Re: [Audyssey] MOTA questions

2013-05-03 Thread Thomas Ward
Hi Charles,

Hmm...To be honest I haven't decided. Since they were released to the
general public and there are no legal restrictions I suppose if you
want to keep them and continue playing them go ahead and do so.
Although, the games themselves are technically abandonware now the
sounds, music, characters, etc are still the property of USA Games and
will be used in Ark of Hope so as long as people don't take my
intellectual property  rights I'm fine with people playing the old
betas. Basically, I am not going to support them, but I am not going
to be a jerk and say don't play them either.

Cheers!

On 5/3/13, Charles Rivard wee1s...@fidnet.com wrote:
 Tom:  What should, and what should we not, do with the MOTA betas?  Thanks.

 ---
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Re: [Audyssey] MOTA was Game Concepts

2011-11-19 Thread Michael Gauler

Hi Thomas,
While Mysteries of the Ancients might not be finished yet, I'd like to ask a 
few questions.
As you said James North prematurely allowed preorders for his games. But 
when you took over and got to Beta 7 of Montezuma's Revenge, it also became 
possible to buy it.
I did so and thus I have a legal registration key for the last Monti 
versions.
What I'd like to know is how will you handle the customers who originally 
ordered your Monti because Mota replaces Monti once the RC1 version of Mota 
comes out.
And I also like to know more of the Mota 3d version and if you can tell us 
more about the things it has which the 2d version doesn't have. 



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Re: [Audyssey] MOTA was Game Concepts

2011-11-19 Thread lenron brown
how much is the game and where can i find it.

On 11/19/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 While Mysteries of the Ancients might not be finished yet, I'd like to ask a
 few questions.
 As you said James North prematurely allowed preorders for his games. But
 when you took over and got to Beta 7 of Montezuma's Revenge, it also became
 possible to buy it.
 I did so and thus I have a legal registration key for the last Monti
 versions.
 What I'd like to know is how will you handle the customers who originally
 ordered your Monti because Mota replaces Monti once the RC1 version of Mota
 comes out.
 And I also like to know more of the Mota 3d version and if you can tell us
 more about the things it has which the 2d version doesn't have.


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Re: [Audyssey] MOTA was Game Concepts

2011-11-19 Thread Thomas Ward
Hi Michael,

Sure no problem. Basically, it is like this.

As far as preorders goes we will still honor all of the orders taken
for Montezuma's Revenge. What we will be doing is shipping keys for
Mysteries of the Ancients---the side-scroller version=--as replacement
for Montezuma's Revenge. This I believe will settle our accounts with
those customers.

As far as Mysteries of the Ancients 3D goes the game storey is
identical to the original 2d side-scroller version, but the game play
elements are fairly different.

For starts it has a full 3d environment which means you have six
primary directions of movement up, down, left, right, forward, and
backward. Plus everything in between. What this means for you, the
gamer, is there is a lot of extra freedom of movement not possible in
a side-scroller.

For instance, you can walk forward/backward, sidestep left or right,
or turn in place. You can jump forward, perform a backflip off a
ledge, or safety drop from a rope.  You can press something like
control+space+up arrow to deliver a high flying kick to an enemy.
Basically, the potential to move and fight is far more realistic than
any 2d environment.

Other differences to note is that because the environment is full 3d
flying enemies like bats and harpies are up in the air and will
attempt to attack you from above. In order to kill them you will have
to use the page up/down keys to raise/lower the weapon you are using
and use the left/right arrow keys to aim. This is slightly more tricky
than something like Shades of Doom, but I personally like the extra
challenge in using a 3d targeting system rather than just face
left/right and shoot.

Another advantage/feature here is the levels are larger. A 3d
environment allows for more rooms, secret areas, etc which allows me
to create more complex mazes. For anyone interested in mazes and
tricky traps this has more to offer than the 2d levels which are less
maze-like.

Finally, I will likely add more content to the 3d version as time goes
buy. Maybe extra trophies, regular updates, bonus levels, etc.
Basically, something to hopefully convince regular MOTA users to
upgrade.

Cheers!


On 11/19/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 While Mysteries of the Ancients might not be finished yet, I'd like to ask a
 few questions.
 As you said James North prematurely allowed preorders for his games. But
 when you took over and got to Beta 7 of Montezuma's Revenge, it also became
 possible to buy it.
 I did so and thus I have a legal registration key for the last Monti
 versions.
 What I'd like to know is how will you handle the customers who originally
 ordered your Monti because Mota replaces Monti once the RC1 version of Mota
 comes out.
 And I also like to know more of the Mota 3d version and if you can tell us
 more about the things it has which the 2d version doesn't have.


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Re: [Audyssey] MOTA was Game Concepts

2011-11-19 Thread Thomas Ward
Hi,

Its currently not for sale. However, Mysteries of the ancients can be found at
http://www.usagamesinteractive.com/mota.php

On 11/19/11, lenron brown lenro...@gmail.com wrote:
 how much is the game and where can i find it.


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Re: [Audyssey] MOTA was Game Concepts

2011-11-19 Thread Michael Gauler

Hi Thomas,
I'll await the rc version of standard Mota first.
Once it is here and I can look into it more than the first two levels of the 
last beta versions, I'll probably try the 3d version out, once anything 
playable of it is released. 



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Re: [Audyssey] MOTA question

2011-10-15 Thread Connor Moser
   wel, when a harpy poisons me I just hope there's a potion in the 
necst room. I then tel my self 'necst room there is a potion. necst... 
room...' and mostly I die.
- Original Message - 
From: gamers-requ...@audyssey.org

To: gamers@audyssey.org
Sent: Monday, September 26, 2011 9:00 PM
Subject: Gamers Digest, Vol 67, Issue 85



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Today's Topics:

  1.  trying to contact thomas ward (alex wallis)
  2. Re:  trying to contact thomas ward (Thomas Ward)
  3. Re:  MOTA question (Charles Rivard)


--

Message: 1
Date: Mon, 26 Sep 2011 14:20:43 +0100
From: alex wallis alexwallis...@googlemail.com
To: gamers@audyssey.org
Subject: [Audyssey] trying to contact thomas ward
Message-ID: 4e807c2b.1000...@googlemail.com
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Hi,
Thomas, I am trying to contact you, in your capacity as moderator of the
gamers list, I am seeking permission to post a particular message,
I am wondering, did you get my message I sent you yesterday?
I have been having a few issues with e mails not reaching people
recently, so thought I would mail the gamers list and ask if you
received it, I sent it to your gmail address.



--

Message: 2
Date: Mon, 26 Sep 2011 11:27:56 -0400
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] trying to contact thomas ward
Message-ID:
caafbg10cb8mlnlkofea3hlyqvxhvrt55h+mlvwtirxg4fn7...@mail.gmail.com
Content-Type: text/plain; charset=ISO-8859-1

Hi Alex,

Sorry. I did get your message, but haven't made an official decision on it
as yet. It really has nothing to do with gaming which means it would
technically be off topic, but I also understand your reasons why you
are asking. Its for that reason I'm trying to see if there is a better
alternative to posting an off topic message to the list which would go
against guidelines.

On 9/26/11, alex wallis alexwallis...@googlemail.com wrote:

Hi,
Thomas, I am trying to contact you, in your capacity as moderator of the
gamers list, I am seeking permission to post a particular message,
I am wondering, did you get my message I sent you yesterday?
I have been having a few issues with e mails not reaching people
recently, so thought I would mail the gamers list and ask if you
received it, I sent it to your gmail address.

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Message: 3
Date: Mon, 26 Sep 2011 12:33:29 -0500
From: Charles Rivard wee1s...@fidnet.com
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA question
Message-ID: CD6A8D6ADBB0475BA40CE2998A286E82@D4FY50L1
Content-Type: text/plain; format=flowed; charset=iso-8859-1;
reply-type=response

This is where some device for making voice notes can come in handy.
Anything from, say, a tape recorder to a PlexTalk Plus would do the job.

---
Be positive!  When it comes to being defeated, if you think you're 
finished,

you! are! finished!
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 12:46 PM
Subject: Re: [Audyssey] MOTA question



I personally don't ever use room numbers, so I'm extrapalating info from
his discriptions of what he's doing. I will say however, that it can be
really hard to type out an email at the same time (if you use jaws or 
don't

have multiple computers to do it on, anyway) as playing the game.

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Re: [Audyssey] MOTA question

2011-10-15 Thread Thomas Ward
Hi  Connor,

That's one of the challenges of the game. Potions are randomly placed
at the beginning of the level so you will never know where they are or
when you will find one. The best thing to do is avoid the harpies if
you can or kill them before they get you.

Cheers!

On 10/15/11, Connor Moser connor.mo...@aon.at wrote:
 wel, when a harpy poisons me I just hope there's a potion in the
 necst room. I then tel my self 'necst room there is a potion. necst...
 room...' and mostly I die.

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Re: [Audyssey] MOTA question

2011-09-27 Thread Thomas Ward
Hi Charles,

True, but a person could just as well use the tools they are given
such as r for room number and x to get the character's coordinates on
the map. That's what they are there for, but unfortunately some
testers ignore the tools they are given and expect me to figure things
out based on description alone instead of specific information that is
only a key or two away. That is perhaps the most frustrating part of
doing beta testing with the general public is not everyone makes a
good tester and overlook the obvious information that can make or
break an easy fix.

Cheers!


On 9/26/11, Charles Rivard wee1s...@fidnet.com wrote:
 This is where some device for making voice notes can come in handy.
 Anything from, say, a tape recorder to a PlexTalk Plus would do the job.

 ---
 Be positive!  When it comes to being defeated, if you think you're finished,

---
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Re: [Audyssey] MOTA question

2011-09-26 Thread Charles Rivard
This is where some device for making voice notes can come in handy. 
Anything from, say, a tape recorder to a PlexTalk Plus would do the job.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 12:46 PM
Subject: Re: [Audyssey] MOTA question


I personally don't ever use room numbers, so I'm extrapalating info from 
his discriptions of what he's doing. I will say however, that it can be 
really hard to type out an email at the same time (if you use jaws or don't 
have multiple computers to do it on, anyway) as playing the game.


---
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Re: [Audyssey] MOTA question

2011-09-22 Thread Bryan Peterson

What level are you talking about?
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: Curt Taubert curttaub...@bellsouth.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 10:19 AM
Subject: [Audyssey] MOTA question



The part of the game where you jump over the first spikes then you go into
the room where you have to pull the lever then walk to the left of the 
rope

then down the stairs.  Right before you get to the statue, how do you jump
over that.  The only indication is at your feet and, her saying watch.  I
always die their.  I've tried jumping, I've tried running and jumping, but
always wind up dying their.


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Re: [Audyssey] MOTA question

2011-09-22 Thread Curt Taubert

I'm still in the first level.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 11:22 AM
Subject: Re: [Audyssey] MOTA question



What level are you talking about?
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: Curt Taubert curttaub...@bellsouth.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 10:19 AM
Subject: [Audyssey] MOTA question


The part of the game where you jump over the first spikes then you go 
into
the room where you have to pull the lever then walk to the left of the 
rope
then down the stairs.  Right before you get to the statue, how do you 
jump

over that.  The only indication is at your feet and, her saying watch.  I
always die their.  I've tried jumping, I've tried running and jumping, 
but

always wind up dying their.


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Re: [Audyssey] MOTA question

2011-09-22 Thread Thomas Ward
Hi Curt,

Could you be more specific where you are in the game? Like what level
and what room number specifically. I'm afraid I don't know where you
are by your description. On level one the spikes aren't anywhere but
room 19 which isn't even close to the rope. On level 2 I think they
are in like room 16 and room 19. Again not near any ropes. So it
sounds to me like you aren't making much sense here.

On 9/22/11, Curt Taubert curttaub...@bellsouth.net wrote:
 The part of the game where you jump over the first spikes then you go into
 the room where you have to pull the lever then walk to the left of the rope
 then down the stairs.  Right before you get to the statue, how do you jump
 over that.  The only indication is at your feet and, her saying watch.  I
 always die their.  I've tried jumping, I've tried running and jumping, but
 always wind up dying their.


 ---
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Re: [Audyssey] MOTA question

2011-09-22 Thread john
My only guess is that he's talking about the room left of the 
chasm in level two, though I couldn't really figure out what was 
going wrong.


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Re: [Audyssey] MOTA question

2011-09-22 Thread Bryan Peterson

I don't remember any chasms like that in level 1.
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: Curt Taubert curttaub...@bellsouth.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 10:33 AM
Subject: Re: [Audyssey] MOTA question



I'm still in the first level.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 11:22 AM
Subject: Re: [Audyssey] MOTA question



What level are you talking about?
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: Curt Taubert curttaub...@bellsouth.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 10:19 AM
Subject: [Audyssey] MOTA question


The part of the game where you jump over the first spikes then you go 
into
the room where you have to pull the lever then walk to the left of the 
rope
then down the stairs.  Right before you get to the statue, how do you 
jump
over that.  The only indication is at your feet and, her saying watch. 
I
always die their.  I've tried jumping, I've tried running and jumping, 
but

always wind up dying their.


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Re: [Audyssey] MOTA question

2011-09-22 Thread Bryan Peterson

My guess is he just isn't jumping far enough.
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 10:51 AM
Subject: Re: [Audyssey] MOTA question


My only guess is that he's talking about the room left of the chasm in 
level two, though I couldn't really figure out what was going wrong.


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Re: [Audyssey] MOTA question

2011-09-22 Thread Curt Taubert
Hi, okay, I'm currently in room 21 past the spikes fixing to remove the 
statue.  And just killed whatever that was.  Sorry I keep forgetting.  I 
just went to room 1 and, picked up some items.  Okay, I made it to room 5 
with the rope. I'm about to pull the lever after I'm healed.  Okay, I'm 
currently in room 8.  I just went down the stairs.  When I go to the left 
and here her say, watch it, that's where I dye.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 11:39 AM
Subject: Re: [Audyssey] MOTA question



Hi Curt,

Could you be more specific where you are in the game? Like what level
and what room number specifically. I'm afraid I don't know where you
are by your description. On level one the spikes aren't anywhere but
room 19 which isn't even close to the rope. On level 2 I think they
are in like room 16 and room 19. Again not near any ropes. So it
sounds to me like you aren't making much sense here.

