow down if a person was climbing it.
This could be done by lowering the pitch of the rope sound.

Tom Says:
Yeah, makes sense. I'll look into it.



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Re: [Audyssey] mota demo

2009-02-24 Thread Bryan Peterson

Note I said a boss, not the boss.
You have acquired the skill of Weaponry Therimin.
Current Mastery is 1 novice.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 9:31 PM
Subject: Re: [Audyssey] mota demo



It's not the boss.  This is just level 1 of the game.

---
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- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 2:01 PM
Subject: Re: [Audyssey] mota demo


Is that the only level so far? Ad I assume that's a boss at the end 
guarding the bronze key? Took me a while to figure out what the deal was 
since it kept killing me.

Eeny meeny miney mo. Is Homer a hero? The answer is...no.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 2:54 PM
Subject: Re: [Audyssey] mota demo



Hi Michael,
NO that isn't a bug. Hint if you light one of your torches items will 
play sounds and will be announced when you press the v key. Otherwise 
the room is dark and you can't see them. This is fully documented in the 
User's Guide. Guess you hadn't thought of the obvious.

Smile.

Michael Feir wrote:
I think there might be a problem with the object viewing. I've hit the 
enter key in various places and picked up items which I have no way of 
knowing were there. I got an enchanted sword that way which never made 
any sound to let me know it was anywhere near me. I also found a 
healing potion that way. This is going to be a stupendously excellent 
game when Tom gets it all worked out.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - From: Angellko21 
lukas86.kak...@seznam.cz

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 11:22 AM
Subject: Re: [Audyssey] mota demo


Hm,i have the same problem,but if I climbed the rope twice or once,I 
got to the stone statue.It is very special,oh.:)Try climb up once more 
and have lightning torche.
- Original Message - From: Clement Chou 
chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:05 PM
Subject: [Audyssey] mota demo


Anyone know where to go after the first door? The statue seems to be 
a dead end and the rope doesn't lead anywhere, and torchlight or 
viewing the room helps nothing. Tips? Thanks.

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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi,
No, not the main boss but a miner boss creature you need to kill to get 
to the door. Grin.


Charles Rivard wrote:

It's not the boss.  This is just level 1 of the game.

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Re: [Audyssey] mota demo

2009-02-24 Thread Clement Chou

Good realism... I like it. Very nice creativity and use of physics.

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Re: [Audyssey] mota demo

2009-02-24 Thread Charles Rivard
If you are holding a burning torch, you can hear it burning, so there's no 
need for a key to announce it.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 5:07 PM
Subject: Re: [Audyssey] mota demo



Hi Phil,

Phil Said:
When you start the game you should have a torch burning.

Tom Asks:
Why? There is one right there not more than three feet away from you. You 
can easily grab that one light it, and continue on your way. Just feels a 
little like overkill to me to have a torch burning when you start.


Phil Said:
When you pick up a torch in your inventory is should be out and hitting 
enter would

light it.

Tom Says:
I am assuming here you mean when you select it from the inventory list? I 
suppose we could do that, but I had reasons for not doing it that way. For 
example, suppose you have a torch when crossing the flooded room. You 
wouldn't want it to go out when coming in contact with the water. In that 
case you might want to keep it ready, but not light it until you climb out 
onto the far bank.At wich point start up the torch.


Phil Asked:
Do torches have a time limit?

Tom Says:
Yes, they do. Depending on your experience level the time limit will be 
longer or shorter.


Phil Said:
If they do the w key should say torch burning.

Tom Says:
Ok...Well, it does say torch when you are holding one, but I didn't see 
any need to add if it is burning or not, but I suppose I can.


Phil Said:
If and when the torch goes out it should make a fizzle sound and w would 
say  torch

burnt out.

Tom Says:
Torches do fizzle when they burn out or come into contact with water.
Smile.


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Re: [Audyssey] mota demo

2009-02-24 Thread shaun everiss
what about putting this as a toggel.
I like the auto light myself.
or if we don't have this some indication that one is or should be used should 
appear.
wouldn't have to be anything fancy, could just be a chime or something.
At 12:32 p.m. 25/02/2009, you wrote:
Hi James,

James Said:
I haven't tried the beta yet, but on the torches:
I personally think having torches automatically light is helpful in
several ways; since they cannot be used at your disgression their
placement is a clue to the location of a dark area.  You can be pretty
sure that it's close to where you got the torch.

Tom Says:
Well, back when this game was Montezuma's Return we got lots of complaints 
about torches automatically lighting so we made them a manual light. In this 
matter it is a lose lose situation. Someones bound to complain no matter which 
way we go with it, and that is just how it is going to be.
As for using torches the entire level is considered to be dark with a few 
exceptions such as a room with a fire pit, torch, or some other object that 
would naturally give off light. This isn't exactly that hard to figure out, 
and isn't rocket science. You are in a dark underground temple and need light 
constantly to get around.

