Re: [Audyssey] MOTA Beta 22 Released

2011-08-16 Thread Thomas Ward
Hi,

No. Analog jumping is a core part of the game. If I got rid of the
analog jumping it would make jumping traps way too easy as well as
give you less control over weather you want to do a hop, short jump,
or a very long jump. Besides that, analog jumping is very common in
mainstream games, and by adding analog jumping I'm in effect creating
something on par with mainstream games. It is a standard feature that
far too many VI audio game developers ignore, but I am trying to
introduce to the audio games community.

As far as difficulty that's different for everyone. I personally don't
think analog jumping is too hard but just takes practice. Of course,
I've been playing mainstream games  with analog jumping for most of my
life so I'm quite familiar with the concept. It might take you some
time to adapt to it. The thing to keep in mind here is that its quite
useful once you get the hang of it.


On 8/16/11, burakyuksek burakyuksek...@gmail.com wrote:
 Hi,
 Can't you make an option to turn on or off analog jumping? Is it hard?
 saygilar sevgiler.

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Re: [Audyssey] MOTA Beta 22 Released

2011-08-16 Thread Michael Taboada (AI5HF)

Hi,
I was trying mota beta 21 the other day, and I couldn't figure out how this 
analog jumping worked. For example, you said that the longer you hold down 
the keys the farther you jump? Well when I push down control then push down 
the right arrow, she jumps and lands within about half a second or less, so 
I don't see how I can control this. And whether I hold it for a long time or 
a short time, she always seems to land on the other edge of whatever I was 
jumping over.

Hope someone can help,

-Michael.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, August 16, 2011 8:06 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Beta 22 Released


Hi,

No. Analog jumping is a core part of the game. If I got rid of the
analog jumping it would make jumping traps way too easy as well as
give you less control over weather you want to do a hop, short jump,
or a very long jump. Besides that, analog jumping is very common in
mainstream games, and by adding analog jumping I'm in effect creating
something on par with mainstream games. It is a standard feature that
far too many VI audio game developers ignore, but I am trying to
introduce to the audio games community.

As far as difficulty that's different for everyone. I personally don't
think analog jumping is too hard but just takes practice. Of course,
I've been playing mainstream games  with analog jumping for most of my
life so I'm quite familiar with the concept. It might take you some
time to adapt to it. The thing to keep in mind here is that its quite
useful once you get the hang of it.


On 8/16/11, burakyuksek burakyuksek...@gmail.com wrote:

Hi,
Can't you make an option to turn on or off analog jumping? Is it hard?
saygilar sevgiler.


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Re: [Audyssey] MOTA Beta 22 Released

2011-08-16 Thread Thomas Ward
Michael,

Keep in mind there is a maximum distance Angela can jump. She doesn't
jump forever. Once she reaches the maximum distance she will land
regardless of how long you hold the jump buttons or keys down.
Obviously, I had to set the max distance to something reasonable which
is about the length of a standard pit or trap. However, if you let go
of the keys earlier than before she lands she won't jump the full
distance. Hope that makes sense.

Cheers!



On 8/16/11, Michael Taboada (AI5HF) ai...@hotmail.com wrote:
 Hi,
 I was trying mota beta 21 the other day, and I couldn't figure out how this
 analog jumping worked. For example, you said that the longer you hold down
 the keys the farther you jump? Well when I push down control then push down
 the right arrow, she jumps and lands within about half a second or less, so
 I don't see how I can control this. And whether I hold it for a long time or
 a short time, she always seems to land on the other edge of whatever I was
 jumping over.
 Hope someone can help,

 -Michael.

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Re: [Audyssey] MOTA Beta 22 Released

2011-08-16 Thread Bryan Peterson
You won't actually hear a difference in the amount of time between jumping 
and landing. What I tend to do, and it seems to guarantee (or at least the 
closest thing to that as possible) that I land where I want to, is to press 
and hold the jump keys for the direction I want to jump in, only releasing 
them once I hear Angela land. And because of the new jump code there's no 
chance of overjumping once you land and possibly landing in the next trap.

We are the Knights who say...Ni!
- Original Message - 
From: Michael Taboada (AI5HF) ai...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 11:42 AM
Subject: Re: [Audyssey] MOTA Beta 22 Released



Hi,
I was trying mota beta 21 the other day, and I couldn't figure out how 
this analog jumping worked. For example, you said that the longer you hold 
down the keys the farther you jump? Well when I push down control then 
push down the right arrow, she jumps and lands within about half a second 
or less, so I don't see how I can control this. And whether I hold it for 
a long time or a short time, she always seems to land on the other edge of 
whatever I was jumping over.