On 9/22/11, Curt Taubert curttaub...@bellsouth.net wrote:
The part of the game where you jump over the first spikes then you go 
into
the room where you have to pull the lever then walk to the left of the 
rope
then down the stairs.  Right before you get to the statue, how do you 
jump

over that.  The only indication is at your feet and, her saying watch.  I
always die their.  I've tried jumping, I've tried running and jumping, 
but

always wind up dying their.


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Re: [Audyssey] MOTA question

2011-09-22 Thread Bryan Peterson

No offense but that was even more confusing.
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: Curt Taubert curttaub...@bellsouth.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 11:04 AM
Subject: Re: [Audyssey] MOTA question


Hi, okay, I'm currently in room 21 past the spikes fixing to remove the 
statue.  And just killed whatever that was.  Sorry I keep forgetting.  I 
just went to room 1 and, picked up some items.  Okay, I made it to room 5 
with the rope. I'm about to pull the lever after I'm healed.  Okay, I'm 
currently in room 8.  I just went down the stairs.  When I go to the left 
and here her say, watch it, that's where I dye.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 11:39 AM
Subject: Re: [Audyssey] MOTA question



Hi Curt,

Could you be more specific where you are in the game? Like what level
and what room number specifically. I'm afraid I don't know where you
are by your description. On level one the spikes aren't anywhere but
room 19 which isn't even close to the rope. On level 2 I think they
are in like room 16 and room 19. Again not near any ropes. So it
sounds to me like you aren't making much sense here.

On 9/22/11, Curt Taubert curttaub...@bellsouth.net wrote:
The part of the game where you jump over the first spikes then you go 
into
the room where you have to pull the lever then walk to the left of the 
rope
then down the stairs.  Right before you get to the statue, how do you 
jump
over that.  The only indication is at your feet and, her saying watch. 
I
always die their.  I've tried jumping, I've tried running and jumping, 
but

always wind up dying their.


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Re: [Audyssey] MOTA question

2011-09-22 Thread Curt Taubert
Sorry, Thomas just wanted more information such as the room number.  So I 
thought I would play while trying to write where I was.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 12:14 PM
Subject: Re: [Audyssey] MOTA question



No offense but that was even more confusing.
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: Curt Taubert curttaub...@bellsouth.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 11:04 AM
Subject: Re: [Audyssey] MOTA question


Hi, okay, I'm currently in room 21 past the spikes fixing to remove the 
statue.  And just killed whatever that was.  Sorry I keep forgetting.  I 
just went to room 1 and, picked up some items.  Okay, I made it to room 5 
with the rope. I'm about to pull the lever after I'm healed.  Okay, I'm 
currently in room 8.  I just went down the stairs.  When I go to the left 
and here her say, watch it, that's where I dye.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 22, 2011 11:39 AM
Subject: Re: [Audyssey] MOTA question



Hi Curt,

Could you be more specific where you are in the game? Like what level
and what room number specifically. I'm afraid I don't know where you
are by your description. On level one the spikes aren't anywhere but
room 19 which isn't even close to the rope. On level 2 I think they
are in like room 16 and room 19. Again not near any ropes. So it
sounds to me like you aren't making much sense here.

On 9/22/11, Curt Taubert curttaub...@bellsouth.net wrote:
The part of the game where you jump over the first spikes then you go 
into
the room where you have to pull the lever then walk to the left of the 
rope
then down the stairs.  Right before you get to the statue, how do you 
jump
over that.  The only indication is at your feet and, her saying watch. 
I
always die their.  I've tried jumping, I've tried running and jumping, 
but

always wind up dying their.


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Re: [Audyssey] MOTA question

2011-09-22 Thread john
Ok, I've figured it out. What's happening is that your falling 
into a chasm only a few steps away from the statue. You have to 
holster your weapon and do a running jump.


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Re: [Audyssey] MOTA question

2011-09-22 Thread Thomas Ward
Hi Curt,

No offence, but that's even more confusing. Room 8 is the room with
the broken floor which you have to jump over to reach room 9. That's
after you open the bronze statue in room 7. If you went left, back
into room 7 and down the wooden staircase, that would bring you back
into room 1. If you are in room 1 and move left you would run into a
stone wall. Besides that there are no items in room 1. That's the room
you start out in. Are you checking the rooms using the r key or
guessing room numbers here?

The reason I ask is your descriptions of things don't match the actual
level map file. You are describing things that are in other rooms. So
it sounds like you are guessing room numbers rather than actually
using the r command to get room and location info.

HTH


On 9/22/11, Curt Taubert curttaub...@bellsouth.net wrote:
 Hi, okay, I'm currently in room 21 past the spikes fixing to remove the
 statue.  And just killed whatever that was.  Sorry I keep forgetting.  I
 just went to room 1 and, picked up some items.  Okay, I made it to room 5
 with the rope. I'm about to pull the lever after I'm healed.  Okay, I'm
 currently in room 8.  I just went down the stairs.  When I go to the left
 and here her say, watch it, that's where I dye.

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Re: [Audyssey] MOTA question

2011-09-22 Thread Thomas Ward
Hi,

If that is true our friend Curt doesn't know his left from his right.
If you open the bronze statue in room 7, and walk right you will find
a large opening in the floor you need to jump over. That's right not
left.

On 9/22/11, john jpcarnemo...@comcast.net wrote:
 Ok, I've figured it out. What's happening is that your falling
 into a chasm only a few steps away from the statue. You have to
 holster your weapon and do a running jump.

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Re: [Audyssey] MOTA question

2011-09-22 Thread john
I personally don't ever use room numbers, so I'm extrapalating 
info from his discriptions of what he's doing. I will say 
however, that it can be really hard to type out an email at the 
same time (if you use jaws or don't have multiple computers to do 
it on, anyway) as playing the game.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Valiant8086

Hi.
Yeah, now that you put it in that light, talking about protecting others 
from potential copywrite infringements puts things in a new light too.


Sent with Thunderbird 3.1.10 portable.

On 8/23/2011 2:27 PM, Thomas Ward wrote:

Hi Valiant,

That kind of modding is understandable. Obviously lowering music to
make the menus more understandable or raising the volume of a sound to
make it a little louder is perfectly fine. You have a problem hearing
and modding a game to make it easier to play isn't an issue for me.
Its the other kind of modding that bothers me.

For instance, not long ago someone mentioned they were creating a Star
Wars mod for the game called Order 66, and asked if I could do
something to make a light saber loop. In other words could I modify
the game to support his mod.  The answer was definitely no, because
I'm creating a game on par with Tomb Raider, Indiana Jones, Rogue
Angel, or something else in that genre and someone is happily
converting my game into something completely different than what I had
intended. Not only that he wasn't even aware of the fact the license
agreement specifically forbids modding of that kind.

The other issue we get into when talking about modding is copyright
issues regarding sound effects. I have to pay royalties for the sounds
and music I use in my games. So the sounds that ship with a game are
provided under legal license for that purpose. However, if someone
rips all the sounds from say Tomb Raider and creates a mod and
redistributes them he/she could be held liable for redistribution of
copyrighted material and/or copyright infringement. While I'd love to
just drop the sounds of Lara Croft etc into my games that's not really
legal, and anyone who does it is taking a legal risk. So by not
allowing people to mod a game I not only protect my product I protect
people from taking the risk of modding my games with illegal sounds
and music.

Cheers!

On 8/23/11, Valiant8086valiant8...@lavabit.com  wrote:

I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. That
is, with my hearing problems, sometimes I need to silence a crowd or turn up
a beep sound. Sometimes I have to turn down music in a menu  where many
developers seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to
throw that out there for people to know about.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Valiant8086

Hi.
Pretty happy to hear this. I'm on the edge of my seat waiting for this 
one! cheers! If shades of doom is any indication of how I like fps 
games, I think mota 3d is going to shine for me.


Sent with Thunderbird 3.1.10 portable.

On 8/23/2011 2:32 PM, Thomas Ward wrote:

Hi Valiant,

Well, I don't think MOTA 3D should have a problem with your sound
card. What I basically did in order to make it compatible with non-5.1
surround sound systems is emulate my own 3d positioning using the
panning and volume settings in DirectSound. I.E. I used 3d
calculations so the sound would pann and roll off like a 3d control,
but using just standard stereo mixing and gain. That way it would
sound fairly realistic, but not require state-of-the-art 5.1 or 7.1
sound cards and speakers.

Cheers!

On 8/23/11, Valiant8086valiant8...@lavabit.com  wrote:

Hi.
That is true, and I do so. But, as I just mentioned, it doesn't apply to the
menus. In Mota, fortunately, the music is just quiet enough that it doesn't
matter, I can figure out what Heather is saying over the music there
luckily.

Also I think you can change the volume of the music in Mota with a couple of
hotkeys, I'm not sure just now what they are, though. So far Mota has been
very good about not cluttering up the audio experience I would have. Also,
it doesn't have that problem I emailed about earlier with my stereo field
being too narrow, or what ever one should call my strange situation. I'm
sincerely hoping Mota3d doesn't have that problem either.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Thomas Ward
Hi Valiant,

Let's hope it meets your expectations then. I myself prefer FPS over
any other game format because of the fact levels are generally larger,
there is more realistic movement, and for me it feels like I'm
actually right there in the game. Especially, if you get the true
5.1/7.1 surround sound going.

With side-scrollers, although they are easier to play, there is still
a barrier of unreality about them. Walk right, jump a gap, pick up
magic jewl, slay evil monster, continue right, etc. There is a
constant progression to the right which was fine for the 80's 2d
consoles like the NES and Super NES, but let's face it. This is 2011,
and gaming platforms are powerful enough now to render true 3d worlds
with a high degree of precision and reality. Its like, why not take
advantage of it?

Cheers!


On 8/30/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 Pretty happy to hear this. I'm on the edge of my seat waiting for this
 one! cheers! If shades of doom is any indication of how I like fps
 games, I think mota 3d is going to shine for me.

 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Thomas Ward
Hi Michael,

True, but what can I say? My guess is Paramount does the actual
creation of the sounds or perhaps or owns or hires a team of sound
effects engineers when they need sounds done for Star Trek or whatever
else they might be working on. Most film companies has someone on
retainer for that specific job.

For instance, Lucasfilm uses Skywalker Sound for all of the Star Wars
movies plus various other Lucas films and games. Lucas Arts which is
owned by Lucasfilm LTD obviously licenses the sounds for the various
Star Wars games directly from Skywalker Sound. I'm sure Paramount has
some other similar arrangement with somebody I just don't know who.

Cheers!


On 8/27/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi again,
 And that's why I said I had performed my own search for sounds and found
 nothing.
 I know that the sounds of Elite Force were from Raven Software, but that
 doesn't say anything about their creator.
 And yes, some sounds of Star Trek Nemesis might be found within the Sound
 Storm Library, but I think that would have been to big and expensive for
 you...
 That thing consists of 50,000 sounds delivered on an external harddrive and
 costs $6,000!!!
 And we all know that the important sounds (explosions, impacts and weapons)
 of Nemesis are not really canon like in comparison to all other canon Trek
 sources.
 But that's a bit far away from the important things.
 I mean, why should a company create a licensed product to a protected name
 and theoretically could have all resources of that product at hand and do a
 half finished job by not using all the tools they could get.
 Of course, we could argue that money might be an issue, maybe that is so.
 But when you hahave two different fan production teams )one for mainly Trek
 fan films) and one for purely Trek fan audio dramas and they have better
 quality sounds than a big mainstream company, well I think then something is
 really not right.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-27 Thread Michael Gauler

Hi again,
And that's why I said I had performed my own search for sounds and found 
nothing.
I know that the sounds of Elite Force were from Raven Software, but that 
doesn't say anything about their creator.
And yes, some sounds of Star Trek Nemesis might be found within the Sound 
Storm Library, but I think that would have been to big and expensive for 
you...
That thing consists of 50,000 sounds delivered on an external harddrive and 
costs $6,000!!!
And we all know that the important sounds (explosions, impacts and weapons) 
of Nemesis are not really canon like in comparison to all other canon Trek 
sources.

But that's a bit far away from the important things.
I mean, why should a company create a licensed product to a protected name 
and theoretically could have all resources of that product at hand and do a 
half finished job by not using all the tools they could get.

Of course, we could argue that money might be an issue, maybe that is so.
But when you hahave two different fan production teams )one for mainly Trek 
fan films) and one for purely Trek fan audio dramas and they have better 
quality sounds than a big mainstream company, well I think then something is 
really not right. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-26 Thread Michael Gauler

Hi Thomas,
I didn't want to bombard you with questions and I definitely don't want you 
to do work for me.
I just wanted to know since you said you had the option of optaining such 
things had you bought a license for Star Trek games.
And one last thing about sounds and libraries. I do know what 
www.sounddogs.com is for and that some of the greatest and most expensive 
libraries of sounds or production music can be bought there if you have the 
money.
However, there is absolutely no Star Trek related sound information 
whatsoever on that portal which does host libraries from many different 
creators and/or distributors. There are supposedly some Trek related sounds 
(Star Trek Nemesis) in one of the large collections, but Nemesis not 
standard in Trek sounds in comparison to all other Trek movies and shows 
up to the point of the movie's release.
I also can use google to search, but like the situation was when we talked 
about audio game engines namely the GMA engine, there is no sign which says: 
to optain a license for ... contact us at 
But since you theoretically could have had that kind of contact as a 
developer I thought you might be able to direct me to where I could find out 
myself.
I can contact people and am willind to do so, when it is possible, but first 
I have to know where I have to go and who I should ask for some information.
Hope that clears the matter up. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-26 Thread Trouble

Google can be your friend like Thomas stated.

At 04:02 AM 8/26/2011, you wrote:

Hi Thomas,
I didn't want to bombard you with questions and I definitely don't 
want you to do work for me.
I just wanted to know since you said you had the option of optaining 
such things had you bought a license for Star Trek games.
And one last thing about sounds and libraries. I do know what 
www.sounddogs.com is for and that some of the greatest and most 
expensive libraries of sounds or production music can be bought 
there if you have the money.
However, there is absolutely no Star Trek related sound information 
whatsoever on that portal which does host libraries from many 
different creators and/or distributors. There are supposedly some 
Trek related sounds (Star Trek Nemesis) in one of the large 
collections, but Nemesis not standard in Trek sounds in comparison 
to all other Trek movies and shows up to the point of the movie's release.
I also can use google to search, but like the situation was when we 
talked about audio game engines namely the GMA engine, there is no 
sign which says: to optain a license for ... contact us at 
But since you theoretically could have had that kind of contact as a 
developer I thought you might be able to direct me to where I could 
find out myself.
I can contact people and am willind to do so, when it is possible, 
but first I have to know where I have to go and who I should ask for 
some information.