James Said:
Speaking of items,
I'm not sure I like the idea of hitting enter near an item to pick it
up.  From the demos and trailers (as well as past iterations of the
game) it doesn't seem like you'd ever want to skip or avoid an object.
It sounds to me like lots more complexity has been added to the
game, which in the end doesn't achieve anything but a multitude of
additional keypresses.

Tom Says:
Lots of time and effort has been put into adding complexity to the game which 
may be more interesting to some and more frustrating to others. We can't 
please everyone and we just have to play this one by ear. As far as using 
enter to pick up items that is what all the Tomb Raider games do, and since 
this is a spin off of the Tomb Raider series we like to keep that similar feel 
and keyboard layout if possible.Besides it is just way to easy if Angela picks 
up anything near by just by walking over it. you need to actually find it with 
a lit torch and reach out and pick it up.
HTH.



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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi,
That is what my Genesis engine is all about. Using real time physics 
moddeling, mathematics, etc to simulate realistic movement, targeting, 
and real world spacial orientation is what drives this engine. Only 
thing is I think some gamers are put off by the realism expecting 
something like they are use to rather than something written along the 
lines of what commercial grade companies create. In fact, the Genesis 
Engine can do more than you've seen, but since I am currently involved 
in a side-scroller we can't take advantage of its more advanced features 
and game play. If people are put off now I'm a bit interested how they 
will deal with the engine at it's best.
I suppose just something simple as items in a dark room being invisible 
is just all a bit new to some. I'm thinking out of the box, or more 
precisely more realistic. One thing I hope to do with my Genesis Engine 
is bring awareness to blind gamers that we don't have to be stuck with 
simple games. We could have games as complex as those our sighted 
counterparts play if we just have well trained developers to do it, and 
of course the financial backing to get sounds, music, to go with the 
programming too.
I don't say this to be disrespectful to my fellow accessible game 
developers, but when i showed up on the accessible games scene and saw 
what was available I thought to myself I could do better. Plus seeing a 
bunch of Space Invader style knock offs, card games, just wasn't my 
interest area. I wanted games like those I was beginning to play on the 
PC before I went blind, and that is where USA Games is headed. Anyone, 
who plays a PS2, PSP, XBox, etc understands those games are usually of a 
superior nature.



Clement Chou wrote:

Good realism... I like it. Very nice creativity and use of physics.

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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi Shaun,
No, I am not putting everything into a toggle, option, etc. I'd never 
get anything done if everything was a option, toggle, or what not.
Anyway, I'll make it very simple for everyone. Don't worry about it. 
Keep a torch burning at all times and don't worry about it. There are 
plenty of them around on the early levels to give you plenty of light, 
and this is not, repete, absolutely not like Montezuma's Revenge were 
some rooms are dark and some are not. They are all dark.

HTH.

shaun everiss wrote:

what about putting this as a toggel.
I like the auto light myself.
or if we don't have this some indication that one is or should be used should 
appear.
wouldn't have to be anything fancy, could just be a chime or something.



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Re: [Audyssey] mota demo

2009-02-24 Thread Charles Rivard

Ah.  And so, hopefully, will come the gaming future for the blind!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 7:53 PM
Subject: Re: [Audyssey] mota demo



Hi,
That is what my Genesis engine is all about. Using real time physics 
moddeling, mathematics, etc to simulate realistic movement, targeting, and 
real world spacial orientation is what drives this engine. Only thing is I 
think some gamers are put off by the realism expecting something like they 
are use to rather than something written along the lines of what 
commercial grade companies create. In fact, the Genesis Engine can do more 
than you've seen, but since I am currently involved in a side-scroller we 
can't take advantage of its more advanced features and game play. If 
people are put off now I'm a bit interested how they will deal with the 
engine at it's best.
I suppose just something simple as items in a dark room being invisible is 
just all a bit new to some. I'm thinking out of the box, or more precisely 
more realistic. One thing I hope to do with my Genesis Engine is bring 
awareness to blind gamers that we don't have to be stuck with simple 
games. We could have games as complex as those our sighted counterparts 
play if we just have well trained developers to do it, and of course the 
financial backing to get sounds, music, to go with the programming too.
I don't say this to be disrespectful to my fellow accessible game 
developers, but when i showed up on the accessible games scene and saw 
what was available I thought to myself I could do better. Plus seeing a 
bunch of Space Invader style knock offs, card games, just wasn't my 
interest area. I wanted games like those I was beginning to play on the PC 
before I went blind, and that is where USA Games is headed. Anyone, who 
plays a PS2, PSP, XBox, etc understands those games are usually of a 
superior nature.



Clement Chou wrote:

Good realism... I like it. Very nice creativity and use of physics.

