There are a few problems with the missions in the version everyone is using
right now. I've been doing a lot of work to fix that, but the fix won't come
until I post the next update.
> Ok. I'm having a trouble.
> I get to the end of the first quest point, the game closes,
> and
> nothing happen
Ok. I'm having a trouble.
I get to the end of the first quest point, the game closes, and
nothing happens. Not good, and definitely something that confuses me.
Signed:
Dakotah Rickard
On 10/26/11, Valiant8086 wrote:
> My suggestion would be to make multiple shot sounds for those which you
> may
My suggestion would be to make multiple shot sounds for those which you
may have different impact sounds, and each one has a different impact
sound after it.
Sent with Thunderbird 3.1.14 portable.
On 10/25/2011 9:10 PM, Jeremy Kaleidoscope wrote:
It all comes down to numbers. In pretty much a
Frankly, many of the modern games still have keyboard support, so I
like the idea of leaving it in at least in limited form for stearing
and such. However, I recognize the need for precision, for which the
mouse is very well suited.
As far as the individual weapons go, it would be neat to have the
aah I didn't think of that.
so thats a toggle then, cool.
At 01:25 a.m. 26/10/2011 -0700, you wrote:
Actually just press the beacon number again and it will turn it off.
> On that note aprone could you set
> space bar to also turn off beakons
> as well as radar or something else as there is no
well I will be happy to help you with any voice acting you want.
I have some work coming up that will require me to actually do work
for another bg company so this should be good practice for a small project.
At 05:09 p.m. 25/10/2011 -0700, you wrote:
Kai, I think it's been about 10 years since
Actually just press the beacon number again and it will turn it off.
> On that note aprone could you set
> space barĀ to also turn off beakons
> as well as radar or something else as there is no way to
> deactive a
> beacon right now.
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If you want
On that note aprone could you set space bar to also turn off beakons
as well as radar or something else as there is no way to deactive a
beacon right now.
At 09:05 a.m. 25/10/2011 -0700, you wrote:
I really like it Kai! :D I'm hoping to get some time to work on
the game today, and I will pro
esday, October 25, 2011 6:10 PM
Subject: Re: [Audyssey] Swamp Ideas
It all comes down to numbers. In pretty much any other game I would keep
the sounds separate and mix them in the code as necessary. Firing the gun
requires 1 buffer, the bullet impact sound would be another, and the
zombie
I'd also be happy to volunteer some voice-acting.
Christina
- Original Message -
From: "Jeremy Kaldobsky"
To: "Gamers Discussion list"
Sent: Tuesday, October 25, 2011 8:09 PM
Subject: Re: [Audyssey] Swamp Ideas
Kai, I think it's been about 10 years si
It all comes down to numbers. In pretty much any other game I would keep the
sounds separate and mix them in the code as necessary. Firing the gun requires
1 buffer, the bullet impact sound would be another, and the zombie's death
would be a 3rd. On each of these, the buffer is still in use f
Ideas
If you want a voice actor, I can help out there. But I'm curious... why
pre-mixed sounds as opposed to separate ones?
- Original Message -
From: "Jeremy Kaldobsky"
To: "Gamers Discussion list"
Sent: Tuesday, October 25, 2011 5:09 PM
Subject: Re: [Audysse
If you want a voice actor, I can help out there. But I'm curious... why
pre-mixed sounds as opposed to separate ones?
- Original Message -
From: "Jeremy Kaldobsky"
To: "Gamers Discussion list"
Sent: Tuesday, October 25, 2011 5:09 PM
Subject: Re: [Audyssey] S
Kai, I think it's been about 10 years since I last did game controller input so
I'll probably hold off on that until later, if I end up adding it at all. I've
never personally cared for using game controllers for playing games, so I never
really developed for them in any of my games over the ye
On a related note, we need a heading command to know which way we're facing
in the heat of the moment, without having to turn to find out.
Chris Bartlett
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i
- Original Message -
From: "Jeremy Kaldobsky"
To: "Gamers Discussion list"
Sent: Tuesday, October 25, 2011 9:45 AM
Subject: Re: [Audyssey] Swamp Ideas
While I was at work I was giving the code a lot of thought. Currently
I've been offering a few ways to c
list"
Sent: Tuesday, October 25, 2011 9:05 AM
Subject: Re: [Audyssey] Swamp Ideas
I really like it Kai! :D I'm hoping to get some time to work on the game
today, and I will probably be starting to implement some of these ideas.
If anyone has weapon sounds that really seem to fit then I&
The only thing one can say is that we'll have to agree to
disagree on this point. I'm of the opinion that whatever can be
done with the mouse can also be done with the keyboard, though I
lack the programming experience to actually prove this.
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If y
"john"
To: "Gamers Discussion list"
Sent: Tuesday, October 25, 2011 2:10 PM
Subject: Re: [Audyssey] Swamp Ideas
As I memntioned earlier, i'm for at least an option to allow the arrows to
turn you five degrees in a given direction. This would have the added
bonus of b
As I memntioned earlier, i'm for at least an option to allow the
arrows to turn you five degrees in a given direction. This would
have the added bonus of being a (distance? angle? number?) that
people would be comfortable with, it having been in most, if not
all, of our fps games.
---
Gamers
Hi Jeremy,
I have always thought that in order for accessible games to evolve,
they have to get closer to the standards that their inaccessible
counterparts are at. therefore, i'm fully in favour of you changing
the layout to suit the need of the game. i know this may sound harsh,
but if people a
I am personally very interested in learning the use of a mouse for game
control, and so will happily go with you. If you were charging for the
game, then I'd recommend that you make allowances for those who wish to only
use the keyboard, but since it's free, I'd suggest that you do what's best
for
using the keyboard, but as I said earlier... in this type of game,
deviation from the keyboard is much more often benefitial.
- Original Message -
From: "Jeremy Kaldobsky"
To: "Gamers Discussion list"
Sent: Tuesday, October 25, 2011 9:45 AM
Subject: Re: [Audyssey] Swamp
While I was at work I was giving the code a lot of thought. Currently I've
been offering a few ways to control movement which has been giving people more
variety, but is also making it very difficult to design things. I don't mean
to imply that designing the movement is difficult, what I mean
I really like it Kai! :D I'm hoping to get some time to work on the game
today, and I will probably be starting to implement some of these ideas. If
anyone has weapon sounds that really seem to fit then I'd appreciate if you
sent them to me. I have a few different gun sounds, but the rest ar
I like it! This could make the game a lot more tactical and challenging.
- Original Message -
From: "john"
To: "Gamers Discussion list"
Sent: Tuesday, October 25, 2011 4:13 AM
Subject: Re: [Audyssey] Swamp Ideas
This really sounds quite interesting.
---
This really sounds quite interesting.
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All m
Weapons:
Pistol: six-bullet capacity, medium range, high clip spawn rate, low recovery
time between shots, moderate damage.
Shotgun: Two-bullet capacity, short range, moderate clip spawn rate, moderate
recovery time between shots, high damage.
Rifle: Five-bullet capacity, long range, moderate cli
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