Hope that clears the matter up.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-26 Thread Thomas Ward
Hi Michael,

I understand. I also apologize for being a bit short with you yesterday.

I don't know specifically who creates and sells the Star Trek sounds
but in looking at games like Star Trek Elite Force and Elite Force II
it looks like Activision obtained the sounds from Raven Software. I
don't know if that's who Activision got the sounds from or if Raven
merely got them from someone else. All I can tell you is back when I
was looking to get a legal license for the Star Trek trademark from
Paramount finding out where to purchase and license sounds was one of
the things I was going to ask, but I never got that far. So I created
my own sound library from sounds acquired over the internet and from
other people like Shaun Everest who happend to have a large number of
Star Trek sounds on his computer.


HTH



On 8/26/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 I didn't want to bombard you with questions and I definitely don't want you
 to do work for me.
 I just wanted to know since you said you had the option of optaining such
 things had you bought a license for Star Trek games.
 And one last thing about sounds and libraries. I do know what
 www.sounddogs.com is for and that some of the greatest and most expensive
 libraries of sounds or production music can be bought there if you have the
 money.
 However, there is absolutely no Star Trek related sound information
 whatsoever on that portal which does host libraries from many different
 creators and/or distributors. There are supposedly some Trek related sounds
 (Star Trek Nemesis) in one of the large collections, but Nemesis not
 standard in Trek sounds in comparison to all other Trek movies and shows
 up to the point of the movie's release.
 I also can use google to search, but like the situation was when we talked
 about audio game engines namely the GMA engine, there is no sign which says:
 to optain a license for ... contact us at 
 But since you theoretically could have had that kind of contact as a
 developer I thought you might be able to direct me to where I could find out
 myself.
 I can contact people and am willind to do so, when it is possible, but first
 I have to know where I have to go and who I should ask for some information.
 Hope that clears the matter up.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Michael Gauler

Hi Thomas,
I myself do own not all, but many mainstream Star Trek games.
But regarding sounds and music I allways have wondered why the Borg do not 
have their weapon sounds in any known Star Trek game.
Correction: the borg ships in the Star Trek Armada games do have one weapon 
sound from Voyager and one other from First Contact.
But the weapon sounds from the final Voyager episodes were never present, 
even if the stardates given in the Armada games suggest that their stories 
would have been placed within seasons six and seven of Voyager respectively.
Also I never got why Star Trek Legacy never had canon music and sounds 
considering that it was the only game to span all Trek Eras.
Moreover Elite Force 2 is the only Game I know of which has proper sounds of 
a Borg ship, but the moving or dying Borg drones in both Elite Force games 
are a total disapointment in comparison to canon TNG and Voyager episodes.
What I like to know is, what you would have gained if you bought a license 
to make commercial Trek games from the owners.
Would you have gotten a complete sound library including for example all the 
weapon sounds used in DS9 like the great explosions and the weapons of 
Dominion ships and a fully undisturbed wormhole sound?
I ask this, because I know many Trek games (mainstream) and even they do not 
have all the interesting sounds while they are licensed products.
-Also I'd like to know what source you used for the Defiants pulse phaser 
sound in Final Conflict, since I know the Defiant (I have the entire DS9 DVD 
set) and in most instances the Defiant's phaser sound is not like the one 
you placed in Final conflict.
And lastly I'd like to know what sound packs for Final Conflict you know of 
or have yourself, because I know only one such mod and I allready have that, 
but I haven't made one for myself up to now. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Michael Gauler

Hi Thomas,
you are probably right in thinking that atempting to make Lone Wolf into a 
Trek simulation could be harmful to the original game.
However, Isn't the game Counter Strike a Half Life mod or something like it 
(at least in the beginning)?
And such big mods have been around for ages in the mainstream sector. If 
they are good from the developer's standpoind is something totally 
different, but I just want to say that they exist nonetheless.
Also, not all, but some science fiction game mods are there to make 
crossovers between series/genres. If they are good, or well thought out or 
even balanced is another story of course.
But Because there is only One half made mainstream Stargate game out (as an 
example), there are Stargate mods for Star Trek and one Star Wars game.
Surely, making one of theese games directly would be better, but such mods 
are often created when no one makes a game many people would like to have. 
Since many players aren't programmers themselves they couldn't do it 
themselves, even if licensing and prices wouldn't be an issue. So, they 
adapt what's easier to  change, like the sounds of Lone Wolf or for an 
example Super Liam with the Max Payne sounds, music and story.
I liked that one, but I also would feel better if I had Max Payne as an 
audio game, or the original with accessibility features, which it doesn't 
have.
And lastly one final thing about mods. Games with long campaigns or missions 
often at least allows user mission creation, even if they are stand alone 
mini maps (often for multiplayer in mainstream games, but not allways 
limited to multiplayer).
Of the audio games there not many of them bring their own mission tools. 
There's Dyna man and Lone wolf for example. Of course, Sound RTS and the 
Topspeed games allow modification in the form of new missions in the former 
and new cars and race tracks in the case of the latter (same for Rail Racer 
with new tracks).
But nothing to expand all the games like Shades of Doom or the two ESP 
Pinball titles.
The Original (Alchemy) Montezuma's Revenge was supposed to have a map 
creation tool either released with the game directly or at least afterwards. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Thomas Ward
Hi Michael,

The only thing licensing the Star Trek trademark etc would have done
is allow me to create the game for sale. That would not mean that
Paramount would send me a cd of sounds. For sounds I would have to
license and purchase them separately through a redistributer. That's
how companies like Activision acquired the sound effects they do have
for their Star Trek games.

As for the Defiant's phaser sounds in STFC I grabbed it out of a
desktop theme. I think it was called Star Trek Defiant. It played that
sound when sending items to the recycle bin, felt it sounded close
enough, and added it to STFC as the Defiant's phasers.

Cheers!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Michael Gauler

Hi Thomas,
do you know which company would have sold you the sounds and what they would 
contain? Do they have all Star Trek sounds, or just some of them?
I am asking because not all Star Trek games use all sounds apropriate for 
their respective timeline.
And not even some of the biggest expansions or mods of the lot give all the 
required sounds, not even if someone was to atempt extracting from the shows 
or movies itself. 



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Re: [Audyssey] mota beta 22 thoughts

2011-08-25 Thread Thomas Ward
Hi Michael,

Please, would you stop bombarding me with questions. I don't want to
sound rude, but I don't have all the answers to these types of
questions. If you want answers like where to buy Star Trek sounds,
what sounds they have, etc you have a web browser. Go to
http://www.google.com
and google what you want to know. I don't know the answers myself, and
I'm not going to do the work for you. I've got enough to worry about
right now.

Thanks.


On 8/25/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 do you know which company would have sold you the sounds and what they would
 contain? Do they have all Star Trek sounds, or just some of them?
 I am asking because not all Star Trek games use all sounds apropriate for
 their respective timeline.
 And not even some of the biggest expansions or mods of the lot give all the
 required sounds, not even if someone was to atempt extracting from the shows
 or movies itself.


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Re: [Audyssey] mota?

2011-08-25 Thread Bryan Peterson

www.usagamesinteractive.com
We are the Knights who say...Ni!
- Original Message - 
From: joe quinn jdawg1...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, August 25, 2011 6:15 PM
Subject: [Audyssey] mota?



where do ya get it from? :) thanks
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Re: [Audyssey] mota?

2011-08-25 Thread joe quinn
thx. what about the mario bros one? or is that abandonware and not to be 
discussed on this list?
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 25, 2011 7:31 PM
Subject: Re: [Audyssey] mota?



www.usagamesinteractive.com
We are the Knights who say...Ni!
- Original Message - 
From: joe quinn jdawg1...@gmail.com

To: gamers@audyssey.org
Sent: Thursday, August 25, 2011 6:15 PM
Subject: [Audyssey] mota?



where do ya get it from? :) thanks
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please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] mota?

2011-08-25 Thread Thomas Ward
Hi Joe,

You can download Mysteries of the Ancients beta 22 from:
http://www.usagamesinteractive.com

Cheers!


On 8/25/11, joe quinn jdawg1...@gmail.com wrote:
 where do ya get it from? :) thanks
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Re: [Audyssey] mota?

2011-08-25 Thread Thomas Ward
Hi Joe,

If you are talking about the Super Mario Brothers clone created by
Dragon Slayer games there isn't an official download site for that
game. Although, it is now abandonware I don't see any reason it can't
be discussed on list.

Cheers!

On 8/25/11, joe quinn jdawg1...@gmail.com wrote:
 thx. what about the mario bros one? or is that abandonware and not to be
 discussed on this list?

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Re: [Audyssey] mota bug recordings

2011-08-25 Thread Thomas Ward
Hi John,

Sure. If you want to send me your recordings go ahead, but at this
point I'm not sure that there is a bug per say. I'd have to listen to
your recordings and compare it to the reaction times I get when
fighting the zombies.

Cheers!

On 8/25/11, john jpcarnemo...@comcast.net wrote:
 I know I posted this to the list earlier, but I thought I'd
 update you. As far as the bug goes, I've only noticed it on
 zombies, and have been able to make two recordings. One of them
 is taken on beginner, and the other is on intermediate. If you'd
 like, I can email you the recordings.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-24 Thread Tom Randall

Hi Raul and all.

Here here.  I've said it before and I'll say it again I am just darn glad 
that Thomas chose to take on this project and chose to honor the purchases 
of the original Montezuma's Revenge and the rest of those of us who paid for 
the original Montezuma's Revenge should be glad as well or we would have to 
just write off that 35 bucks or whatever it was.  Sure I work and I can 
afford to kiss off 35 bucks if I have to, but I'd rather not.


I can definitely see what you're saying about the betas but I for one really 
appreciated them as it at least gave me the assurance that I had paid for 
something and that it was being worked on and progress was being made. 
Because I've helped on game development myself I haven't minded that it is 
slow but it's been real nice to keep up on the progress and actually be able 
to play the game as it is being worked on.


It was not my intention to sound like a butt head or be too harsh with folks 
in my last message, but I think that many of the people in this little 
community of ours simply do not have a clue as to how good we have it with 
these developers who actually come on this list and listen to us and who 
seem to feel that just because they have purchased a game the developer is 
their slave for life.  Try going to Capcom or Namco or one of the other big 
mainstream developers and see how far you get telling them you don't like 
this or that about their game or you want this or that.  You'll get laughed 
off the phone assuming you are actually able to talk to a live person at 
all.  I am not saying there is not a little room for constructive criticism 
or input particularly if the developer asks for it but folks need to 
remember this is the developer's project and not theirs whether they have 
paid anything for it or not.  If you want a game done exactly your way then 
sit down and learn to program and write one.  Me I am too lazy to do that 
even if I had the time which I don't so I'll offer feedback if it is wanted 
and check out whatever the developers put out and if I like it enough I'll 
buy it and if I don't I won't, as a consumer you absolutely have the right 
to do that.


Game on.

Tom
- Original Message - 
From: Raul A. Gallegos r...@raulgallegos.com

To: gamers@audyssey.org
Sent: Monday, August 22, 2011 5:20 PM
Subject: Re: [Audyssey] mota beta 22 thoughts


Thomas, this is one reason why I have often wondered why you have released 
so many public betas. People should just be patient and wait for the final 
release with maybe 1, or 2 public betas, but that should be it. The idea 
of, I'm blind and I want things my way or else I'll throw a fit is for 
children, not adults.


I am very sure you just wanna get this off your shoulders and move onto 
other things, and I for one can't wait to see the final project and I know 
I will enjoy it regardless.


Thanks.

--

Raul A. Gallegos
4 out of 3 people have trouble with fractions
Twitter: http://twitter.com/rau47
Facebook: http://facebook.com/rgallegos74
Blog: http://www.RaulGallegos.com

On 8/16/2011 5:13 PM, Thomas Ward wrote:

Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion of the game
and am working on actual game play and updates for v1.0.

Cheers!


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

Thomas,
I'd say don't do it. I don't understand what's going on with this 
community.

It's always compromises with you guys. can't a man create a game how he
wants, and everyone just play it how it was intended? when you play a 
ps3

game do you suddenly say hmm, I'm gonna swap this game's sounds for much
cooler ones. course not. you just play the thing how it was designed.
sheesh. this community exasperates me so much. there's rarely a 
discussion
thread that doesn't contain these words. well can't you do such and 
such?

swap sounds? make game easier? discard analog jumping? and on and on. no
wonder guys like Draconis don't post updates. I think it's for the best.
once their new games comes out people will play it, and it will be too 
late
to change anything. if I was a dev I'd do exactly the same thing 
.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-24 Thread Thomas Ward
Hi Tom,

Thanks for pointing that out. I don't think everyone on list or in
this community fully realises how good they have it. That i would not
only work on a game that wasn't my own to begin with, but allow a
certain amount of input, testing, etc as well. I could have just not
bothered taking over Montezuma's revenge or Raceway and we'd all be
out the $35 or whatever it cost.

Plus I've always tried to be open with the public. Letting people know
when I'm releasing an update, telling them of things I'm going to try
in advance, and being as transparent about the process as possible.
Unfortunately, though, not everyone is going to be happy with what I
do no matter what. That's why I have to make final decisions on things
that maybe certain people aren't going to like. That's ok, because as
you say if a person isn't happy with the product they can spend the
time and energy learning to program their own game their way.

Cheers!


On 8/24/11, Tom Randall kf6...@comcast.net wrote:
 Hi Raul and all.

 Here here.  I've said it before and I'll say it again I am just darn glad
 that Thomas chose to take on this project and chose to honor the purchases
 of the original Montezuma's Revenge and the rest of those of us who paid for
 the original Montezuma's Revenge should be glad as well or we would have to
 just write off that 35 bucks or whatever it was.  Sure I work and I can
 afford to kiss off 35 bucks if I have to, but I'd rather not.

