Re: [Audyssey] MOTA Comments

2010-07-09 Thread Ben
Hi Tom,
There is another strange bug:
Because, obviously mota doesn't have a file menu or other such menu system,
There is a system menu with a close option.  I am, in the first example,
in level 2 around 3 quarters of the way through, and I select one of the
items (one above the pistol) and it closes the game after4 I alt tab back
in.  The second after I alt tabbed is when I was in the main menu, I go to
version information and clicked it, and the game closed!  Any way of
helping?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 06 July 2010 03:45
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Comments

I notice that the bug with the torch sound seems to be back. Last time I 
played I had a torch that I'd lit, then it went out. Then I found another 
torch and relit it immediately. The sound played twice, creating a sort of 
echo effect sort of like on those old getto blaster stereos where you could 
play both tape decks at the same time. Anyway, the torch eventually went out

but there was still a torch sound playing, which continued through the rest 
of level one and on into level two. Then when I exited to the main menu the 
torch sound carried over to there.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, July 05, 2010 8:31 PM
Subject: Re: [Audyssey] MOTA Comments


 Hi Karl,
 Well, if you think about it realisticly you have to have a little
 space to perform any kind of attack. If you have a big weapon like a
 shotgun you have to have enough room between you and the target to
 point the barrel of the shotgun at the enemy. That's why every weapon
 has a minimum and maximum range.
 As for a special sound to indicate you are poisoned what exactly would
 that be? When Angela's health gets low she starts breathing hard, and
 if you hear a harpy claw you your chances are good she poisoned you
 with her claws. That's a well known harpy attack from mythology.

 Smile.


 On 7/5/10, karl belanger karl.belan...@myfairpoint.net wrote:
 One thing I found is that there is currently no way to target the enemy 
 when
 it is on the same location as you. You have to move to one side, but then
 the enemy follows you and it is quite hard to line up a shot.
 Also, it would be very nice to have a sound effect to hear when you are
 poisoned.
 Karl

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Re: [Audyssey] MOTA Comments

2010-07-09 Thread Hayden Presley
Hi Ben,
If you were running a previous BETA, did you uninstall it before installing
BETA 13? I don't know exactly what the problem is but that seems to fix a
couple of problems, one of wich I had where it closed if I hit version
information.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Friday, July 09, 2010 1:14 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] MOTA Comments

Hi Tom,
There is another strange bug:
Because, obviously mota doesn't have a file menu or other such menu system,
There is a system menu with a close option.  I am, in the first example,
in level 2 around 3 quarters of the way through, and I select one of the
items (one above the pistol) and it closes the game after4 I alt tab back
in.  The second after I alt tabbed is when I was in the main menu, I go to
version information and clicked it, and the game closed!  Any way of
helping?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 06 July 2010 03:45
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Comments

I notice that the bug with the torch sound seems to be back. Last time I 
played I had a torch that I'd lit, then it went out. Then I found another 
torch and relit it immediately. The sound played twice, creating a sort of 
echo effect sort of like on those old getto blaster stereos where you could 
play both tape decks at the same time. Anyway, the torch eventually went out

but there was still a torch sound playing, which continued through the rest 
of level one and on into level two. Then when I exited to the main menu the 
torch sound carried over to there.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, July 05, 2010 8:31 PM
Subject: Re: [Audyssey] MOTA Comments


 Hi Karl,
 Well, if you think about it realisticly you have to have a little
 space to perform any kind of attack. If you have a big weapon like a
 shotgun you have to have enough room between you and the target to
 point the barrel of the shotgun at the enemy. That's why every weapon
 has a minimum and maximum range.
 As for a special sound to indicate you are poisoned what exactly would
 that be? When Angela's health gets low she starts breathing hard, and
 if you hear a harpy claw you your chances are good she poisoned you
 with her claws. That's a well known harpy attack from mythology.

 Smile.


 On 7/5/10, karl belanger karl.belan...@myfairpoint.net wrote:
 One thing I found is that there is currently no way to target the enemy 
 when
 it is on the same location as you. You have to move to one side, but then
 the enemy follows you and it is quite hard to line up a shot.
 Also, it would be very nice to have a sound effect to hear when you are
 poisoned.
 Karl

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Re: [Audyssey] MOTA Comments

2010-07-06 Thread Thomas Ward
Hi Shaun,
Like everything else in life I think there is a certain time and place
for everything. Using percentages is fine if we are talking about a
character that is a robot who has power levels, shields, etc that can
be measured in terms of percentages. However, when it comes to an
actual human being we can't just say you have 75^% health as that is
way too specific. We could say your health is good which it is, and be
done with it. That's not too specific, but does get the idea accross
you are not in too bad a shape. That's why I think the mainstream
games have it right with the color coded status bars.