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Re: [Audyssey] mota demo

2009-02-24 Thread shaun everiss
so there will be more torches then I hope anyway.
At 05:02 p.m. 25/02/2009, you wrote:
Hi Shaun,
No, I am not putting everything into a toggle, option, etc. I'd never get 
anything done if everything was a option, toggle, or what not.
Anyway, I'll make it very simple for everyone. Don't worry about it. Keep a 
torch burning at all times and don't worry about it. There are plenty of them 
around on the early levels to give you plenty of light, and this is not, 
repete, absolutely not like Montezuma's Revenge were some rooms are dark and 
some are not. They are all dark.
HTH.

shaun everiss wrote:
what about putting this as a toggel.
I like the auto light myself.
or if we don't have this some indication that one is or should be used should 
appear.
wouldn't have to be anything fancy, could just be a chime or something.


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Re: [Audyssey] mota demo

2009-02-24 Thread Scott Chesworth
Hi Tom,

Just a few more observations to add to the 3 others, hehe.

First of all, I'm really into this game a lot more than I expected to
be. The plot and side scroller aspect really didn't appeal, but it's
got good game play, and there's just no substitute for that.

So... some observations:
It's possible to speed jump along by holding control and repeatedly
whacking a direction much faster than one could in real life.  I
noticed you've already iliminated the possibility to do the same thing
with walking and running though which is good.

Sometimes my view command does nothing, particularly later on in the
level.  Does this mean that a room is completely empty?  It doesn't
even tell me about doors I've just walked through anymore which seems
like a bug but I dunno.  There's also going to need to be a way of
silencing or at least skipping through the items quickly once you've
hit view.  I've followed the threads here loosely today and seen your
concerns with sapi.  Perhaps control could be used to silence speech
that is giving the status of one thing like health or ammo, then the
same key could be used to skip to the next object?  Tap it once
quickly to skip through objects, hold it for a second to abandon
reading, or perhaps just hit any directional key to abandon reading.
Surely that'd just mean stopping the current file in it's tracks and
triggering the next one?  It's not mega eligant, but it'd do, no doubt
a proper programmer can come up with something more foolproof.

It'd mean sourcing another movement sound true, but I thought a neat
way of stopping people from sneaking an easy ride by crouching all the
time once you've iliminated the speed jumping technique would be to
make it so that it's possible to move crouched, but as if she's
shuffling along on her haunches.  You could even make it so that she
can't move more than a few hesitant shuffles crouched if the
bigger/heavier weapons aren't holstered, think about it, it'd be
tricky to balance over any real distance whilst slinging an oozy would
it not?

Weapons holstered brings me to another observation.  I absolutely love
the detail in not being able to climb a rope unless you have a free
hand to do so, but not being able to jump pits and fires seems odd to
me.  If there's the weight of a sub machine gun there, surely it'll
drag her down whether it's in her hand, her holster, the back pocket
of her combats, or whatever you'd wear for treasure hunting amongst
monsters lol.  If it's a balance thing again then I see your point to
some extent, but a bow and arrow or a hunting knife would hardly be as
much of a pain to sling during a jump as a sub machine gun.  Perhaps a
solution that maintains the realism would be that some weapons could
be out for jumps, you could document it or just rely on common sense
of the players.  It'd give extra realism because I know if I were
wandering around in the dark with all sorts of nasties I'd want at
least a knife handy at all times!!

The debate about torches lighting automatically is tricky.  I'm on the
fence that finds them in the inventory and they light when I hit enter
to choose one, but it's probably because that's what I'm used too and
for me it doesn't impeed realism or game play, it's just an old habbit
and probably how I'd code it if this were my creation is all.
Similarly I'd have keys in the inventory for locked doors that had to
be manually activated, but I realise that might take some serious
restructuring to make sure there's enough ways of distinguishing
between keys you hold at any one time to keep the realism going.

Hitting y or n for yes and no, cursor right and left perhaps to go
through levels of the menu structure so it avoids your escape quirk
you were having would be welcome additions in my mind.

Sound-wise it's all pretty much rocking my socks off.  A few things
dont seem to sit quite right alongside the others, the two biggest
ones for me being keys and coins.  I'd expect to hear a jingling set
of keys for keys and a snatching them up type sound when they're
taken, with something along similar lines for the coins, these are a
bit like slay bells hehe.  It's true that you're only collecting one
key so the bunch isn't accurate, but sometimes I'd go for what I want
to hear over realism if it's likely to make the sounds easier to
identify and remember for a new player.  The sword sound, as in the
one in the learn game sounds menue seems to have been resampled from a
lower sampling rate or something, it's a tad ugly against how good the
others are, but not a huge gripe.