 I can definitely see what you're saying about the betas but I for one really
 appreciated them as it at least gave me the assurance that I had paid for
 something and that it was being worked on and progress was being made.
 Because I've helped on game development myself I haven't minded that it is
 slow but it's been real nice to keep up on the progress and actually be able
 to play the game as it is being worked on.

 It was not my intention to sound like a butt head or be too harsh with folks
 in my last message, but I think that many of the people in this little
 community of ours simply do not have a clue as to how good we have it with
 these developers who actually come on this list and listen to us and who
 seem to feel that just because they have purchased a game the developer is
 their slave for life.  Try going to Capcom or Namco or one of the other big
 mainstream developers and see how far you get telling them you don't like
 this or that about their game or you want this or that.  You'll get laughed
 off the phone assuming you are actually able to talk to a live person at
 all.  I am not saying there is not a little room for constructive criticism
 or input particularly if the developer asks for it but folks need to
 remember this is the developer's project and not theirs whether they have
 paid anything for it or not.  If you want a game done exactly your way then
 sit down and learn to program and write one.  Me I am too lazy to do that
 even if I had the time which I don't so I'll offer feedback if it is wanted
 and check out whatever the developers put out and if I like it enough I'll
 buy it and if I don't I won't, as a consumer you absolutely have the right
 to do that.

 Game on.

 Tom

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Re: [Audyssey] mota beta 22 thoughts

2011-08-24 Thread Charles Rivard
Tom:  You hit it right on the head with this post!  I really appreciate the 
progress of MOTA, the fact that we have input into how the game comes out 
because Thomas Ward is allowing it, and his dedication to see the project he 
took over to fruition.  You're right, also, about the fact that if people 
don't like what he's developing, they don't have to buy it.  Then again, if 
people who bought Montezuma's revenge from James North, and they don't like 
how MOTA turns out, then they can hunt for James North and get their money 
back from the one who took it, or they can chalk the experience of 
preordering up to a lesson in what not to do in the future.  Testing MOTA 
has been a lot of fun, and the finished product will be a lot more fun. 
Thanks, Thomas.


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

- Original Message - 
From: Tom Randall kf6...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 24, 2011 4:20 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Raul and all.

Here here.  I've said it before and I'll say it again I am just darn glad 
that Thomas chose to take on this project and chose to honor the purchases 
of the original Montezuma's Revenge and the rest of those of us who paid 
for the original Montezuma's Revenge should be glad as well or we would 
have to just write off that 35 bucks or whatever it was.  Sure I work and 
I can afford to kiss off 35 bucks if I have to, but I'd rather not.


I can definitely see what you're saying about the betas but I for one 
really appreciated them as it at least gave me the assurance that I had 
paid for something and that it was being worked on and progress was being 
made. Because I've helped on game development myself I haven't minded that 
it is slow but it's been real nice to keep up on the progress and actually 
be able to play the game as it is being worked on.


It was not my intention to sound like a butt head or be too harsh with 
folks in my last message, but I think that many of the people in this 
little community of ours simply do not have a clue as to how good we have 
it with these developers who actually come on this list and listen to us 
and who seem to feel that just because they have purchased a game the 
developer is their slave for life.  Try going to Capcom or Namco or one of 
the other big mainstream developers and see how far you get telling them 
you don't like this or that about their game or you want this or that. 
You'll get laughed off the phone assuming you are actually able to talk to 
a live person at all.  I am not saying there is not a little room for 
constructive criticism or input particularly if the developer asks for it 
but folks need to remember this is the developer's project and not theirs 
whether they have paid anything for it or not.  If you want a game done 
exactly your way then sit down and learn to program and write one.  Me I 
am too lazy to do that even if I had the time which I don't so I'll offer 
feedback if it is wanted and check out whatever the developers put out and 
if I like it enough I'll buy it and if I don't I won't, as a consumer you 
absolutely have the right to do that.


Game on.

Tom
- Original Message - 
From: Raul A. Gallegos r...@raulgallegos.com

To: gamers@audyssey.org
Sent: Monday, August 22, 2011 5:20 PM
Subject: Re: [Audyssey] mota beta 22 thoughts


Thomas, this is one reason why I have often wondered why you have 
released so many public betas. People should just be patient and wait for 
the final release with maybe 1, or 2 public betas, but that should be it. 
The idea of, I'm blind and I want things my way or else I'll throw a fit 
is for children, not adults.


I am very sure you just wanna get this off your shoulders and move onto 
other things, and I for one can't wait to see the final project and I 
know I will enjoy it regardless.


Thanks.

--

Raul A. Gallegos
4 out of 3 people have trouble with fractions
Twitter: http://twitter.com/rau47
Facebook: http://facebook.com/rgallegos74
Blog: http://www.RaulGallegos.com

On 8/16/2011 5:13 PM, Thomas Ward wrote:

Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion

Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Jim Kitchen

Hi Thomas,

I totally agree with you about the modding of games.  But I also believe that 
it applies to free games as well.  Even if I do not pay for the sound files 
that I use, I spend allot of time finding or recording and editing the sounds 
for my games.  And put the games out as my creation, you know the concept, the 
code, thus the way that the game plays and the sounds of the game.  Now if I 
intend for the game to be modded such as Quake I would build tools into the 
game for that.  You know like I have for games such as monopoly, golf, 
baseball, football, coupling and the trivia game engine.

I did devise a simple check to see if my game sounds have been modded.  But 
some people have found a way around that.  Just irritates me a bit that people 
take my creations and change them.

BFN

Jim

I don't know what I like, but I know what art is.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread shaun everiss
Well jim, you have allowed some modding of ambiences on golf after a 
sertain number.

Ofcause its up to a dev on what is modded and if they will let it slide.
Ie final conflict 1.2, has at least one or 2 mods.
lonewolf has one.
Superliam has one maybe 2 and I know that shades has at least one I know of.
Its all up to the developer on weather they care enough.
But I realise how this could change.
Example.
I made some gard noises for shoot da me by rsgames.
These were used by keywasfull on battlezoon as well as others without 
my permition.

Aparently they came from oriol but he could have got it from somewhere else.
I had 3 choices.
1.  To kick up a fuss.
or 2 to try to find out
or 3 nothing or just release the pack.
I am not a guy to start fusses.
I actually liked my sounds in the game mentioned.
Sdm had not been developed for a bit pluss my sounds never played 
right through seeming to cut off in the middle though they served 
their purpose.
They were recorded with cheap gear and I was not concerned with where 
they came from.
And I was happy they were being used that and only one of them was 
used anyway and they were generic noises.
i guess I could have made sfx for that game to even it but I just did 
not mind to much.

However some may have.
My other major reason was I could go at what I thought pirated my stuff.
But then if it was more than that there would be a possability I'd 
never find the origional source and the flame would be pointless.
With the net you could never find the leak unless you really wanted 
it that much.

And even if I found the leak well its not like they were sold or anything.
But I do understand when you don't want sounds.
Though as I said jim you have allowed most games to be modded in some way.
Golf ambiences, trivias question files, golfs courses and monopoly's 
boards are just a few.

And I have made my own mods for games.
The night of parasite game and mine sweaper by the same person I 
modded not the game or sounds themselves but the installers because 
the installers the game had triggered my av program.
Its fair though that I did send my mod code and reasons to the author 
explaining my reasons for the adjustment.

At 09:57 p.m. 23/08/2011, you wrote:

Hi Thomas,

I totally agree with you about the modding of games.  But I also 
believe that it applies to free games as well.  Even if I do not pay 
for the sound files that I use, I spend allot of time finding or 
recording and editing the sounds for my games.  And put the games 
out as my creation, you know the concept, the code, thus the way 
that the game plays and the sounds of the game.  Now if I intend for 
the game to be modded such as Quake I would build tools into the 
game for that.  You know like I have for games such as monopoly, 
golf, baseball, football, coupling and the trivia game engine.


I did devise a simple check to see if my game sounds have been 
modded.  But some people have found a way around that.  Just 
irritates me a bit that people take my creations and change them.


BFN

Jim

I don't know what I like, but I know what art is.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Raul,

Well, working with public betas is something of a two-edged sword.

On the one side, it has been extremely helpful. I've had a wide range
of testers who have found bugs, problems, and so on. working with the
same people who will be playing MOTA 1.0 has resolved a lot of design
issues early on and helped me get things right before 1.0. So rather
than releasing one or two major betas in which I might have to rewrite
or correct a bunch of code at once I chose to break it down into
smaller beta cycles and fix things as I go.

On the other side, though, some people have been immature about the
process. Some people demand their own way, want the game right now,
insist on modding it, or whatever. I suppose every developer
encounters a few bad apples now and then, and the best a developer can
do is take the good with the bad. Find out if the value of public
input is worth putting up with the bad apples too.

Smile.

On 8/22/11, Raul A. Gallegos r...@raulgallegos.com wrote:
 Thomas, this is one reason why I have often wondered why you have
 released so many public betas. People should just be patient and wait
 for the final release with maybe 1, or 2 public betas, but that should
 be it. The idea of, I'm blind and I want things my way or else I'll
 throw a fit is for children, not adults.

 I am very sure you just wanna get this off your shoulders and move onto
 other things, and I for one can't wait to see the final project and I
 know I will enjoy it regardless.

 Thanks.

 --

 Raul A. Gallegos
 4 out of 3 people have trouble with fractions
 Twitter: http://twitter.com/rau47
 Facebook: http://facebook.com/rgallegos74
 Blog: http://www.RaulGallegos.com


---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Bryan Peterson
Yeah, but creating golf courses, monopoly boards and trivia files is one 
thing. It's quite another when you get into replacing a game's sounds and 
music. It's like I said. I may not give a rat's buttcheeks about free titles 
I make but you can bet that if I make any commercial games the sounds and 
music are going to be encripted.

We are the Knights who say...Ni!
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 23, 2011 5:05 AM
Subject: Re: [Audyssey] mota beta 22 thoughts


Well jim, you have allowed some modding of ambiences on golf after a 
sertain number.

Ofcause its up to a dev on what is modded and if they will let it slide.
Ie final conflict 1.2, has at least one or 2 mods.
lonewolf has one.
Superliam has one maybe 2 and I know that shades has at least one I know 
of.

Its all up to the developer on weather they care enough.
But I realise how this could change.
Example.
I made some gard noises for shoot da me by rsgames.
These were used by keywasfull on battlezoon as well as others without my 
permition.
Aparently they came from oriol but he could have got it from somewhere 
else.

I had 3 choices.
1.  To kick up a fuss.
or 2 to try to find out
or 3 nothing or just release the pack.
I am not a guy to start fusses.
I actually liked my sounds in the game mentioned.
Sdm had not been developed for a bit pluss my sounds never played right 
through seeming to cut off in the middle though they served their purpose.
They were recorded with cheap gear and I was not concerned with where they 
came from.
And I was happy they were being used that and only one of them was used 
anyway and they were generic noises.
i guess I could have made sfx for that game to even it but I just did not 
mind to much.

However some may have.
My other major reason was I could go at what I thought pirated my stuff.
But then if it was more than that there would be a possability I'd never 
find the origional source and the flame would be pointless.
With the net you could never find the leak unless you really wanted it 
that much.

And even if I found the leak well its not like they were sold or anything.
But I do understand when you don't want sounds.
Though as I said jim you have allowed most games to be modded in some way.
Golf ambiences, trivias question files, golfs courses and monopoly's 
boards are just a few.

And I have made my own mods for games.
The night of parasite game and mine sweaper by the same person I modded 
not the game or sounds themselves but the installers because the 
installers the game had triggered my av program.
Its fair though that I did send my mod code and reasons to the author 
explaining my reasons for the adjustment.

At 09:57 p.m. 23/08/2011, you wrote:

Hi Thomas,

I totally agree with you about the modding of games.  But I also believe 
that it applies to free games as well.  Even if I do not pay for the sound 
files that I use, I spend allot of time finding or recording and editing 
the sounds for my games.  And put the games out as my creation, you know 
the concept, the code, thus the way that the game plays and the sounds of 
the game.  Now if I intend for the game to be modded such as Quake I would 
build tools into the game for that.  You know like I have for games such 
as monopoly, golf, baseball, football, coupling and the trivia game 
engine.


I did devise a simple check to see if my game sounds have been modded. 
But some people have found a way around that.  Just irritates me a bit 
that people take my creations and change them.


BFN

Jim

I don't know what I like, but I know what art is.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
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All

Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Jim,

Yeah, I do know what you mean and understand your point of view.
That's my feeling as well. If I wanted the game to be modded or to
allow end users to customize it I would make available the proper
tools or ability to do so.

Since I don't intend Mysteries of the Ancients to be modified, to be a
stand alone game, etc I'm going to have to begin encrypting sounds and
taking care that people can't modify it without serious effort. That
way I know that what I create stays in tact and the game I sell my
customers is the one they are playing.

Smile.

On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I totally agree with you about the modding of games.  But I also believe
 that it applies to free games as well.  Even if I do not pay for the sound
 files that I use, I spend allot of time finding or recording and editing the
 sounds for my games.  And put the games out as my creation, you know the
 concept, the code, thus the way that the game plays and the sounds of the
 game.  Now if I intend for the game to be modded such as Quake I would build
 tools into the game for that.  You know like I have for games such as
 monopoly, golf, baseball, football, coupling and the trivia game engine.

 I did devise a simple check to see if my game sounds have been modded.  But
 some people have found a way around that.  Just irritates me a bit that
 people take my creations and change them.

 BFN

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Valiant8086
I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. That is, 
with my hearing problems, sometimes I need to silence a crowd or turn up a beep 
sound. Sometimes I have to turn down music in a menu  where many developers 
seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to throw 
that out there for people to know about.

On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:

 Hi Jim,
 
 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to
 allow end users to customize it I would make available the proper
 tools or ability to do so.
 
 Since I don't intend Mysteries of the Ancients to be modified, to be a
 stand alone game, etc I'm going to have to begin encrypting sounds and
 taking care that people can't modify it without serious effort. That
 way I know that what I create stays in tact and the game I sell my
 customers is the one they are playing.
 
 Smile.
 