On 7/6/10, shaun everiss shau...@xtra.co.nz wrote:
 I didn't realise things were like that in the mainstream.
 true I knew about the bars but the blind always had the percentage thing.
 well now I think we are getting up there.

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Re: [Audyssey] MOTA Comments

2010-07-06 Thread Hayden Presley
Hi Thomas,
I must agree. It definitely makes more sense to use things like good, fare,
poor, and critical.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 8:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Comments

Hi Shaun,
Like everything else in life I think there is a certain time and place
for everything. Using percentages is fine if we are talking about a
character that is a robot who has power levels, shields, etc that can
be measured in terms of percentages. However, when it comes to an
actual human being we can't just say you have 75^% health as that is
way too specific. We could say your health is good which it is, and be
done with it. That's not too specific, but does get the idea accross
you are not in too bad a shape. That's why I think the mainstream
games have it right with the color coded status bars.



On 7/6/10, shaun everiss shau...@xtra.co.nz wrote:
 I didn't realise things were like that in the mainstream.
 true I knew about the bars but the blind always had the percentage thing.
 well now I think we are getting up there.

---
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Re: [Audyssey] MOTA Comments

2010-07-05 Thread Charles Rivard
Hayden:  Now, I'm sure that you're just trying to get us killed, right?  I 
have stopped moving when the warning of the fire pit is spoken, then taken a 
few steps to my left, then walked, step by slow step to my right just one 
step beyond the warning.  Things get very hot just before the game ends. 
This happens at both pits every time.


---
Shepherds are the best beasts!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, July 05, 2010 8:09 PM
Subject: [Audyssey] MOTA Comments



Hi Thomas,

Wrll, someone's gotta start this one, right? Grin I figured I'll be the
one to do it. So, to start with, I like the changing of keystrokes. I run 
a

lot more than I walk in the tomb, so the right and left arrow used as
running works great. I also like your new centaur sounds, as well as your
harpes. I never did thiknk of ranking your health and strength the way you
did either, neat idea. The one thing I must say negative is that I am holy
confused at times with the fire pits. It sometimes warns you two steps
ahead, sometimes just one. How does that work? Over all, excellent work as
usual, and I can't wait to see your FPS version.



Best Regards,

Hayden



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Re: [Audyssey] MOTA Comments

2010-07-05 Thread Hayden Presley
Hi Charles,
Lol, don't take my advice as to how to do those. Like I said I had no idea
exactly how his system worked. Thanks for the tip.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Monday, July 05, 2010 8:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Comments

Hayden:  Now, I'm sure that you're just trying to get us killed, right?  I 
have stopped moving when the warning of the fire pit is spoken, then taken a

few steps to my left, then walked, step by slow step to my right just one 
step beyond the warning.  Things get very hot just before the game ends. 
This happens at both pits every time.

---
Shepherds are the best beasts!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, July 05, 2010 8:09 PM
Subject: [Audyssey] MOTA Comments


 Hi Thomas,

 Wrll, someone's gotta start this one, right? Grin I figured I'll be the
 one to do it. So, to start with, I like the changing of keystrokes. I run 
 a
 lot more than I walk in the tomb, so the right and left arrow used as
 running works great. I also like your new centaur sounds, as well as your
 harpes. I never did thiknk of ranking your health and strength the way you
 did either, neat idea. The one thing I must say negative is that I am holy
 confused at times with the fire pits. It sometimes warns you two steps
 ahead, sometimes just one. How does that work? Over all, excellent work as
 usual, and I can't wait to see your FPS version.



 Best Regards,

 Hayden



 ---
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 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] MOTA Comments

2010-07-05 Thread karl belanger
One thing I found is that there is currently no way to target the enemy when
it is on the same location as you. You have to move to one side, but then
the enemy follows you and it is quite hard to line up a shot.
Also, it would be very nice to have a sound effect to hear when you are
poisoned.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Monday, July 05, 2010 9:10 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] MOTA Comments

Hi Thomas,

Wrll, someone's gotta start this one, right? Grin I figured I'll be the
one to do it. So, to start with, I like the changing of keystrokes. I run a
lot more than I walk in the tomb, so the right and left arrow used as
running works great. I also like your new centaur sounds, as well as your
harpes. I never did thiknk of ranking your health and strength the way you
did either, neat idea. The one thing I must say negative is that I am holy
confused at times with the fire pits. It sometimes warns you two steps
ahead, sometimes just one. How does that work? Over all, excellent work as
usual, and I can't wait to see your FPS version.