Two tiny things that are purely personal preference but might be worth
considering.  Exit game might be a nicer menue item than exit program,
it's just what I expected to see seeing as you've got game settings
and game sounds and load game etc.  And lastly, that big cymbal role
panning around when the credits first load bugs me something cronic!
If Eliot gave it you that way and it's unchangeable I'll learn to live
with 

Re: [Audyssey] mota demo

2009-02-24 Thread shaun everiss
I found the key but now there is a statue I can't unlock.
also are there any more torches my torch went out and I can't see things, still 
can get them but I need to push enter each step I go to do this.
At 05:05 p.m. 25/02/2009, you wrote:
so there will be more torches then I hope anyway.
At 05:02 p.m. 25/02/2009, you wrote:
Hi Shaun,
No, I am not putting everything into a toggle, option, etc. I'd never get 
anything done if everything was a option, toggle, or what not.
Anyway, I'll make it very simple for everyone. Don't worry about it. Keep a 
torch burning at all times and don't worry about it. There are plenty of them 
around on the early levels to give you plenty of light, and this is not, 
repete, absolutely not like Montezuma's Revenge were some rooms are dark and 
some are not. They are all dark.
HTH.

shaun everiss wrote:
what about putting this as a toggel.
I like the auto light myself.
or if we don't have this some indication that one is or should be used 
should appear.
wouldn't have to be anything fancy, could just be a chime or something.


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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi Shaun,
Obviously. I know we will need lots of torches so there will be plenty 
of them in the game to find.


shaun everiss wrote:

so there will be more torches then I hope anyway.



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Re: [Audyssey] mota demo

2009-02-24 Thread Shadow Dragon
I agree completely. Count me among the gamers who want to see more complex 
games. As I said before, the only time I fight realism is when it detracts 
from either difficulty or challenge factor. I both play mainstream games, 
mostly one on one fighting, and have watched my brother play several 
mainstream games, everything from FPS to RPG. I agree we need more games 
like that. More games with advanced physics and power behind the engine. We 
have some good audiogames as it stands now, but there are still genres 
either left uncovered or that have games, but not nearly to the advanced 
stage that modern gaming has come to. But I realize that most of the 
audiogame developers are one man teams, and I respect that. Even so, given 
the advancement audiogaming has made over the past few years, I'll be 
looking forward to more advanced games in the future.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, February 24, 2009 8:53 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] mota demo


Hi,
That is what my Genesis engine is all about. Using real time physics 
moddeling, mathematics, etc to simulate realistic movement, targeting, and 
real world spacial orientation is what drives this engine. Only thing is I 
think some gamers are put off by the realism expecting something like they 
are use to rather than something written along the lines of what 
commercial grade companies create. In fact, the Genesis Engine can do more 
than you've seen, but since I am currently involved in a side-scroller we 
can't take advantage of its more advanced features and game play. If 
people are put off now I'm a bit interested how they will deal with the 
engine at it's best.
I suppose just something simple as items in a dark room being invisible is 
just all a bit new to some. I'm thinking out of the box, or more precisely 
more realistic. One thing I hope to do with my Genesis Engine is bring 
awareness to blind gamers that we don't have to be stuck with simple 
games. We could have games as complex as those our sighted counterparts 
play if we just have well trained developers to do it, and of course the 
financial backing to get sounds, music, to go with the programming too.
I don't say this to be disrespectful to my fellow accessible game 
developers, but when i showed up on the accessible games scene and saw 
what was available I thought to myself I could do better. Plus seeing a 
bunch of Space Invader style knock offs, card games, just wasn't my 
interest area. I wanted games like those I was beginning to play on the PC 
before I went blind, and that is where USA Games is headed. Anyone, who 
plays a PS2, PSP, XBox, etc understands those games are usually of a 
superior nature.




---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] mota demo

2009-02-24 Thread Scott Chesworth
Yep, another one for the let's get complicated camp.  There's
definitely an art form in the simple addictive silly games, believe it
or not super deek out is still hands down the most addictive title
I've played yet out of the mainstream.  But anyone who's ever sat and
taken in someone sighted playing through metal gear solid, grand theft
auto,  or similar complex environments with free roaming and suchlike
will surely stump up the cash to buy our chance to do the same thing.

On 2/25/09, Shadow Dragon elementalult...@hotmail.com wrote:
 I agree completely. Count me among the gamers who want to see more complex
 games. As I said before, the only time I fight realism is when it detracts
 from either difficulty or challenge factor. I both play mainstream games,
 mostly one on one fighting, and have watched my brother play several
 mainstream games, everything from FPS to RPG. I agree we need more games
 like that. More games with advanced physics and power behind the engine. We
 have some good audiogames as it stands now, but there are still genres
 either left uncovered or that have games, but not nearly to the advanced
 stage that modern gaming has come to. But I realize that most of the
 audiogame developers are one man teams, and I respect that. Even so, given
 the advancement audiogaming has made over the past few years, I'll be
 looking forward to more advanced games in the future.

