Hi Valiant,
As I've explained before the alt key really isn't a viable option
right now. By default the Windows API assigns the alt key to the
context menu, and I've been trying to figure out how to disable that
functionality for months. The end result is if I attempt to silence
speech using alt i
Hi.
Ah, ok just read what you said about the alt key not being an option at
least for now. Hmm, context key? Probably has the same problem alt does,
and it's so unconventional anyway. only thing I can think of tonight is
having code that ensures the program knows the control key is still
being
How about alt, since GMA uses alt to silence speech, and as far as I
know mota doesn't use alt for anything. I don't like shift because
ctrl+shift+arrows might silence ongoing speech that one had intended to
listen to while on the move.
Sent with Thunderbird 3.1.10 portable.
On 8/19/2011 1:25
That stair thing's been around forever.
We are the Knights who say...Ni!
- Original Message -
From: "Michael Gauler"
To: "Gamers Discussion list"
Sent: Saturday, August 20, 2011 6:47 AM
Subject: Re: [Audyssey] Mota thoughts
Hi Thomas,
I also have trie
Hi Tom,
Hmmm, the issue with assigning silence to shift for me would be that
it'd probably make it tricky to get information whilst running, and
that's kinda the main reason I asked about the silence function. Alt
would be perfect, but it sounds like the API is pretty determined to
hold onto that.
Hi Thomas,
I also have tried beta 22 and I found one thing a bit strange.
When pressing the S key you can turn the sight feature on or off.
I had it on while fighting the boss of level 1. Then I finished level 1 and
went into level 2 but the beeping tone was no longer present. And turning
the th
Well if using Shift to silence speech wouldn't interfere with running and
jumping then why not do that?
We are the Knights who say...Ni!
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Friday, August 19, 2011 12:43 PM
Sub
The way it is right now is the simplest.
We are the Knights who say...Ni!
- Original Message -
From: "Michael Taboada (AI5HF)"
To: "Gamers Discussion list"
Sent: Friday, August 19, 2011 12:08 PM
Subject: Re: [Audyssey] Mota thoughts
Hi,
You could always use
Hi,
Well, the alt key is problematic. At the moment because I used the
Windows API to draw the Window the alt key is automatically asigned to
pull up the blasted context window menu. I can't seem to find a decent
way to disable this behavior. So if you pressed alt to silence speech
you would also
Hi Michael,
Actually, no I couldn't. the i, j, k, and l keys are alternative arrow
keys for netbooks and laptops that don't have a full sized keyboard.
So setting i to speech interrupt would not be a good idea.
On 8/19/11, Michael Taboada (AI5HF) wrote:
> Hi,
> You could always use something lik
Hi Bryan,
No, you could still use shift to run and for the running jump. The
difference between shift and control is there are no speech commands
asigned to shift. Therefore the speech silence function would not be
interrupting a status message.
For example, with the control key we have speak tor
Why not use the alt key. Or maybe grave accent?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 19, 2011 1:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts
Hi Scott,
|Scott
Hi,
You could always use something like ctrl+I or shift+I or something like
that.
Hth,
-Michael.
--
From: "Bryan Peterson"
Sent: Friday, August 19, 2011 1:01 PM
To: "Gamers Discussion list"
Subject: Re: [Audyssey] Mota thou
Wouldn't that mean you couldn't use Shift for the running jump?
We are the Knights who say...Ni!
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts
Hi
Hi Scott,
|Scott wrote:
1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.
My reply:
Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the co
amers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Thursday, August 18, 2011 9:46 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mota thoughts
One thing you could add to help make it clear when you missed a jump is to
add a shorter scream or exhale followed by a fall
...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, August 17, 2011 11:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts
Hi Dark,
As for your first point about jumping onto ledges and missing that's often
the result of simpl
g [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Scott Chesworth
> Sent: Wednesday, August 17, 2011 12:55 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Mota thoughts
>
> Tom, two more bugs freshly stumbled upon and one hopefully quick question:
>
> 1. Roo
12:55 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts
Tom, two more bugs freshly stumbled upon and one hopefully quick question:
1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced b
melee
weapons, waiting until the monster walks away from you then creeping up
behind.
Beware the grue!
Dark.
- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Wednesday, August 17, 2011 6:50 PM
Subject: Re: [Audyssey] Mota thoughts
H
Tom, two more bugs freshly stumbled upon and one hopefully quick question:
1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced by the view command. It was a stroke of luck on the 18
zillionth attempt that
Hi Scott,
That sounds like a good idea. You are right. You should be able to run
up or down a flight of stairs given the fact that statues etc are on a
timer and speeding up travel time would help. I'll look into adding
that feature.
On 8/17/11, Scott Chesworth wrote:
> Just a tidbit to add to t
Hi Dark,
About patrolling monsters that's actually a good idea. That was a
feature of Montezuma's Revenge as you would recall and it did change
the game play quite a bit as monsters didn't stick in one place and
then move in for the kill as soon as you appeared. They constantly
moved around and on
me
> needing to get used to the mechanics (something which is actually nice to
> see in an audio game for once).
>
> i'll give the game another try and see if I can work around this.
>
> Beware the grue!
>
> dark.
> - Original Message -
> From: "Thomas W
day, August 17, 2011 4:41 PM
Subject: Re: [Audyssey] Mota thoughts
Hi Dark,
As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.Y
Hi.
With your rope problem, don't forget about analogue jumping. You have to
jump far enough when on a rope too just like with ledges.
Sent with Thunderbird 3.1.10 portable.
On 8/17/2011 10:50 AM, dark wrote:
Hi.
Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far,
Hi Dark,
As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.You
will get a feel for jumping onto ledges after a while.
As to your second point
Hi.
Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far,
the analogue jump system is as i expected, as is the running jumps.
the only two miner niggles I have are first, for some reason you don't always
seem to reach a ledge after climbing up a rope and jumping off,
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