Hi Thomas,
Thanks, maybe someday I will look into the whole DirectPlay thing. Right now
the game that I am working on will be the first that uses Direct Keyboard Input
rather than just the VB6 Keyboard Input. Next I would like to do a game with
Direct Joystick Input.
BFN
Jim
Never
Thomas Ward said the following on 10/7/2007 10:11 PM:
Hi Raul,
Ok, that is exactly the kind of info I needed. Either one of two things
needs to happen. Either I figure out how to disable that system menu, or
move the run key to something else besides alt. Will take some
experimentation.
Thomas Ward said the following on 10/7/2007 10:18 PM:
You are correct the game is paused while you are viewing the map.
However, the torches aren't currently attached to a timer. It is simply
a long sound file that gets played once a player enters a room.
I suppose at some future date I
Hi Thomas.
I'll try to explain the problem more clear:
All voices works. If I said a spesific voice as a standard voice in the
speech manager in the control panel, the voice speaks fine in the game. The
problem is when I'm trying to select voice number 13 in the voice menu in
Monti, the voice
Hi Jimmy.
S
p
o
i
l
e
r...
Just hold down the control key and press the right arrow 4 times very
quickly and you'll land on the next ledge. Just repeat this until you have
past the lava.
Best regards:
Søren Jensen
Mail MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
-
Hi, I was working on the marine game, and someone deleted my information
and caused my computer to blow. I think there might be a delay.
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Yeah main menu. But, I have been hacked.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of shaun everiss
Sent: Friday, October 05, 2007 6:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Found Title and Title For Mareen shooter game
not sure what
It's my practice development game.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of shaun everiss
Sent: Friday, October 05, 2007 6:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Found Title and Title For Mareen shooter game
aah cool.
I have sfx.
I never can get distracted in Sl.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of shaun everiss
Sent: Friday, October 05, 2007 6:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] super liam
aah, forgot to mention that for the level2 sewer its in
Hi Shaun,
Well, as for returning to the main menu after saving I can fix that
quite easily. I also can do that for loading defaults.
As to why your system is restoring the default settings when the game is
restarted I haven't a clue. It works perfectly on my system, and on the
machines it was
That's good. II think at least for marines should be stationed, because
ships will be everywear.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Phil Vlasak
Sent: Friday, October 05, 2007 2:47 PM
To: Gamers Discussion list
Subject: [Audyssey] Deep space
Hi list.
Has anybody gotten Soundmud to work?
I downloaded and installed all the files in the read me, but still cant get
it to work.
It tells you the files you need to run it but not how to start the game.
Thanks in advance for any help.
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If you
Hi Raul,
Quote
OK, I see what you are saying, but if the torches are not on a timer and
it's just a sound, then how are they working now?
End quote
When you step into a room that is dark it basically flips a trigger. It
lights a torch and based on if there is a torch burning or not it will
Hi,
I disagree with making monsters silent. You should still be able to
hear monsters in a dark room, but they should not be detectable with
the O key. Afterall, you would still be able to hear things moving,
even if you can't see.
Karl
Original message:
Hi Raul,
Quote
OK, I see what you
Hi Thomas.
Great. I look forword to the next release.
Best regards:
Søren Jensen
Mail MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, October 08, 2007 9:29
Karl. This is true in an ideal environment, but since we are using audio
instead of sight in the game, then the lack of a torch light means the
lack of seeing monsters. Since seeing is actually hearing, then the
sounds of the monsters should be disabled. Let me put it this way. If
the game was
Thomas Ward said the following on 10/8/2007 3:26 PM:
Hi Raul,
Actually, I think you might be running an older version of the beta. The
last private beta had a couple of miner bugs which I fixed in the public
beta version of beta 2 just the day of release.
One of the things is put run back
Hi Jimmy,
Well, basically once you get onto the first ledge and just keep jumping.
If you land on the second or third ledge don't move or you will fall
into the lava one way or another. Just keep jumping until you land on
the normal ground on the other side.
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Hi Karl,
Good point. Keep in mind gold coins, keys, etc aren't technically
moving. Those sounds are used instead of sight to find those items. In
the real world a bunch of coins on the floor would not be making any
noise unless you kicked them or moved them in some way.
A snake, skull, or
Run soundmud.pyc to start SoundMUD (in Windows, double-click on this
file, or select it and press Enter).