 --
 From: Thomas Ward thomasward1...@gmail.com
 Sent: Tuesday, February 24, 2009 8:53 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] mota demo

 Hi,
 That is what my Genesis engine is all about. Using real time physics
 moddeling, mathematics, etc to simulate realistic movement, targeting, and

 real world spacial orientation is what drives this engine. Only thing is I

 think some gamers are put off by the realism expecting something like they

 are use to rather than something written along the lines of what
 commercial grade companies create. In fact, the Genesis Engine can do more

 than you've seen, but since I am currently involved in a side-scroller we
 can't take advantage of its more advanced features and game play. If
 people are put off now I'm a bit interested how they will deal with the
 engine at it's best.
 I suppose just something simple as items in a dark room being invisible is

 just all a bit new to some. I'm thinking out of the box, or more precisely

 more realistic. One thing I hope to do with my Genesis Engine is bring
 awareness to blind gamers that we don't have to be stuck with simple
 games. We could have games as complex as those our sighted counterparts
 play if we just have well trained developers to do it, and of course the
 financial backing to get sounds, music, to go with the programming too.
 I don't say this to be disrespectful to my fellow accessible game
 developers, but when i showed up on the accessible games scene and saw
 what was available I thought to myself I could do better. Plus seeing a
 bunch of Space Invader style knock offs, card games, just wasn't my
 interest area. I wanted games like those I was beginning to play on the PC

 before I went blind, and that is where USA Games is headed. Anyone, who
 plays a PS2, PSP, XBox, etc understands those games are usually of a
 superior nature.


 ---
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 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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Re: [Audyssey] mota demo

2009-02-24 Thread Kellie and my lovable Lady J.
I also agree with this.  I played games before I lost my sight and while 
that was the nintendo ages past. I still want games like the ones that are 
out currently. The more in depth and realistic the more likely I will be to 
play.

So Tom, you have my vote to continue with your games. smiles
Kellie and my lovable Lady J.
Canine Welfare Technician/Resident adviser
Guide Dogs for the Blind, Oregon campus
www.guidedogs.com
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 8:23 PM
Subject: Re: [Audyssey] mota demo


I agree completely. Count me among the gamers who want to see more complex 
games. As I said before, the only time I fight realism is when it detracts 
from either difficulty or challenge factor. I both play mainstream games, 
mostly one on one fighting, and have watched my brother play several 
mainstream games, everything from FPS to RPG. I agree we need more games 
like that. More games with advanced physics and power behind the engine. We 
have some good audiogames as it stands now, but there are still genres 
either left uncovered or that have games, but not nearly to the advanced 
stage that modern gaming has come to. But I realize that most of the 
audiogame developers are one man teams, and I respect that. Even so, given 
the advancement audiogaming has made over the past few years, I'll be 
looking forward to more advanced games in the future.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, February 24, 2009 8:53 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] mota demo


Hi,
That is what my Genesis engine is all about. Using real time physics 
moddeling, mathematics, etc to simulate realistic movement, targeting, 
and real world spacial orientation is what drives this engine. Only thing 
is I think some gamers are put off by the realism expecting something 
like they are use to rather than something written along the lines of 
what commercial grade companies create. In fact, the Genesis Engine can 
do more than you've seen, but since I am currently involved in a 
side-scroller we can't take advantage of its more advanced features and 
game play. If people are put off now I'm a bit interested how they will 
deal with the engine at it's best.
I suppose just something simple as items in a dark room being invisible 
is just all a bit new to some. I'm thinking out of the box, or more 
precisely more realistic. One thing I hope to do with my Genesis Engine 
is bring awareness to blind gamers that we don't have to be stuck with 
simple games. We could have games as complex as those our sighted 
counterparts play if we just have well trained developers to do it, and 
of course the financial backing to get sounds, music, to go with the 
programming too.
I don't say this to be disrespectful to my fellow accessible game 
developers, but when i showed up on the accessible games scene and saw 
what was available I thought to myself I could do better. Plus seeing a 
bunch of Space Invader style knock offs, card games, just wasn't my 
interest area. I wanted games like those I was beginning to play on the 
PC before I went blind, and that is where USA Games is headed. Anyone, 
who plays a PS2, PSP, XBox, etc understands those games are usually of a 
superior nature.




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


Re: [Audyssey] mota demo

2009-02-24 Thread Shadow Dragon
Hmm, I just looked up sub machine guns on wikipedia, I guess they're a bit 
more heavy than I originally suspected. The average uzi weighs in at about 7 
pounds, I guess that's enough to unbalance someone mid jump, especially 
someone inexperienced with the weapon.


--
From: Scott Chesworth scottcheswo...@gmail.com
Sent: Tuesday, February 24, 2009 9:18 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] mota demo


Hi Tom,

Just a few more observations to add to the 3 others, hehe.

First of all, I'm really into this game a lot more than I expected to
be. The plot and side scroller aspect really didn't appeal, but it's
got good game play, and there's just no substitute for that.

So... some observations:
It's possible to speed jump along by holding control and repeatedly
whacking a direction much faster than one could in real life.  I
noticed you've already iliminated the possibility to do the same thing
with walking and running though which is good.