 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,
 
 I totally agree with you about the modding of games.  But I also believe
 that it applies to free games as well.  Even if I do not pay for the sound
 files that I use, I spend allot of time finding or recording and editing the
 sounds for my games.  And put the games out as my creation, you know the
 concept, the code, thus the way that the game plays and the sounds of the
 game.  Now if I intend for the game to be modded such as Quake I would build
 tools into the game for that.  You know like I have for games such as
 monopoly, golf, baseball, football, coupling and the trivia game engine.
 
 I did devise a simple check to see if my game sounds have been modded.  But
 some people have found a way around that.  Just irritates me a bit that
 people take my creations and change them.
 
 BFN
 
 ---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Darren Duff
One of the things you can do in MOTA now is turn off the music. That way you
would only hear the sounds of the game and that might help you a little. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Tuesday, August 23, 2011 11:46 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. That
is, with my hearing problems, sometimes I need to silence a crowd or turn up
a beep sound. Sometimes I have to turn down music in a menu  where many
developers seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to
throw that out there for people to know about.

On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:

 Hi Jim,
 
 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to 
 allow end users to customize it I would make available the proper 
 tools or ability to do so.
 
 Since I don't intend Mysteries of the Ancients to be modified, to be a 
 stand alone game, etc I'm going to have to begin encrypting sounds and 
 taking care that people can't modify it without serious effort. That 
 way I know that what I create stays in tact and the game I sell my 
 customers is the one they are playing.
 
 Smile.
 
 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,
 
 I totally agree with you about the modding of games.  But I also 
 believe that it applies to free games as well.  Even if I do not pay 
 for the sound files that I use, I spend allot of time finding or 
 recording and editing the sounds for my games.  And put the games out 
 as my creation, you know the concept, the code, thus the way that the 
 game plays and the sounds of the game.  Now if I intend for the game 
 to be modded such as Quake I would build tools into the game for 
 that.  You know like I have for games such as monopoly, golf, baseball,
football, coupling and the trivia game engine.
 
 I did devise a simple check to see if my game sounds have been 
 modded.  But some people have found a way around that.  Just 
 irritates me a bit that people take my creations and change them.
 
 BFN
 
 ---
 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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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Valiant8086
Hi.
That is true, and I do so. But, as I just mentioned, it doesn't apply to the 
menus. In Mota, fortunately, the music is just quiet enough that it doesn't 
matter, I can figure out what Heather is saying over the music there luckily. 

Also I think you can change the volume of the music in Mota with a couple of 
hotkeys, I'm not sure just now what they are, though. So far Mota has been very 
good about not cluttering up the audio experience I would have. Also, it 
doesn't have that problem I emailed about earlier with my stereo field being 
too narrow, or what ever one should call my strange situation. I'm sincerely 
hoping Mota3d doesn't have that problem either.

On Aug 23, 2011, at 12:00 PM, Darren Duff wrote:

 One of the things you can do in MOTA now is turn off the music. That way you
 would only hear the sounds of the game and that might help you a little. 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Valiant8086
 Sent: Tuesday, August 23, 2011 11:46 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] mota beta 22 thoughts
 
 I have some food for more thought on this discussion.
 
 That is, with certain games, I have to mod them in order to play them. That
 is, with my hearing problems, sometimes I need to silence a crowd or turn up
 a beep sound. Sometimes I have to turn down music in a menu  where many
 developers seem to forget to allow it to be turned down or off.
 
 I'm not trying to argue against the prevention of modding, just wanted to
 throw that out there for people to know about.
 
 On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:
 
 Hi Jim,
 
 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to 
 allow end users to customize it I would make available the proper 
 tools or ability to do so.
 
 Since I don't intend Mysteries of the Ancients to be modified, to be a 
 stand alone game, etc I'm going to have to begin encrypting sounds and 
 taking care that people can't modify it without serious effort. That 
 way I know that what I create stays in tact and the game I sell my 
 customers is the one they are playing.
 
 Smile.
 
 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,
 
 I totally agree with you about the modding of games.  But I also 
 believe that it applies to free games as well.  Even if I do not pay 
 for the sound files that I use, I spend allot of time finding or 
 recording and editing the sounds for my games.  And put the games out 
 as my creation, you know the concept, the code, thus the way that the 
 game plays and the sounds of the game.  Now if I intend for the game 
 to be modded such as Quake I would build tools into the game for 
 that.  You know like I have for games such as monopoly, golf, baseball,
 football, coupling and the trivia game engine.
 
 I did devise a simple check to see if my game sounds have been 
 modded.  But some people have found a way around that.  Just 
 irritates me a bit that people take my creations and change them.
 
 BFN
 
 ---
 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 management of the 
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 If you have any questions or concerns regarding the management of the list,
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 _ NOD32 EMON 6403 (20110823) information _
 
 This message was checked by NOD32 antivirus system http://www.eset.com
 
 
 
 
 _ NOD32 EMON 6403 (20110823) information _
 
 This message was checked by NOD32 antivirus system
 http://www.eset.com
 
 
 
 
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Valiant,

That kind of modding is understandable. Obviously lowering music to
make the menus more understandable or raising the volume of a sound to
make it a little louder is perfectly fine. You have a problem hearing
and modding a game to make it easier to play isn't an issue for me.
Its the other kind of modding that bothers me.

For instance, not long ago someone mentioned they were creating a Star
Wars mod for the game called Order 66, and asked if I could do
something to make a light saber loop. In other words could I modify
the game to support his mod.  The answer was definitely no, because
I'm creating a game on par with Tomb Raider, Indiana Jones, Rogue
Angel, or something else in that genre and someone is happily
converting my game into something completely different than what I had
intended. Not only that he wasn't even aware of the fact the license
agreement specifically forbids modding of that kind.

The other issue we get into when talking about modding is copyright
issues regarding sound effects. I have to pay royalties for the sounds
and music I use in my games. So the sounds that ship with a game are
provided under legal license for that purpose. However, if someone
rips all the sounds from say Tomb Raider and creates a mod and
redistributes them he/she could be held liable for redistribution of
copyrighted material and/or copyright infringement. While I'd love to
just drop the sounds of Lara Croft etc into my games that's not really
legal, and anyone who does it is taking a legal risk. So by not
allowing people to mod a game I not only protect my product I protect
people from taking the risk of modding my games with illegal sounds
and music.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:
 I have some food for more thought on this discussion.

 That is, with certain games, I have to mod them in order to play them. That
 is, with my hearing problems, sometimes I need to silence a crowd or turn up
 a beep sound. Sometimes I have to turn down music in a menu  where many
 developers seem to forget to allow it to be turned down or off.

 I'm not trying to argue against the prevention of modding, just wanted to
 throw that out there for people to know about.

---
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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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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Valiant,

Well, I don't think MOTA 3D should have a problem with your sound
card. What I basically did in order to make it compatible with non-5.1
surround sound systems is emulate my own 3d positioning using the
panning and volume settings in DirectSound. I.E. I used 3d
calculations so the sound would pann and roll off like a 3d control,
but using just standard stereo mixing and gain. That way it would
sound fairly realistic, but not require state-of-the-art 5.1 or 7.1
sound cards and speakers.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 That is true, and I do so. But, as I just mentioned, it doesn't apply to the
 menus. In Mota, fortunately, the music is just quiet enough that it doesn't
 matter, I can figure out what Heather is saying over the music there
 luckily.

 Also I think you can change the volume of the music in Mota with a couple of
 hotkeys, I'm not sure just now what they are, though. So far Mota has been
 very good about not cluttering up the audio experience I would have. Also,
 it doesn't have that problem I emailed about earlier with my stereo field
 being too narrow, or what ever one should call my strange situation. I'm
 sincerely hoping Mota3d doesn't have that problem either.

---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Bryan Peterson
Admittedly I rarely read the license agreements but I just assume that 
modding and things like that are a no-no so I don't even bother.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 23, 2011 12:27 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Valiant,

That kind of modding is understandable. Obviously lowering music to
make the menus more understandable or raising the volume of a sound to
make it a little louder is perfectly fine. You have a problem hearing
and modding a game to make it easier to play isn't an issue for me.
Its the other kind of modding that bothers me.

For instance, not long ago someone mentioned they were creating a Star
Wars mod for the game called Order 66, and asked if I could do
something to make a light saber loop. In other words could I modify
the game to support his mod.  The answer was definitely no, because
I'm creating a game on par with Tomb Raider, Indiana Jones, Rogue
Angel, or something else in that genre and someone is happily
converting my game into something completely different than what I had
intended. Not only that he wasn't even aware of the fact the license
agreement specifically forbids modding of that kind.

The other issue we get into when talking about modding is copyright
issues regarding sound effects. I have to pay royalties for the sounds
and music I use in my games. So the sounds that ship with a game are
provided under legal license for that purpose. However, if someone
rips all the sounds from say Tomb Raider and creates a mod and
redistributes them he/she could be held liable for redistribution of
copyrighted material and/or copyright infringement. While I'd love to
just drop the sounds of Lara Croft etc into my games that's not really
legal, and anyone who does it is taking a legal risk. So by not
allowing people to mod a game I not only protect my product I protect
people from taking the risk of modding my games with illegal sounds
and music.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:

I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. 
That
is, with my hearing problems, sometimes I need to silence a crowd or turn 
up

a beep sound. Sometimes I have to turn down music in a menu  where many
developers seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to
throw that out there for people to know about.


---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Charles Rivard
Another thought about modified games:  Scenario:  Someone who has not bought 
your production visits the home of someone who has bought and modified your 
production.  The visitor thinks, Those game sounds are really terrible. 
This is certainly a game I will not buy.  If he had visited someone who 
purchased your game and did not modify it, and he really was impressed, 
you've got another customer.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 23, 2011 7:14 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Jim,

Yeah, I do know what you mean and understand your point of view.
That's my feeling as well. If I wanted the game to be modded or to
allow end users to customize it I would make available the proper
tools or ability to do so.

Since I don't intend Mysteries of the Ancients to be modified, to be a
stand alone game, etc I'm going to have to begin encrypting sounds and
taking care that people can't modify it without serious effort. That
way I know that what I create stays in tact and the game I sell my
customers is the one they are playing.

Smile.



---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
HI Charles,

That's always a possibility. However, most of the time when games are
modded it is with the purpose of changing the game itself to something
else, or it is to improve the sounds.

For instance, when I created my Lone Wolf soundpack way back when I
tried to stay to the original game as possible, but obtained higher
quality effects. That kind of modding was probably benificial to the
game rather than harmful. At least I personally think so, and my
intent wasn't to change the game itself.

However, I don't know if you remember this, but about five or six
years ago I do recall roomers of a Star Trek mod for Lone Wolf
floating around. Someone had taken sounds from Trek 2000, grabbed some
extras off the net, and tried to create a real time Star Trek
simulation game. That was probably not too benificial for Lone Wolf
since the sounds would be totally improper for a World War II
submarine simulation, and if we are completely realistic about it even
if they changed sounds, rewrote all the missions, etc it still
wouldn't really live up to a real time Star Trek game anyway. It would
just end up being a submarine pretending to be a starship. That kind
of modding is hharmful to the game in the extreme.

Cheers!


On 8/23/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Another thought about modified games:  Scenario:  Someone who has not bought
 your production visits the home of someone who has bought and modified your
 production.  The visitor thinks, Those game sounds are really terrible.
 This is certainly a game I will not buy.  If he had visited someone who
 purchased your game and did not modify it, and he really was impressed,
 you've got another customer.

 ---
 Shepherds are the best beasts!

---
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread shaun everiss
well valient you should probably email the dev of that game with your 
mods explaining those so it can be included in a future version since 
this is quite important.
I am not deaf so if I make a game I can't adapt it because I don't 
know how, if someone mods it for me and gives me that mod then I can 
put it in probably.

At 03:46 a.m. 24/08/2011, you wrote:

I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play 
them. That is, with my hearing problems, sometimes I need to silence 
a crowd or turn up a beep sound. Sometimes I have to turn down music 
in a menu  where many developers seem to forget to allow it to be 
turned down or off.


I'm not trying to argue against the prevention of modding, just 
wanted to throw that out there for people to know about.


On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:

 Hi Jim,

 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to
 allow end users to customize it I would make available the proper
 tools or ability to do so.

 Since I don't intend Mysteries of the Ancients to be modified, to be a
 stand alone game, etc I'm going to have to begin encrypting sounds and
 taking care that people can't modify it without serious effort. That
 way I know that what I create stays in tact and the game I sell my
 customers is the one they are playing.

 Smile.

 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I totally agree with you about the modding of games.  But I also believe
 that it applies to free games as well.  Even if I do not pay for the sound
 files that I use, I spend allot of time finding or recording and 
editing the

 sounds for my games.  And put the games out as my creation, you know the
 concept, the code, thus the way that the game plays and the sounds of the
 game.  Now if I intend for the game to be modded such as Quake I 
would build

 tools into the game for that.  You know like I have for games such as
 monopoly, golf, baseball, football, coupling and the trivia game engine.

 I did devise a simple check to see if my game sounds have been 
modded.  But

 some people have found a way around that.  Just irritates me a bit that
 people take my creations and change them.

 BFN

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread shaun everiss
but what about final conflict, I aggree its free and there have been 
mods from the origional sounds, you didn't seem to concerned about that.

At 06:27 a.m. 24/08/2011, you wrote:

Hi Valiant,

That kind of modding is understandable. Obviously lowering music to
make the menus more understandable or raising the volume of a sound to
make it a little louder is perfectly fine. You have a problem hearing
and modding a game to make it easier to play isn't an issue for me.
Its the other kind of modding that bothers me.

For instance, not long ago someone mentioned they were creating a Star
Wars mod for the game called Order 66, and asked if I could do
something to make a light saber loop. In other words could I modify
the game to support his mod.  The answer was definitely no, because
I'm creating a game on par with Tomb Raider, Indiana Jones, Rogue
Angel, or something else in that genre and someone is happily
converting my game into something completely different than what I had
intended. Not only that he wasn't even aware of the fact the license
agreement specifically forbids modding of that kind.