Hope someone can help,

-Michael.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, August 16, 2011 8:06 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Beta 22 Released


Hi,

No. Analog jumping is a core part of the game. If I got rid of the
analog jumping it would make jumping traps way too easy as well as
give you less control over weather you want to do a hop, short jump,
or a very long jump. Besides that, analog jumping is very common in
mainstream games, and by adding analog jumping I'm in effect creating
something on par with mainstream games. It is a standard feature that
far too many VI audio game developers ignore, but I am trying to
introduce to the audio games community.

As far as difficulty that's different for everyone. I personally don't
think analog jumping is too hard but just takes practice. Of course,
I've been playing mainstream games  with analog jumping for most of my
life so I'm quite familiar with the concept. It might take you some
time to adapt to it. The thing to keep in mind here is that its quite
useful once you get the hang of it.


On 8/16/11, burakyuksek burakyuksek...@gmail.com wrote:

Hi,
Can't you make an option to turn on or off analog jumping? Is it hard?
saygilar sevgiler.


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Re: [Audyssey] MOTA Beta 22 Released

2011-08-16 Thread Phil Vlasak

Hi Thomas,
So there is a penalty for releasing the jump keys early. Death.
What about a penalty for releasing them too late?
I imagine she would be tired or injured after a too long of a jump.
So reducing her strength, oxygen, or health a small bit could be the price.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 1:50 PM
Subject: Re: [Audyssey] MOTA Beta 22 Released



Michael,

Keep in mind there is a maximum distance Angela can jump. She doesn't
jump forever. Once she reaches the maximum distance she will land
regardless of how long you hold the jump buttons or keys down.
Obviously, I had to set the max distance to something reasonable which
is about the length of a standard pit or trap. However, if you let go
of the keys earlier than before she lands she won't jump the full
distance. Hope that makes sense.

Cheers!




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Re: [Audyssey] MOTA Beta 22 Released

2011-08-16 Thread Phil Vlasak

Hi Thomas,
I understand your decision to stop making changes.
Just consider my suggestion for a possible future update to version 1.0
Thanks,
Phil

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 5:10 PM
Subject: Re: [Audyssey] MOTA Beta 22 Released



Hi Thomas,
So there is a penalty for releasing the jump keys early. Death.
What about a penalty for releasing them too late?
I imagine she would be tired or injured after a too long of a jump.
So reducing her strength, oxygen, or health a small bit could be the 
price.

Phil



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Re: [Audyssey] MOTA Beta 22 Released

2011-08-16 Thread Charles Rivard
Or landing in a trap near the one you jumped over because you didn't judge 
correctly?


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 4:10 PM
Subject: Re: [Audyssey] MOTA Beta 22 Released



Hi Thomas,
So there is a penalty for releasing the jump keys early. Death.
What about a penalty for releasing them too late?
I imagine she would be tired or injured after a too long of a jump.
So reducing her strength, oxygen, or health a small bit could be the 
price.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 1:50 PM
Subject: Re: [Audyssey] MOTA Beta 22 Released



Michael,

Keep in mind there is a maximum distance Angela can jump. She doesn't
jump forever. Once she reaches the maximum distance she will land
regardless of how long you hold the jump buttons or keys down.
Obviously, I had to set the max distance to something reasonable which
is about the length of a standard pit or trap. However, if you let go
of the keys earlier than before she lands she won't jump the full
distance. Hope that makes sense.

Cheers!




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Re: [Audyssey] MOTA Beta 22 Released

2011-08-16 Thread Thomas Ward
Hi Phil,

Sure. No problem. I'm merely trying to get 1.0 out the door, but there
is always room for later updates, changes, etc. I merely had to call a
stop to the suggestions at this point so I can actually get the game
more or less to a point I can sell it and get this monkey off my back.

Cheers!

On 8/16/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I understand your decision to stop making changes.
 Just consider my suggestion for a possible future update to version 1.0
 Thanks,
 Phil

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[Audyssey] MOTA Beta 22 Released

2011-08-15 Thread Thomas Ward
Hello everyone,

USA Games Interactive would like to present Mysteries of the Ancients
beta 22. This all new release contains a number of patches and bug
fixes which resolves some minor issues found in beta 21.

What's New

* Angela now speaks Looks like a dead end when she encounters a wall.
* The background audio is now updated while the player is jumping.
* Fixed the problems with the laser sight not working.
* Fixed the problems with the status menu.
* Modified level 1.dat.
* Modified level2.dat.
* Replaced the view menu with view room message.
* Updated the stats for the bronze dagger.
* Updated the stats for the bronze spear.
* Updated the stats for the bronze sword.
* Updated User's Guide.