Sometimes my view command does nothing, particularly later on in the
level.  Does this mean that a room is completely empty?  It doesn't
even tell me about doors I've just walked through anymore which seems
like a bug but I dunno.  There's also going to need to be a way of
silencing or at least skipping through the items quickly once you've
hit view.  I've followed the threads here loosely today and seen your
concerns with sapi.  Perhaps control could be used to silence speech
that is giving the status of one thing like health or ammo, then the
same key could be used to skip to the next object?  Tap it once
quickly to skip through objects, hold it for a second to abandon
reading, or perhaps just hit any directional key to abandon reading.
Surely that'd just mean stopping the current file in it's tracks and
triggering the next one?  It's not mega eligant, but it'd do, no doubt
a proper programmer can come up with something more foolproof.

It'd mean sourcing another movement sound true, but I thought a neat
way of stopping people from sneaking an easy ride by crouching all the
time once you've iliminated the speed jumping technique would be to
make it so that it's possible to move crouched, but as if she's
shuffling along on her haunches.  You could even make it so that she
can't move more than a few hesitant shuffles crouched if the
bigger/heavier weapons aren't holstered, think about it, it'd be
tricky to balance over any real distance whilst slinging an oozy would
it not?

Weapons holstered brings me to another observation.  I absolutely love
the detail in not being able to climb a rope unless you have a free
hand to do so, but not being able to jump pits and fires seems odd to
me.  If there's the weight of a sub machine gun there, surely it'll
drag her down whether it's in her hand, her holster, the back pocket
of her combats, or whatever you'd wear for treasure hunting amongst
monsters lol.  If it's a balance thing again then I see your point to
some extent, but a bow and arrow or a hunting knife would hardly be as
much of a pain to sling during a jump as a sub machine gun.  Perhaps a
solution that maintains the realism would be that some weapons could
be out for jumps, you could document it or just rely on common sense
of the players.  It'd give extra realism because I know if I were
wandering around in the dark with all sorts of nasties I'd want at
least a knife handy at all times!!

The debate about torches lighting automatically is tricky.  I'm on the
fence that finds them in the inventory and they light when I hit enter
to choose one, but it's probably because that's what I'm used too and
for me it doesn't impeed realism or game play, it's just an old habbit
and probably how I'd code it if this were my creation is all.
Similarly I'd have keys in the inventory for locked doors that had to
be manually activated, but I realise that might take some serious
restructuring to make sure there's enough ways of distinguishing
between keys you hold at any one time to keep the realism going.

Hitting y or n for yes and no, cursor right and left perhaps to go
through levels of the menu structure so it avoids your escape quirk
you were having would be welcome additions in my mind.

Sound-wise it's all pretty much rocking my socks off.  A few things
dont seem to sit quite right alongside the others, the two biggest
ones for me being keys and coins.  I'd expect to hear a jingling set
of keys for keys and a snatching them up type sound when they're
taken, with something along similar lines for the coins, these are a
bit like slay bells hehe.  It's true that you're only collecting one
key so the bunch isn't accurate, but sometimes I'd go for what I want
to hear over realism if it's likely to make the sounds easier to
identify and remember for a new player.  The sword sound, as in the
one in the learn game sounds menue seems to have been resampled from a
lower sampling rate or something, it's

Re: [Audyssey] mota demo

2009-02-24 Thread Kellie and my lovable Lady J.
To true. I enjoy to play the simpler games from time to time. But I want 
more of a variety. What I really want I am not sure I will ever see and that 
is an epic fantasy rpg. Magic swords, quests, but all towards an end goal. I 
play muds which have some of this element but they are open ended. It is a 
living world with a basic story line but nothing more. I want something like 
final fantasy or Lunar or star ocean. There are several things that can be 
done  through the game. As well and places that have to be explored and 
puzzles to solve but an end goal. To save the world from some dark evil 
force usually. lol

Kellie and my lovable Lady J.
Canine Welfare Technician/Resident adviser
Guide Dogs for the Blind, Oregon campus
www.guidedogs.com
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 8:29 PM
Subject: Re: [Audyssey] mota demo



Yep, another one for the let's get complicated camp.  There's
definitely an art form in the simple addictive silly games, believe it
or not super deek out is still hands down the most addictive title
I've played yet out of the mainstream.  But anyone who's ever sat and
taken in someone sighted playing through metal gear solid, grand theft
auto,  or similar complex environments with free roaming and suchlike
will surely stump up the cash to buy our chance to do the same thing.