The other issue we get into when talking about modding is copyright
issues regarding sound effects. I have to pay royalties for the sounds
and music I use in my games. So the sounds that ship with a game are
provided under legal license for that purpose. However, if someone
rips all the sounds from say Tomb Raider and creates a mod and
redistributes them he/she could be held liable for redistribution of
copyrighted material and/or copyright infringement. While I'd love to
just drop the sounds of Lara Croft etc into my games that's not really
legal, and anyone who does it is taking a legal risk. So by not
allowing people to mod a game I not only protect my product I protect
people from taking the risk of modding my games with illegal sounds
and music.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:
 I have some food for more thought on this discussion.

 That is, with certain games, I have to mod them in order to play them. That
 is, with my hearing problems, sometimes I need to silence a crowd 
or turn up

 a beep sound. Sometimes I have to turn down music in a menu  where many
 developers seem to forget to allow it to be turned down or off.

 I'm not trying to argue against the prevention of modding, just wanted to
 throw that out there for people to know about.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread shaun everiss
on that note tom and all I descovered now that you can get 5.1 
speakers that can plug to the headphone jack of a standard soundcard 
if you wish for little cash, logitech does those forgot the model.
Obviously you really would need the propper card for this eventually 
but that could be another option.
The speakers are not that much 130nz so maybe in the us they are a 
bit cheaper than that.

At 06:32 a.m. 24/08/2011, you wrote:

Hi Valiant,

Well, I don't think MOTA 3D should have a problem with your sound
card. What I basically did in order to make it compatible with non-5.1
surround sound systems is emulate my own 3d positioning using the
panning and volume settings in DirectSound. I.E. I used 3d
calculations so the sound would pann and roll off like a 3d control,
but using just standard stereo mixing and gain. That way it would
sound fairly realistic, but not require state-of-the-art 5.1 or 7.1
sound cards and speakers.

Cheers!

On 8/23/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 That is true, and I do so. But, as I just mentioned, it doesn't 
apply to the

 menus. In Mota, fortunately, the music is just quiet enough that it doesn't
 matter, I can figure out what Heather is saying over the music there
 luckily.

 Also I think you can change the volume of the music in Mota with 
a couple of

 hotkeys, I'm not sure just now what they are, though. So far Mota has been
 very good about not cluttering up the audio experience I would have. Also,
 it doesn't have that problem I emailed about earlier with my stereo field
 being too narrow, or what ever one should call my strange situation. I'm
 sincerely hoping Mota3d doesn't have that problem either.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
Hi Shaun,

Yeah, I've seen those around, but that's not really the point. A lot
of VI customers are on fixed incomes SSI, SSDI, and alike and it makes
it harder to justify to my customers why they should go out and buy
high end sound hardware for my games when I can make do with their
existing technology. Granted I could do a better job with superior
sound hardware, but that forces everyone to upgrade their systems
regardless of how expensive or inexpensive that may be for that
individual. This is a case of going with the most common hardware is
best for everyone at least from a commercial standpoint.

Cheers!

On 8/23/11, shaun everiss sm.ever...@gmail.com wrote:
 on that note tom and all I descovered now that you can get 5.1
 speakers that can plug to the headphone jack of a standard soundcard
 if you wish for little cash, logitech does those forgot the model.
 Obviously you really would need the propper card for this eventually
 but that could be another option.
 The speakers are not that much 130nz so maybe in the us they are a
 bit cheaper than that.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Thomas Ward
HI Shaun,

That's because I wasn't too concerned about Final Conflict. For starts
it was free, and I didn't pay for sounds, music, or put a lot of
effort into the game. It was for me mainly a practice game to get use
to .Net, Managed DirectX, etc before taking on something more complex.
As a result I didn't really care what people did with it to begin
with.

Second of all, Star Trek is copyrighted by Paramount and the price
they wanted to charge me to legally licence the Star Trek trademark,
sounds, music, etc cost far more than I felt I would get out of
selling the game. Unlike Lucas they gave me permission to go ahead and
release the game provided it was free of charge and I stipulated the
usual trademark information. As a result I could develop the game,
release it, but I really didn't have any legal control over the game
or the sounds so even if I didn't want people modding it I didn't have
any legal control over the sounds etc. So I didn't bother protesting.

Finally, I have a couple of the soundpacks that were produced and they
were very decent. That said, I noticed whoever put together some of
the soundpacks don't know much about Star Trek as I do as I noticed
they used the wrong clackson for the Soverign-Class when I used the
correct one from Star Trek 8, but what could I say? I actually liked
some of the STFC soundpacks even if some of the sounds were not quite
right.

Cheers!

On 8/23/11, shaun everiss sm.ever...@gmail.com wrote:
 but what about final conflict, I aggree its free and there have been
 mods from the origional sounds, you didn't seem to concerned about that.

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Re: [Audyssey] Mota thoughts

2011-08-22 Thread Thomas Ward
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 it will silence speech and open up the context menu
as well. Obviously, that would not be too good for the end users.

One of the solutions I've found is to use a different graphical user
interface, window manager, like replacing the Windows API code with
Microsoft's Direct3D which is used by mainstream developers. That
would work I suppose, but the fix here would take longer than freeing
up that key is worth right now.

Cheers!





On 8/21/11, Valiant8086 valiant8...@lavabit.com wrote:
 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.

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Re: [Audyssey] Mota Bug

2011-08-22 Thread Thomas Ward
Hi,

Well, I've personally seen the torch bug once or twice myself, but it
happens so infrequently that there is no way to track it down or find
out what causes it to do that. I'm beginning the best fix for that
problem is to do what the GMA Engine does and create a button to reset
the sounds or the soundcard when the game begins acting funky. There
is absolutely nothing in the code that would point to a problem with
this.

Although, I suspect the problem might be related to DirectSound and
not the game. As in sometimes DirectSound doesn't reset certain
buffers when it is suppose to. The reason I think that way is during
my cross-platform attempts using OpenAL, FMOD, etc this bug never once
appeared on non-Windows platforms. It only seems to happen with the
versions that use Microsoft's DirectSound API.

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Weird. I haven't had that problem.
 We are the Knights who say...Ni!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-22 Thread Tom Randall

Hi Thomas, I agree completely with Yohandy on this one.  You are under
absolutely no obligation whatsoever so far as I'm concerned to provide or
even allow mods, sound packs, voice packs, etc. for your products if you do 
not wish to.  What

many don't seem to get particularly in this community it seems is that your
games are copyrighted works and that any modding, production of alternate 
sound and/or voice packs or anything else can be done only at your 
discretion and with your permission otherwise the user has technically 
violated the copyright and may forfeit his license to use the product.  I 
realize that some devs don't adhere to this kind of standard in this small 
community however I believe it is worth pointing out to people that this 
standard is the norm in the mainstream gaming community and anything other 
than that is strictly optional and at the discretion of the developer.


Sorry for the late response to this, I recently acquired a MacBook and have 
been busy learning that and so haven't had time to keep up with this list.


Game on.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:22 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just
except the game as it was intended to be designed. MOTA players are
under the impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web
space right now imagine if I released voice packs, sound packs, etc
for each and every single game I ever create. Its going to end up
costing me extra web space and download bandwidth to support what I
consider non-essential junk. I'd prefer people to just accept the
changes as they are and stop requesting sound packs for this, that,
and the other thing because people just can't be satisfied with the
product I'm creating as is. They don't think about how much extra
time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm
in charge of deciding such things and I have personal reasons for
doing what I do to.

Cheers!

On 8/16/11, Bryan Peterson bpeterson2...@cableone.net wrote:

Maybe release the Beta 18 sounds as a separate sound pack? That way those
who wanted it could have it while those who, like me, are happy with the
newer sounds, could stick with those. It's the sae idea that was
discussed
with regard to speech packs with different voices.
We are the Knights who say...Ni!


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Re: [Audyssey] mota beta 22 thoughts

2011-08-22 Thread Thomas Ward
HI Tom,

That's very true. Most mainstream game developers encrypt their
sounds, graphics, and other game data precisely for that reason. They
don't want someone just modding the game however they want, and they
consider changing this or that a serious violation of copyright. Most
audio game developers haven't been that strict with the community, but
perhaps they should start because we've ended up with a rather lax
attitude towards copyrights and ownership etc.

Its for that reason I've already decided to begin encrypting the
sounds, music, and speech files for MOTA. I'm going to eliminate this
attitude I paid for it so I can mod it idea in a hurry. I created
the game the way I wanted it, and I'm not going to just allow people
to mod it however they want or think it should be because it isn't
their game. They aren't the creator or the developer of the product so
don't have the final say about things like that.

Cheers!


On 8/22/11, Tom Randall kf6...@comcast.net wrote:
 Hi Thomas, I agree completely with Yohandy on this one.  You are under
 absolutely no obligation whatsoever so far as I'm concerned to provide or
 even allow mods, sound packs, voice packs, etc. for your products if you do
 not wish to.  What
 many don't seem to get particularly in this community it seems is that your
 games are copyrighted works and that any modding, production of alternate
 sound and/or voice packs or anything else can be done only at your
 discretion and with your permission otherwise the user has technically
 violated the copyright and may forfeit his license to use the product.  I
 realize that some devs don't adhere to this kind of standard in this small
 community however I believe it is worth pointing out to people that this
 standard is the norm in the mainstream gaming community and anything other
 than that is strictly optional and at the discretion of the developer.

 Sorry for the late response to this, I recently acquired a MacBook and have
 been busy learning that and so haven't had time to keep up with this list.

 Game on.

 Tom

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Re: [Audyssey] mota beta 22 thoughts

2011-08-22 Thread Raul A. Gallegos
Thomas, this is one reason why I have often wondered why you have 
released so many public betas. People should just be patient and wait 
for the final release with maybe 1, or 2 public betas, but that should 
be it. The idea of, I'm blind and I want things my way or else I'll 
throw a fit is for children, not adults.


I am very sure you just wanna get this off your shoulders and move onto 
other things, and I for one can't wait to see the final project and I 
know I will enjoy it regardless.


Thanks.

--

Raul A. Gallegos
4 out of 3 people have trouble with fractions
Twitter: http://twitter.com/rau47
Facebook: http://facebook.com/rgallegos74
Blog: http://www.RaulGallegos.com

On 8/16/2011 5:13 PM, Thomas Ward wrote:

Hi Yohandy,

That's a very valid point. I think I've been far too liberal in the
past, too willing to change things based on suggestions in the past,
and now its gotten to the point where everybody expects me to change
this or that at the drop of a hat. What some gamers here forget is no
mainstream developer commercial, independant, or otherwise is going to
just change such and such because one or two gamers grumble about it.
What I've done in terms of beta 22 which I wanted to do clear back as
early as beta 20 is freeze the development of the game. That is to say
stop adding features, changes, whatever and actually focus on adding
new levels, cutscenes, and whatever has to be done to get this 1.0
ready. That is primarily what I'm doing right now, and I'm sticking to
that. I've closed out the suggestions and changes portion of the game
and am working on actual game play and updates for v1.0.

Cheers!


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

Thomas,
I'd say don't do it. I don't understand what's going on with this community.
It's always compromises with you guys. can't a man create a game how he
wants, and everyone just play it how it was intended? when you play a ps3
game do you suddenly say hmm, I'm gonna swap this game's sounds for much
cooler ones. course not. you just play the thing how it was designed.
sheesh. this community exasperates me so much. there's rarely a discussion
thread that doesn't contain these words. well can't you do such and such?
swap sounds? make game easier? discard analog jumping? and on and on. no
wonder guys like Draconis don't post updates. I think it's for the best.
once their new games comes out people will play it, and it will be too late
to change anything. if I was a dev I'd do exactly the same thing.


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Re: [Audyssey] mota beta 22 thoughts

2011-08-21 Thread Thomas Ward
Hi John,

No problem. All suggestions are welcome. Although, I think a number of
list members, including myself, just wanted to point out a few facts
about your post such as Greek temples have wooden doors instead of
stone etc. That's why they were changed in betas 21/22.Same kind of
realism applied to guns. I've grown up around guns and I felt these
were more realistic so replaced the weapon sounds with them. Again,
the change was a call made on my part to improve the realism of the
game. That's why we were perhaps less receptive to your suggestions.
Still, there is no need to apologise for making them.

Cheers!



On 8/20/11, john jpcarnemo...@comcast.net wrote:
 Hi all,
   First off, I'd like to apologize for bringing back a fairly
 old thread. I just got back from camp and have finished reading
 through 246 emails (what fun) and wanted to clarify a few points.
   I'd like to apologize for apparently giving the wrong
 impression with my message. I was in know way trying to force
 anything onto Thomas, or to gripe about anything in the game. I'd
 also like to stay that I read through the emails rather quickly,
 so I may have missed a few points. If so, please forgive my
 ignorance.
   ON the subject of audio, I've never really heard any actual
 weapons fire before, so if the new sounds are indeed more
 accurate, I owe thomas another apology. I was merely intending to
 put my observations on the new version of the game out. ON the
 subject of the doors, I'm no historian, thus had no idea that
 wooden doors were used in greece. As I seem to have missed a few
 facts there, feel free to disregard my point.
   On the subject of jumping, I can understand where you're
 coming from as far as mice and joisticks go. I don't use either
 of them myself, so can't say that I've ran into the circumstances
 you mentioned. I didn't mean for my suggestion to be considered
 anything more than that, and hope it wasn't taken that way.
   As far as raising the volume on the spikes goes, that's a
 great idea, and I'm rather ashamed of myself for not thinking of
 it.
   On the subject of multiple monsters, I do usually play on
 beginner or intermediate, as advanced (and particularly expert)
 usually kill me in the first or second room.
   As far as holding down enter to pick up objects goes, It's
 not a serious problem, and I can understand the technical
 difficulties. I suppose I'm just to used to playing beta 18 (I've
 put well over 48 hours into it) and am having a hard time
 readjusting.
   To conclude, I'd like to extend a sincere apology to the
 list, and Thomas in particular, as I didn't mean for my message
 to be anything other than observations. I didn't mean for this to
 create any kind of strife for Thomas, and certainly don't want
 people getting the wrong impression.

 John.

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Re: [Audyssey] MOTA Question

2011-08-21 Thread Thomas Ward
Hi Bryan,

Well, to be honest I kind of think that is cheating. That's why there
isn't at least one potion in Angela's inventory at the beginning of
the game. After all, if you start a new game, tangle with a harpy, and
end up dying as a result that's just bad luck. You can just restart
the game and maybe get more favorable results the next time. I guess
to sum up my opinion it is a question of challenge, difficulty, and
weather or not it is realistic that Angela will just happen upon a
potion each and everytime she steps into a tomb right off.