Jean-Luc
--
SoundMUD web site: http://jlpo.free.fr/soundmud
SoundRTS web site: http://jlpo.free.fr/soundrts
SoundRTS development log: http://soundrts.blogspot.com/
SoundRTSChat mailing
Hi Raul,
Well, as I mentioned in my previous post as the game logic works now it
only stops the sounds for objects that are stationary and would
otherwise not make a noise in the real world. After all keys, gems, gold
coins, swords, etc wouldn't normally make a noise and you could see
them.
Hi Raul
Quote
I still feel strongly about the torches idea I have working the way
I suggested
End quote
Well, I do have plans to work on many of your torch suggestions. Still
am not sure what I will do about the monsters. yet, but I am definitely
going to put it on a timer, remove items from
I actually was able to duplicate this.
make sure the monti window is maximised.
and if you can help it don't have anything else open if you can help
it, well another window.
At 03:53 a.m. 9/10/2007, you wrote:
Thomas Ward said the following on 10/7/2007 10:11 PM:
Hi Raul,
Ok, that is
I realize that about nonmoving items, and agree with the current
system. It's only monsters that I don't think should be silent.
Original message:
Hi Karl,
Good point. Keep in mind gold coins, keys, etc aren't technically
moving. Those sounds are used instead of sight to find those items. In
I got it to work, i just don't have any instructions files.
At 08:41 a.m. 9/10/2007, you wrote:
Hi list.
Has anybody gotten Soundmud to work?
I downloaded and installed all the files in the read me, but still cant get
it to work.
It tells you the files you need to run it but not how to start the
Hi sean.
the instructions are on the soundmud website.
Out of interest though, how did you get it to work? Did you download and
install all the Python stuff?
I don't know enough about Python to try installing it, just in case I had
trouble removing it later, - this is probably entirely
Hi Tom,
I had a thought about how to change the sound and action of the creatures
based on the status of the torch.
If the torch is on, the creatures move at the normal speed at full sound
volume.
But if the torch is off, the creatures move at half speed with half their
sound volume.
The slower
yes, yes, yes.
oh and all the settings I set are there.
However they don't take after I rerun the game.
otherwise it all works fine.
At 07:46 a.m. 9/10/2007, you wrote:
Hi Shaun,
Well, as for returning to the main menu after saving I can fix that
quite easily. I also can do that for loading
Hi Shaun,
Smile I've just moved the keys around a bit. As of beta 3 jump is on
space and run is on control. I just patched the code with that about 5
minutes ago as of the time of this writing.
So the system menu should no longer be an issue any longer.
Cheers.
shaun everiss wrote:
I
Hi Karl,
I for one agree with you. I'm just waiting to see what other listers
thoughts are.
Karl wrote:
I realize that about nonmoving items, and agree with the current
system. It's only monsters that I don't think should be silent.
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If you
Hi Shaun,
All I can say at this point is that is weird. There is nothing in the
game itself to account for not saving and properly restoring registry
settings as it works 99 out of every 100 times with your system
apparently being that 1 exception.
What I have discovered over the last 5 years
Hi Phil,
H That's an interesting idea. Though, it is a bit complex to
release this close to the deadline I have set myself for getting 1.0 out
for sale.
I really want Montezuma's Revenge out before Christmas, and that is one
reason I am not exactly turning away everyones ideas, but
Hi,
I just tried to get soundmud started. I installed everything that's required
to play the game and started it.
I got the menue and I could choose game local. Then the game voice said
game local processing and nothing more happens.
How is it supposed to go on?
Thanks for your help!
well I did a check after I sent the msg.
I wanted to see if I could complete monti beta1, because I never clocked it.
so I uninstalled beta2 and loaded beta1.
I clocked that uninstalled beta1 removed the monti folder and the
monti reg key.
I restarted monti beta2 after reinstalling, I did a
I have moosic on here that required all the stuff.
I loaded python 2.4, pygame, pyaa pytts, pymidi, pysonic, and pyfmod.
I then coppied fmod.dll to the system directory and well everything
worked for moosic so it does for this.
At 11:11 a.m. 9/10/2007, you wrote:
Hi sean.
the instructions are
Hi,
I am having the same problem with options not saving under Vista ultimate.
Original message:
well I did a check after I sent the msg.
I wanted to see if I could complete monti beta1, because I never clocked it.
so I uninstalled beta2 and loaded beta1.
I clocked that uninstalled beta1
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