On 2/25/09, Shadow Dragon elementalult...@hotmail.com wrote:
I agree completely. Count me among the gamers who want to see more 
complex
games. As I said before, the only time I fight realism is when it 
detracts

from either difficulty or challenge factor. I both play mainstream games,
mostly one on one fighting, and have watched my brother play several
mainstream games, everything from FPS to RPG. I agree we need more games
like that. More games with advanced physics and power behind the engine. 
We

have some good audiogames as it stands now, but there are still genres
either left uncovered or that have games, but not nearly to the advanced
stage that modern gaming has come to. But I realize that most of the
audiogame developers are one man teams, and I respect that. Even so, 
given

the advancement audiogaming has made over the past few years, I'll be
looking forward to more advanced games in the future.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, February 24, 2009 8:53 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] mota demo


Hi,
That is what my Genesis engine is all about. Using real time physics
moddeling, mathematics, etc to simulate realistic movement, targeting, 
and


real world spacial orientation is what drives this engine. Only thing is 
I


think some gamers are put off by the realism expecting something like 
they


are use to rather than something written along the lines of what
commercial grade companies create. In fact, the Genesis Engine can do 
more


than you've seen, but since I am currently involved in a side-scroller 
we

can't take advantage of its more advanced features and game play. If
people are put off now I'm a bit interested how they will deal with the
engine at it's best.
I suppose just something simple as items in a dark room being invisible 
is


just all a bit new to some. I'm thinking out of the box, or more 
precisely


more realistic. One thing I hope to do with my Genesis Engine is bring
awareness to blind gamers that we don't have to be stuck with simple
games. We could have games as complex as those our sighted counterparts
play if we just have well trained developers to do it, and of course the
financial backing to get sounds, music, to go with the programming too.
I don't say this to be disrespectful to my fellow accessible game
developers, but when i showed up on the accessible games scene and saw
what was available I thought to myself I could do better. Plus seeing a
bunch of Space Invader style knock offs, card games, just wasn't my
interest area. I wanted games like those I was beginning to play on the 
PC


before I went blind, and that is where USA Games is headed. Anyone, who
plays a PS2, PSP, XBox, etc understands those games are usually of a
superior nature.



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Re: [Audyssey] mota demo

2009-02-24 Thread Shadow Dragon
I've been waiting for a true RPG with fully featured plot for the longest 
time. Online play is well and good, but I've always been more of a soloist 
at heart, hence why I tend to get bored with just about any mud rather 
quickly. Its really a shame that it's nearly impossible for a one man team 
to pull something like this off, but in truth, it really is. At least by 
todays gaming standards. Personally I'd be more than willing to settle for a 
game like the classic final fantasy, where there was no voice acting, no 
pain cries or realism even, just pure illogical goodness. In this case you 
could just use sapi to read text, and get through the plot just fine. Even a 
game like that, with flashy sounding skills and spells, summons, weapons, 
armor and accessories to obtain, etc, in my opinion, would be beyond 
awesome. I have very high hopes for entombed becoming a fully-featured world 
at some point in the distant future for just this reason.


--
From: Kellie and my lovable Lady J. pebbles...@sbcglobal.net
Sent: Tuesday, February 24, 2009 9:35 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] mota demo

To true. I enjoy to play the simpler games from time to time. But I want 
more of a variety. What I really want I am not sure I will ever see and 
that is an epic fantasy rpg. Magic swords, quests, but all towards an end 
goal. I play muds which have some of this element but they are open ended. 
It is a living world with a basic story line but nothing more. I want 
something like final fantasy or Lunar or star ocean. There are several 
things that can be done  through the game. As well and places that have to 
be explored and puzzles to solve but an end goal. To save the world from 
some dark evil force usually. lol

Kellie and my lovable Lady J.
Canine Welfare Technician/Resident adviser
Guide Dogs for the Blind, Oregon campus
www.guidedogs.com



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Re: [Audyssey] mota demo

2009-02-24 Thread Kellie and my lovable Lady J.
You are much like me. There is only one mud I have gotten into and played 
for longer then, well one log on. lol I prefer solo play but not sure when 
or if I will see that. I agree with you too in that it is not realy a one 
person job. rpg's are so much more complex do to the in depth plot and 
inventive things that have to be thought of. But yes, I would love a game 
like the old final fantasy. No real talking but an rpg none the less and a 
start if nothing else. smiles and I am interested in the progress of 
entombed. I haven't tested it b/c I don't have the time to offer the 
feedback and things but I am truly interested in what it becomes. smiles

Kellie and my lovable Lady J.
Canine Welfare Technician/Resident adviser
Guide Dogs for the Blind, Oregon campus
www.guidedogs.com
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 8:40 PM
Subject: Re: [Audyssey] mota demo


I've been waiting for a true RPG with fully featured plot for the longest 
time. Online play is well and good, but I've always been more of a soloist 
at heart, hence why I tend to get bored with just about any mud rather 
quickly. Its really a shame that it's nearly impossible for a one man team 
to pull something like this off, but in truth, it really is. At least by 
todays gaming standards. Personally I'd be more than willing to settle for 
a game like the classic final fantasy, where there was no voice acting, no 
pain cries or realism even, just pure illogical goodness. In this case you 
could just use sapi to read text, and get through the plot just fine. Even 
a game like that, with flashy sounding skills and spells, summons, 
weapons, armor and accessories to obtain, etc, in my opinion, would be 
beyond awesome. I have very high hopes for entombed becoming a 
fully-featured world at some point in the distant future for just this 
reason.