Besides that, it goes without saying this is one of the basic
challenges in random chance. If you flip a coin in the air it will
either come up heads you win or tails you lose. There is nothing
assuring you that you will get heads each and every time that coin is
flipped. Same concept applies to my games.

Sometimes you will enter a room and you will mow down a skeleton,
injure a centaur, get ripped by a harpy, or encounter nothing at all.
Sometimes there will be a potion nearby and sometimes you will have to
really search to find one. Its a coin toss weather or not you will get
lucky sometimes, and its this degree of challenge and uncertainty I
enjoy. So that is why I ditched the idea of giving you one or two
freebies  to help you get passed the first few monsters.

Cheers!


On 8/20/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Hi,
   I have a small question...well more in the nature of a suggestion really.
 But a few Betas back it was decided to allow Angela to start with one potion
 already in her inventory. If it wouldn't be too difficult I'd like to see
 this feature reintroduced, for the very reason it was implemented to begin
 with. Because of the randomness of the game it's hard to know whether the
 first monster you encounter will be a Harpie, much less whether you'll find
 a potion soon afterward. Because it can sometimes be difficult to avoid
 getting hit when fighting a Harpie, and if you are you obviously want to
 have a potion handy to cure the poison. So I'd like to see the free potion
 restored (Idon't even know why it was removed to begin with). I've lost a
 few games before they even got started because a Harpie was right inside the
 first door I opened and so it was almost a guarantee that I was going to
 take damage. And because I had no pitons and didn't find one in time, I lost
 the game before I started as I said before.
 We are the Knights who say...Ni!
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Re: [Audyssey] Mota thoughts

2011-08-21 Thread Valiant8086
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 PM, Thomas Ward wrote:

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 code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-21 Thread Valiant8086

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 depressed and not interrupting until it is let up, then depressed 
again. Can't just use something similar to keyPressed in auto it as 
aposed to keyDown, because keyDown is needed for all those other 
functions, but the code for the key could reinvent the wheel just when 
it came to the speech part while still being similar to auto it's key 
down. There must be a reason you didn't do that already. If it's a loop, 
auto it can say something like,


I've forgotten auto it syntax so here's some plain english in sort of vb 
syntax

if keyDown(ctrl)=true then 'check if ctrl key is pressed down right now
if ctrlKeyDown=false then 'check if our variable has been set by a 
previous loop to say the key was down at that point, iow was it already 
pressed
ctrlKeyDown=true 'tell the program the key is pressed so this code won't 
process next go around

speechInterrupt() 'interrupt speech
end if
elseIf keyDown(ctrl)=false then 'check if ctrl is not pressed
ctrlKeyDown=false 'the variable is set to say the key isn't down
end if

Hope you don't find my code contribution annoying, I know some people 
do, just figured I'd mention it just in case you didn't think of the 
obvious. My guess would be there's just something I don't know about 
involved that means you can't do it like that.

Sent with Thunderbird 3.1.10 portable.

On 8/21/2011 11:29 PM, Valiant8086 wrote:
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 PM, Thomas Ward wrote:

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 code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-20 Thread Michael Gauler

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 thing off and back on did not work. Even leaving the current game and 
reloading did not solve this.
The second thing I was wondering about is about stairs. For example if you 
are in a room with stairs and if directly left or right of them is a wall 
and you go and hit the wall and want to move up from that position, the 
sound of moving along the flor is played instead of the stair sound while 
you still move up or down respectively.
I had this in many versions once a while. 



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Re: [Audyssey] Mota thoughts

2011-08-20 Thread Scott Chesworth
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.

Bit out of left field, but how about backspace? My thinking is that
it's a nice big button to aim for so good for shutting speech up even
when things are getting busy, plus so far as I've seen it's a
consistent placement for non-US layouts.

One thought that's just struck as I wrote the idea is that I've seen
backspace be assigned to snap around 180 before. If that's something
you had planned for the FPS version, we're back to square 1.

Scott

On 8/19/11, Thomas Ward thomasward1...@gmail.com wrote:
 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 bring up the context menu for the game as well. The
 only way to fix that problem is to use something like Direct3D as a
 window manager so that it would free up the alt key for use in games.
 As for the grave accent key it could work, but it is way out of the
 way. It is not something that is a logical key asignment which brings
 us right back to the problem. I believe in mapping keys to logical
 keyboard assignments. The grave accent key isn't logical since most
 screen readers and speech devices use control or escape to silence
 speech.

 Cheers!



 On 8/19/11, Darren Duff duff...@gmail.com wrote:
 Why not use the alt key. Or maybe grave accent?

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Re: [Audyssey] Mota thoughts

2011-08-20 Thread Bryan Peterson

That stair thing's been around forever.
We are the Knights who say...Ni!
- Original Message - 
From: Michael Gauler michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 20, 2011 6:47 AM
Subject: Re: [Audyssey] Mota thoughts



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 thing off and back on did not work. Even leaving the current 
game and reloading did not solve this.
The second thing I was wondering about is about stairs. For example if you 
are in a room with stairs and if directly left or right of them is a wall 
and you go and hit the wall and want to move up from that position, the 
sound of moving along the flor is played instead of the stair sound while 
you still move up or down respectively.

I had this in many versions once a while.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-20 Thread john

Hi all,
	First off, I'd like to apologize for bringing back a fairly 
old thread. I just got back from camp and have finished reading 
through 246 emails (what fun) and wanted to clarify a few points.
	I'd like to apologize for apparently giving the wrong 
impression with my message. I was in know way trying to force 
anything onto Thomas, or to gripe about anything in the game. I'd 
also like to stay that I read through the emails rather quickly, 
so I may have missed a few points. If so, please forgive my 
ignorance.
	ON the subject of audio, I've never really heard any actual 
weapons fire before, so if the new sounds are indeed more 
accurate, I owe thomas another apology. I was merely intending to 
put my observations on the new version of the game out. ON the 
subject of the doors, I'm no historian, thus had no idea that 
wooden doors were used in greece. As I seem to have missed a few 
facts there, feel free to disregard my point.
	On the subject of jumping, I can understand where you're 
coming from as far as mice and joisticks go. I don't use either 
of them myself, so can't say that I've ran into the circumstances 
you mentioned. I didn't mean for my suggestion to be considered 
anything more than that, and hope it wasn't taken that way.
	As far as raising the volume on the spikes goes, that's a 
great idea, and I'm rather ashamed of myself for not thinking of 
it.
	On the subject of multiple monsters, I do usually play on 
beginner or intermediate, as advanced (and particularly expert) 
usually kill me in the first or second room.
	As far as holding down enter to pick up objects goes, It's 
not a serious problem, and I can understand the technical 
difficulties. I suppose I'm just to used to playing beta 18 (I've 
put well over 48 hours into it) and am having a hard time 
readjusting.
	To conclude, I'd like to extend a sincere apology to the 
list, and Thomas in particular, as I didn't mean for my message 
to be anything other than observations. I didn't mean for this to 
create any kind of strife for Thomas, and certainly don't want 
people getting the wrong impression.


John.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-20 Thread Bryan Peterson

I never held down Enter to pick up objects.
We are the Knights who say...Ni!
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers@audyssey.org
Sent: Saturday, August 20, 2011 3:48 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi all,
First off, I'd like to apologize for bringing back a fairly old thread. I 
just got back from camp and have finished reading through 246 emails (what 
fun) and wanted to clarify a few points.
I'd like to apologize for apparently giving the wrong impression with my 
message. I was in know way trying to force anything onto Thomas, or to 
gripe about anything in the game. I'd also like to stay that I read 
through the emails rather quickly, so I may have missed a few points. If 
so, please forgive my ignorance.
ON the subject of audio, I've never really heard any actual weapons fire 
before, so if the new sounds are indeed more accurate, I owe thomas 
another apology. I was merely intending to put my observations on the new 
version of the game out. ON the subject of the doors, I'm no historian, 
thus had no idea that wooden doors were used in greece. As I seem to have 
missed a few facts there, feel free to disregard my point.
On the subject of jumping, I can understand where you're coming from as 
far as mice and joisticks go. I don't use either of them myself, so can't 
say that I've ran into the circumstances you mentioned. I didn't mean for 
my suggestion to be considered anything more than that, and hope it wasn't 
taken that way.
As far as raising the volume on the spikes goes, that's a great idea, and 
I'm rather ashamed of myself for not thinking of it.
On the subject of multiple monsters, I do usually play on beginner or 
intermediate, as advanced (and particularly expert) usually kill me in the 
first or second room.
As far as holding down enter to pick up objects goes, It's not a serious 
problem, and I can understand the technical difficulties. I suppose I'm 
just to used to playing beta 18 (I've put well over 48 hours into it) and 
am having a hard time readjusting.
To conclude, I'd like to extend a sincere apology to the list, and Thomas 
in particular, as I didn't mean for my message to be anything other than 
observations. I didn't mean for this to create any kind of strife for 
Thomas, and certainly don't want people getting the wrong impression.


John.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-20 Thread Lori Duncan
Hi John, wow that many emails, sounds painful!  I can see the point about 
spikes vollume and agree it should be turned up a bit, sometimes I make the 
mistake of putting on too much speed and run headlong into a trap!  As for 
the monster thing I always wondered, just out of interest, why it's only a 
monster in each room and why they don't move around randomly.  I'd hate this 
to cause Thomas anymore stress, I'm just curious as to why it was done that 
way.


I also love the music changes, the levers re-setting confuse me, especially 
if I accidentally wander back into a previous room, but it isn't a problem 
at all.  Also I like Angela speaking that there's a dead end rather than 
just having her slam into a wall.

Thanks from Lori.

--
From: john jpcarnemo...@comcast.net
Sent: Saturday, August 20, 2011 10:48 PM
To: Gamers@audyssey.org
Subject: Re: [Audyssey] mota beta 22 thoughts


Hi all,
First off, I'd like to apologize for bringing back a fairly old thread. I 
just got back from camp and have finished reading through 246 emails (what 
fun) and wanted to clarify a few points.
I'd like to apologize for apparently giving the wrong impression with my 
message. I was in know way trying to force anything onto Thomas, or to 
gripe about anything in the game. I'd also like to stay that I read 
through the emails rather quickly, so I may have missed a few points. If 
so, please forgive my ignorance.
ON the subject of audio, I've never really heard any actual weapons fire 
before, so if the new sounds are indeed more accurate, I owe thomas 
another apology. I was merely intending to put my observations on the new 
version of the game out. ON the subject of the doors, I'm no historian, 
thus had no idea that wooden doors were used in greece. As I seem to have 
missed a few facts there, feel free to disregard my point.
On the subject of jumping, I can understand where you're coming from as 
far as mice and joisticks go. I don't use either of them myself, so can't 
say that I've ran into the circumstances you mentioned. I didn't mean for 
my suggestion to be considered anything more than that, and hope it wasn't 
taken that way.
As far as raising the volume on the spikes goes, that's a great idea, and 
I'm rather ashamed of myself for not thinking of it.
On the subject of multiple monsters, I do usually play on beginner or 
intermediate, as advanced (and particularly expert) usually kill me in the 
first or second room.
As far as holding down enter to pick up objects goes, It's not a serious 
problem, and I can understand the technical difficulties. I suppose I'm 
just to used to playing beta 18 (I've put well over 48 hours into it) and 
am having a hard time readjusting.
To conclude, I'd like to extend a sincere apology to the list, and Thomas 
in particular, as I didn't mean for my message to be anything other than 
observations. I didn't mean for this to create any kind of strife for 
Thomas, and certainly don't want people getting the wrong impression.


John.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-19 Thread Darren Duff
Btw the music in MOTA is some of the best music for an audio game that  I
have ever heard. Great job on that 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, August 18, 2011 9:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi Valiant,

No. Version 1.0 will be fully encrypted. As soon as I'm done modding the
sounds, settle on this or that, I am fully planning on encrypting
everything. The days of someone hacking and modding the full release of the
game will be much more difficult.  I payed several hundred in sounds and
music and I expect people to use them. Its an insult for people to delete or
overwrite my sounds and put together their own game as far as I'm concerned.
Language packs etc is one thing, but someone replacing sounds, music, etc I
payed for with different ones is another.

Cheers!


On 8/17/11, Valiant8086 valiant8...@lavabit.com wrote:
 Or they can mod it, seeing the sounds are just wav files that could be 
 easily replaced. Do you plan to keep the sounds that way?
 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
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 code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Bryan Peterson

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 thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts



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 code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Michael Taboada (AI5HF)

Hi,
You could always use something like ctrl+I or shift+I or something like 
that.

Hth,

-Michael.

--
From: Bryan Peterson bpeterson2...@cableone.net
Sent: Friday, August 19, 2011 1:01 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Mota thoughts


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 thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts



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 code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Darren Duff
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 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 code again and see if I can
fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been around
since last time I played and caught up on the list, must've been pre beta
18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view menu/command and
it was one of those things I was putting off until I knew how many
staircases would be in the game before adding them to the view command. They
are actually one of the updates going into the game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there a key
to silence speech? When there are a lot of objects in a room, I quite often
find it continuing to talk around other stats. It can get mega distracting
when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the game, but
is currently unasigned to a key, because I can't find a key that I can
logically map it to. If I map it to control, for example, then commands like
control+t won't speak the number of torches  in your inventory. If I asign
it to something like escape you can't use it to quit/escape the game, menus,
etc. I'm thinking shift might be a good alternative, but I'm still open to
suggestions. I really don't know what to use for silencing speech.

Cheers!

---
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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
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 torches, speak current
weapon, and speak potions. The problem with using control to silence
speech is that if you hold down control and press t to speak torches
it won't say anything because it is trying to speak at the same time
its told to silence all speech. If we want to use control for
silencing speech I'd have to remap the status commands to shift+t,
shift+p, and shift+w, etc to keep that from happening.


Alternatively if I use shift to silence speech it won't effect any
status messages because there aren't any asigned or mapped to the
shift. Just standard run and jump commands which don't necessarily
require listening to status messages while moving anyway.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
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) ai...@hotmail.com wrote:
 Hi,
 You could always use something like ctrl+I or shift+I or something like
 that.
 Hth,

 -Michael.