Downloading the Game


As always you can get the latest setup for Mysteries of the ancients
at the Mysteries of the Ancients home page
http://www.usagamesinteractive.com/mota.php
and please remember to uninstall beta 21 before installing beta 22.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA Beta 22 Released

2011-08-15 Thread Bryan Peterson
Problem is that the link doesn't seem to be working. Nor does the main site. 
I tried to visit the site several times this morning.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 15, 2011 1:58 PM
Subject: [Audyssey] MOTA Beta 22 Released



Hello everyone,

USA Games Interactive would like to present Mysteries of the Ancients
beta 22. This all new release contains a number of patches and bug
fixes which resolves some minor issues found in beta 21.

What's New

* Angela now speaks Looks like a dead end when she encounters a wall.
* The background audio is now updated while the player is jumping.
* Fixed the problems with the laser sight not working.
* Fixed the problems with the status menu.
* Modified level 1.dat.
* Modified level2.dat.
* Replaced the view menu with view room message.
* Updated the stats for the bronze dagger.
* Updated the stats for the bronze spear.
* Updated the stats for the bronze sword.
* Updated User's Guide.

Downloading the Game


As always you can get the latest setup for Mysteries of the ancients
at the Mysteries of the Ancients home page
http://www.usagamesinteractive.com/mota.php
and please remember to uninstall beta 21 before installing beta 22.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA Beta 22 Released

2011-08-15 Thread Thomas Ward
Hi Bryan,

Ok, that's weird. It was working when I uploaded the setup file not
long ago, but now I'm getting the same error you must be seeing. I
haven't a clue what is going on but I'll be sending a support request
to my webhost wanting to know why in hades my website is down. Now,
Im extremely miffed.

On 8/15/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Problem is that the link doesn't seem to be working. Nor does the main site.
 I tried to visit the site several times this morning.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 22 Released

2011-08-15 Thread dark
uninstalling beta 21 won't be a problem, sinse I haven't picked it up myself 
yet ;D.
i'll be glad to see where this one goes, assuming I can tare myself away 
from castaways for long enough ;D.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 15, 2011 8:58 PM
Subject: [Audyssey] MOTA Beta 22 Released



Hello everyone,

USA Games Interactive would like to present Mysteries of the Ancients
beta 22. This all new release contains a number of patches and bug
fixes which resolves some minor issues found in beta 21.

What's New

* Angela now speaks Looks like a dead end when she encounters a wall.
* The background audio is now updated while the player is jumping.
* Fixed the problems with the laser sight not working.
* Fixed the problems with the status menu.
* Modified level 1.dat.
* Modified level2.dat.
* Replaced the view menu with view room message.
* Updated the stats for the bronze dagger.
* Updated the stats for the bronze spear.
* Updated the stats for the bronze sword.
* Updated User's Guide.

Downloading the Game


As always you can get the latest setup for Mysteries of the ancients
at the Mysteries of the Ancients home page
http://www.usagamesinteractive.com/mota.php
and please remember to uninstall beta 21 before installing beta 22.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA Beta 22 Released

2011-08-15 Thread Thomas Ward
Hi Dark,

Oh, I think you'll like beta 22. Beta 21 and beta 22 was based largely
on the beta 18 stable code and of course expands and updates beta 18.
So I think what we have now is very very stable and functional to
play. Now, at least I can get on with the business of writing the rest
of the game as well as I can safely release the first beta of MOTA 3D
since it will be based on the updated/debugged G3D Engine for Windows.

Cheers!

On 8/15/11, dark d...@xgam.org wrote:
 uninstalling beta 21 won't be a problem, sinse I haven't picked it up myself
 yet ;D.
 i'll be glad to see where this one goes, assuming I can tare myself away
 from castaways for long enough ;D.

 Beware the grue!

 dark.

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Re: [Audyssey] MOTA Beta 22 Released

2011-08-15 Thread Charles Rivard
Subject lines farther down in my inbox indicate that you get a short rest 
before having to answer Emails about beta 22.  The game is not easily played 
because it is not easily downloaded yet.  (ornery grin)


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 15, 2011 2:58 PM
Subject: [Audyssey] MOTA Beta 22 Released



Hello everyone,

USA Games Interactive would like to present Mysteries of the Ancients
beta 22. This all new release contains a number of patches and bug
fixes which resolves some minor issues found in beta 21.

What's New

* Angela now speaks Looks like a dead end when she encounters a wall.
* The background audio is now updated while the player is jumping.
* Fixed the problems with the laser sight not working.
* Fixed the problems with the status menu.
* Modified level 1.dat.
* Modified level2.dat.
* Replaced the view menu with view room message.
* Updated the stats for the bronze dagger.
* Updated the stats for the bronze spear.
* Updated the stats for the bronze sword.
* Updated User's Guide.

Downloading the Game


As always you can get the latest setup for Mysteries of the ancients
at the Mysteries of the Ancients home page
http://www.usagamesinteractive.com/mota.php
and please remember to uninstall beta 21 before installing beta 22.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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