--
From: Kellie and my lovable Lady J. pebbles...@sbcglobal.net
Sent: Tuesday, February 24, 2009 9:35 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] mota demo

To true. I enjoy to play the simpler games from time to time. But I want 
more of a variety. What I really want I am not sure I will ever see and 
that is an epic fantasy rpg. Magic swords, quests, but all towards an end 
goal. I play muds which have some of this element but they are open 
ended. It is a living world with a basic story line but nothing more. I 
want something like final fantasy or Lunar or star ocean. There are 
several things that can be done  through the game. As well and places 
that have to be explored and puzzles to solve but an end goal. To save 
the world from some dark evil force usually. lol

Kellie and my lovable Lady J.
Canine Welfare Technician/Resident adviser
Guide Dogs for the Blind, Oregon campus
www.guidedogs.com



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



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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi,
Yeah, that sounds about right. The German MP5 Angela finds in the temple 
is a younger cousin of the Uzi, and many experts say a better submachine 
gun. However, the Glock 19 Angela carries, (the pistol,) doesn't way 
much. Those are very small hand guns and very compact. However, it was 
easier just to check if a weapon, any weapon, was drawn rather than do a 
weapon by weapon check. The Magnum ways a bit too. Not sure of exact 
wait, but they are fairly heavy. A bo and arrow might be light, but the 
size could throw you off.


Shadow Dragon wrote:
Hmm, I just looked up sub machine guns on wikipedia, I guess they're a 
bit more heavy than I originally suspected. The average uzi weighs in at 
about 7 pounds, I guess that's enough to unbalance someone mid jump, 
especially someone inexperienced with the weapon.



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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi Scott

Scot Said:
There's also going to need to be a way of
silencing or at least skipping through the items quickly once you've
hit view.  I've followed the threads here loosely today and seen your
concerns with sapi.  Perhaps control could be used to silence speech.


Tom Says:
Well, I actually have a better way of handling this which I will be 
working on in the coming week. Rather than having view speak everything 
out at once I plan to just put everything in a menu which you can arrow 
through and exit out of the screen when done looking around. I think 
this will solve a bunch of problems altogether.


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Re: [Audyssey] mota demo

2009-02-24 Thread Thomas Ward

Hi Shaun,
Sure there are more torches. You just have to find them. As far as 
unlocking the statue make sure you have the key or the proper key to 
unlock it. Grin.


shaun everiss wrote:

I found the key but now there is a statue I can't unlock.
also are there any more torches my torch went out and I can't see things, still 
can get them but I need to push enter each step I go to do this.



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Re: [Audyssey] mota demo

2009-02-24 Thread Shadow Dragon
I've actually managed to get into a few muds for quite a while, discworld, 
new moon, even alter aeon a long while back. Eternal fantasy and project bob 
and some others have had their moments as well, but other than that all muds 
are pretty much the same, same goes for just about every browser-based quote 
RPG unquote, out there. They're almost all fun for a while with the right 
mechanics, but nothing beats a good plot, a well-honed party of characters, 
and the flashiest, most unrealistic and illogical moves ever known to man.


--
From: Kellie and my lovable Lady J. pebbles...@sbcglobal.net
Sent: Tuesday, February 24, 2009 9:45 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] mota demo

You are much like me. There is only one mud I have gotten into and played 
for longer then, well one log on. lol I prefer solo play but not sure when 
or if I will see that. I agree with you too in that it is not realy a one 
person job. rpg's are so much more complex do to the in depth plot and 
inventive things that have to be thought of. But yes, I would love a game 
like the old final fantasy. No real talking but an rpg none the less and a 
start if nothing else. smiles and I am interested in the progress of 
entombed. I haven't tested it b/c I don't have the time to offer the 
feedback and things but I am truly interested in what it becomes. smiles

Kellie and my lovable Lady J.
Canine Welfare Technician/Resident adviser
Guide Dogs for the Blind, Oregon campus
www.guidedogs.com




---
Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] mota demo

2009-02-24 Thread Bryan Peterson

I seem to remember you did that in Monty Alpha and it worked just fine.
You have acquired the skill of Weaponry Therimin.
Current Mastery is 1 novice.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 24, 2009 10:23 PM
Subject: Re: [Audyssey] mota demo



Hi Scott

Scot Said:
There's also going to need to be a way of
silencing or at least skipping through the items quickly once you've
hit view.  I've followed the threads here loosely today and seen your
concerns with sapi.  Perhaps control could be used to silence speech.


Tom Says:
Well, I actually have a better way of handling this which I will be 
working on in the coming week. Rather than having view speak everything 
out at once I plan to just put everything in a menu which you can arrow 
through and exit out of the screen when done looking around. I think this 
will solve a bunch of problems altogether.


---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
list,

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




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