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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Thomas Ward
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 bring up the context menu for the game as well. The
only way to fix that problem is to use something like Direct3D as a
window manager so that it would free up the alt key for use in games.
As for the grave accent key it could work, but it is way out of the
way. It is not something that is a logical key asignment which brings
us right back to the problem. I believe in mapping keys to logical
keyboard assignments. The grave accent key isn't logical since most
screen readers and speech devices use control or escape to silence
speech.

Cheers!



On 8/19/11, Darren Duff duff...@gmail.com wrote:
 Why not use the alt key. Or maybe grave accent?

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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Bryan Peterson

The way it is right now is the simplest.
We are the Knights who say...Ni!
- Original Message - 
From: Michael Taboada (AI5HF) ai...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 12:08 PM
Subject: Re: [Audyssey] Mota thoughts



Hi,
You could always use something like ctrl+I or shift+I or something like 
that.

Hth,

-Michael.

--
From: Bryan Peterson bpeterson2...@cableone.net
Sent: Friday, August 19, 2011 1:01 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Mota thoughts


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 thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota thoughts



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 code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

---
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Re: [Audyssey] Mota thoughts

2011-08-19 Thread Bryan Peterson
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 thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 12:43 PM
Subject: Re: [Audyssey] Mota thoughts



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 bring up the context menu for the game as well. The
only way to fix that problem is to use something like Direct3D as a
window manager so that it would free up the alt key for use in games.
As for the grave accent key it could work, but it is way out of the
way. It is not something that is a logical key asignment which brings
us right back to the problem. I believe in mapping keys to logical
keyboard assignments. The grave accent key isn't logical since most
screen readers and speech devices use control or escape to silence
speech.

Cheers!



On 8/19/11, Darren Duff duff...@gmail.com wrote:

Why not use the alt key. Or maybe grave accent?


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Re: [Audyssey] Mota thoughts

2011-08-18 Thread Karl Belanger
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 noise to signal that you
took a fall. You might also consider taking some damage when you jump near
the top of a rope and fall.

-Original Message-
From: gamers-boun...@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 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 that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a staircase,
ledge, etc because the look up/down commands page up and down only changes
the y axis of view and unfortunally in MOTA the z axis is up/down. So I'm
going have to write a custom look up/down function for this game
specifically to resolve this problem or rewrite the targeting code to do
this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between now
and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:
 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, 
 sometimes you fall back to the bottom even when you've climbed as far 
 as you can upwards. A note, perhaps the indicator saying stone ledge 
 whenb your in a position to jump off might help, as might an indicator 
 on how far you have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
stairs.
 After jumping the big gap and climbing downwards, there's a flight of 
 steps going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like 
 to know.

 Other than that, i'm liking thus far, and these two issues might just 
 be me getting used to the mechanics.

 All the best,

 Dark.
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Re: [Audyssey] Mota thoughts

2011-08-18 Thread Hayden Presley
Hi,
I don't like that damage idea. For one thing, if there is a monster in the
room below, it is totally to your advantage to jump down there before they
start hurting you while you are on the rope.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-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 noise to signal that you
took a fall. You might also consider taking some damage when you jump near
the top of a rope and fall.

-Original Message-
From: gamers-boun...@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 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 that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a staircase,
ledge, etc because the look up/down commands page up and down only changes
the y axis of view and unfortunally in MOTA the z axis is up/down. So I'm
going have to write a custom look up/down function for this game
specifically to resolve this problem or rewrite the targeting code to do
this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between now
and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:
 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, 
 sometimes you fall back to the bottom even when you've climbed as far 
 as you can upwards. A note, perhaps the indicator saying stone ledge 
 whenb your in a position to jump off might help, as might an indicator 
 on how far you have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
stairs.
 After jumping the big gap and climbing downwards, there's a flight of 
 steps going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like 
 to know.

 Other than that, i'm liking thus far, and these two issues might just 
 be me getting used to the mechanics.

 All the best,

 Dark.
 ---
 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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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1392 / Virus Database: 1520/3842 - Release Date: 08/18/11


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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Hayden Presley
Hi,
As a note, it somehow makes more sense for me that bronze spikes are bounded
by metal instead of the exact same sound as the chasms and the firepits.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 10:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

   I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

   The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
   When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and fire
spells
are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you
need to play the game on a higher difficulty setting. That's all I can
really suggest at the moment.

As for multiple enemies though its a good idea, but that feature will
not be in the side-scroller version of the game. I can say, however,
that the 3D FPS version I am working on does have multiple enemies in
a room. If that is a feature you really want then I suggest you check
out the FPS version as soon as that version is released.

Cheers!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Thomas Ward
Hi Hayden,

That's precisely why I removed the ledges from the bronze spikes. The
spikes are made out of bronze and so is the metal edges that surround
them. Plus keep in mind they are not a pit, but huge sspikes stuck out
of the ground you have to jump over so the floor shouldn't crumble
given that the floor itself is undamaged.The floor is holding the
spikes up not caved in like a pit.

HTH



On 8/18/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 As a note, it somehow makes more sense for me that bronze spikes are bounded
 by metal instead of the exact same sound as the chasms and the firepits.

 Best Regards,
 Hayden

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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Thomas Ward
Hi Valiant,

No. Version 1.0 will be fully encrypted. As soon as I'm done modding
the sounds, settle on this or that, I am fully planning on encrypting
everything. The days of someone hacking and modding the full release
of the game will be much more difficult.  I payed several hundred in
sounds and music and I expect people to use them. Its an insult for
people to delete or overwrite my sounds and put together their own
game as far as I'm concerned. Language packs etc is one thing, but
someone replacing sounds, music, etc I payed for with different ones
is another.

Cheers!


On 8/17/11, Valiant8086 valiant8...@lavabit.com wrote:
 Or they can mod it, seeing the sounds are just wav files that could be
 easily replaced. Do you plan to keep the sounds that way?
 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Bryan Peterson

I heartily agree. A free game is one thing but a commercial one, no way.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 18, 2011 7:13 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Valiant,

No. Version 1.0 will be fully encrypted. As soon as I'm done modding
the sounds, settle on this or that, I am fully planning on encrypting
everything. The days of someone hacking and modding the full release
of the game will be much more difficult.  I payed several hundred in
sounds and music and I expect people to use them. Its an insult for
people to delete or overwrite my sounds and put together their own
game as far as I'm concerned. Language packs etc is one thing, but
someone replacing sounds, music, etc I payed for with different ones
is another.

Cheers!


On 8/17/11, Valiant8086 valiant8...@lavabit.com wrote:

Or they can mod it, seeing the sounds are just wav files that could be
easily replaced. Do you plan to keep the sounds that way?
Sent with Thunderbird 3.1.10 portable.


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list,
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Re: [Audyssey] mota beta 22 thoughts

2011-08-17 Thread Bryan Peterson
I agree. I've fired enough guns in my life to be able to say that as well. 
And I've done enough archery to know that the bow sounds are more or less 
spot on also. Granted most of my experience was with a much smaller bow than 
what I imagine the bow Angela finds would be. And that one sounded qite 
different. Given my shall we say, small stature I'd probably still need a 
child's bow since I don't know if I could draw a full-sized one effectively.

We are the Knights who say...Ni!
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 10:37 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi.
I like the newer sounds myself. I've recorded gunshots myself and they 
sound more like the newer ones than what the original mota gunshots 
sounded like.


Sent with Thunderbird 3.1.10 portable.

On 8/16/2011 12:08 PM, Bryan Peterson wrote:
Maybe release the Beta 18 sounds as a separate sound pack? That way those 
who wanted it could have it while those who, like me, are happy with the 
newer sounds, could stick with those. It's the sae idea that was 
discussed with regard to speech packs with different voices.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and 
fire spells

are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you

Re: [Audyssey] Mota thoughts

2011-08-17 Thread Thomas Ward
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 that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a
staircase, ledge, etc because the look up/down commands page up and
down only changes the y axis of view and unfortunally in MOTA the z
axis is up/down. So I'm going have to write a custom look up/down
function for this game specifically to resolve this problem or rewrite
the targeting code to do this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between
now and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:
 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,
 sometimes you fall back to the bottom even when you've climbed as far as you
 can upwards. A note, perhaps the indicator saying stone ledge whenb your
 in a position to jump off might help, as might an indicator on how far you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of stairs.
 After jumping the big gap and climbing downwards, there's a flight of steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be me
 getting used to the mechanics.

 All the best,

 Dark.
 ---
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Valiant8086

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, 
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, sometimes you fall back to the 
bottom even when you've climbed as far as you can upwards. A note, perhaps the indicator 
saying stone ledge whenb your in a position to jump off might help, as might 
an indicator on how far you have fallen.

Also, for some reason i can't attack monsters if I'm on a flight of stairs. 
After jumping the big gap and climbing downwards, there's a flight of steps 
going down and usually an enemy down there.

whatever weapon I use, I don't seem able to targit at all.

if there is a key to targit my attacks to a monster below me, I'd like to know.

Other than that, i'm liking thus far, and these two issues might just be me 
getting used to the mechanics.

All the best,

Dark.
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread dark

Hi Tom.

Fair enough on the look code. part of the problem is the instant you see an 
enemy, it's attacking you even when your above it on the stairs and it's 
below you.


in a game like super castlevania (which had lots of stairs), you would 
usually just have to wait until the enemy patrolled away from the bottom of 
the stairs so that you could go down and hitt it. This might actually be an 
alternative solution for the side scroller, making enemies patrol back and 
forth and having the enemies only targit you when your on the same level as 
them.


As I said with jumping, it didn't seem to happen with pits, for instance I 
could get over that first fire pit with either a running jump, or a standing 
jump from right on the ledge provided I held the keys, but it did seem to 
happen on ropes for some reason more often though this might just be 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 Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, 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.You
will get a feel for jumping onto ledges after a while.

As to your second point that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a
staircase, ledge, etc because the look up/down commands page up and
down only changes the y axis of view and unfortunally in MOTA the z
axis is up/down. So I'm going have to write a custom look up/down
function for this game specifically to resolve this problem or rewrite
the targeting code to do this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between
now and rc1.

Cheers!


On 8/17/11, dark d...@xgam.org wrote:

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,
sometimes you fall back to the bottom even when you've climbed as far as 
you
can upwards. A note, perhaps the indicator saying stone ledge whenb 
your
in a position to jump off might help, as might an indicator on how far 
you

have fallen.

Also, for some reason i can't attack monsters if I'm on a flight of 
stairs.
After jumping the big gap and climbing downwards, there's a flight of 
steps

going down and usually an enemy down there.

whatever weapon I use, I don't seem able to targit at all.

if there is a key to targit my attacks to a monster below me, I'd like to
know.

Other than that, i'm liking thus far, and these two issues might just be 
me

getting used to the mechanics.

All the best,

Dark.
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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Scott Chesworth
Just a tidbit to add to the stairs discussion, it's currently not
possible to run up/down stairs either. Would be handy if you could get
that resolved, what with there being so many timed levers in the game.

Cheers
Scott

On 8/17/11, dark d...@xgam.org wrote:
 Hi Tom.

 Fair enough on the look code. part of the problem is the instant you see an
 enemy, it's attacking you even when your above it on the stairs and it's
 below you.

 in a game like super castlevania (which had lots of stairs), you would
 usually just have to wait until the enemy patrolled away from the bottom of
 the stairs so that you could go down and hitt it. This might actually be an
 alternative solution for the side scroller, making enemies patrol back and
 forth and having the enemies only targit you when your on the same level as
 them.

 As I said with jumping, it didn't seem to happen with pits, for instance I
 could get over that first fire pit with either a running jump, or a standing
 jump from right on the ledge provided I held the keys, but it did seem to
 happen on ropes for some reason more often though this might just be 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 Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, 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.You
 will get a feel for jumping onto ledges after a while.

 As to your second point that's an unresolved technical problem between
 side-scrollers and 3d based game play. You can not shoot from a
 staircase, ledge, etc because the look up/down commands page up and
 down only changes the y axis of view and unfortunally in MOTA the z
 axis is up/down. So I'm going have to write a custom look up/down
 function for this game specifically to resolve this problem or rewrite
 the targeting code to do this automatically in a 2d environment.
 Either way it is one of those things I intend to fix sometime between
 now and rc1.

 Cheers!


 On 8/17/11, dark d...@xgam.org wrote:
 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,
 sometimes you fall back to the bottom even when you've climbed as far as
 you
 can upwards. A note, perhaps the indicator saying stone ledge whenb
 your
 in a position to jump off might help, as might an indicator on how far
 you
 have fallen.

 Also, for some reason i can't attack monsters if I'm on a flight of
 stairs.
 After jumping the big gap and climbing downwards, there's a flight of
 steps
 going down and usually an enemy down there.

 whatever weapon I use, I don't seem able to targit at all.

 if there is a key to targit my attacks to a monster below me, I'd like to
 know.

 Other than that, i'm liking thus far, and these two issues might just be
 me
 getting used to the mechanics.

 All the best,

 Dark.
 ---
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If you want

Re: [Audyssey] Mota thoughts

2011-08-17 Thread Thomas Ward
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 only atacked when you were on the same level as them
and they were in attack range of course. So that might be an idea for
future consideration.

Cheers!



On 8/17/11, dark d...@xgam.org wrote:
 Hi Tom.

 Fair enough on the look code. part of the problem is the instant you see an
 enemy, it's attacking you even when your above it on the stairs and it's
 below you.

 in a game like super castlevania (which had lots of stairs), you would
 usually just have to wait until the enemy patrolled away from the bottom of
 the stairs so that you could go down and hitt it. This might actually be an
 alternative solution for the side scroller, making enemies patrol back and
 forth and having the enemies only targit you when your on the same level as
 them.

 As I said with jumping, it didn't seem to happen with pits, for instance I
 could get over that first fire pit with either a running jump, or a standing
 jump from right on the ledge provided I held the keys, but it did seem to
 happen on ropes for some reason more often though this might just be 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.

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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Thomas Ward
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 scottcheswo...@gmail.com wrote:
 Just a tidbit to add to the stairs discussion, it's currently not
 possible to run up/down stairs either. Would be handy if you could get
 that resolved, what with there being so many timed levers in the game.

 Cheers
 Scott

---
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