 

Best Regards,

Hayden

 

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Re: [Audyssey] MOTA Comments

2010-07-05 Thread Charles Rivard

slight

s
p
o
i
l
e
r


s
p
a
c
e
.


Actually, it is something for you to figure.  There is a sound to know that 
you have poisoned.  You're getting weaker.  How come?  I think it is 
realistic, as, let's say that a snake bites you but either does, or does 
not, inject poison into you.  The sound would be the same.


---
Shepherds are the best beasts!
- Original Message - 
From: karl belanger karl.belan...@myfairpoint.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, July 05, 2010 8:57 PM
Subject: Re: [Audyssey] MOTA Comments


One thing I found is that there is currently no way to target the enemy 
when

it is on the same location as you. You have to move to one side, but then
the enemy follows you and it is quite hard to line up a shot.
Also, it would be very nice to have a sound effect to hear when you are
poisoned.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Monday, July 05, 2010 9:10 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] MOTA Comments

Hi Thomas,

Wrll, someone's gotta start this one, right? Grin I figured I'll be the
one to do it. So, to start with, I like the changing of keystrokes. I run 
a

lot more than I walk in the tomb, so the right and left arrow used as
running works great. I also like your new centaur sounds, as well as your
harpes. I never did thiknk of ranking your health and strength the way you
did either, neat idea. The one thing I must say negative is that I am holy
confused at times with the fire pits. It sometimes warns you two steps
ahead, sometimes just one. How does that work? Over all, excellent work as
usual, and I can't wait to see your FPS version.



Best Regards,

Hayden



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Re: [Audyssey] MOTA Comments

2010-07-05 Thread Thomas Ward
Hi Hayden,
Yeah, I often run more than I walk so that is one primary reason why I
made the change. Not only that, but it is a feature often found in the
Tomb Raider games themselves. Up arrow runs shift+up arrow walks. This
is totally different than is usually found in most accessible games,
but a good setup in my opinion. I always found it handier to have your
default speed as run and use the direction key with shift to walk
slowly when approaching a trap, ledge, or similar obstruction.
As for trap warnings they are suppose to warn you when you are two
steps away. That gives you a chanse to slow down and react. However,
that doesn't always quite work right every time. However, I'm still
figuring that one out.
Finally, as for how health and strength is reported I wanted to do
something similar to what sighted games do. They often have status
bars on the screen that change colors as your health, strength,
shields, etc  increases/decreases. I think in Halo it is like blue,
green, yellow, and red in decending order. Anyway, rather than use the
color code I came up with a verbal code that did the same thing like
excellent, good, fair, poor, and critical.  That doesn't exactly give
you the exact amount of health, strength, etc but like in mainstream
games gives you an indication your status is failing, improving,
whatever.

Smile.

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Re: [Audyssey] MOTA Comments

2010-07-05 Thread Thomas Ward
Hi Karl,
Well, if you think about it realisticly you have to have a little
space to perform any kind of attack. If you have a big weapon like a
shotgun you have to have enough room between you and the target to
point the barrel of the shotgun at the enemy. That's why every weapon
has a minimum and maximum range.
As for a special sound to indicate you are poisoned what exactly would
that be? When Angela's health gets low she starts breathing hard, and
if you hear a harpy claw you your chances are good she poisoned you
with her claws. That's a well known harpy attack from mythology.

Smile.


On 7/5/10, karl belanger karl.belan...@myfairpoint.net wrote:
 One thing I found is that there is currently no way to target the enemy when
 it is on the same location as you. You have to move to one side, but then
 the enemy follows you and it is quite hard to line up a shot.
 Also, it would be very nice to have a sound effect to hear when you are
 poisoned.
 Karl

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Re: [Audyssey] MOTA Comments

2010-07-05 Thread Bryan Peterson
I notice that the bug with the torch sound seems to be back. Last time I 
played I had a torch that I'd lit, then it went out. Then I found another 
torch and relit it immediately. The sound played twice, creating a sort of 
echo effect sort of like on those old getto blaster stereos where you could 
play both tape decks at the same time. Anyway, the torch eventually went out 
but there was still a torch sound playing, which continued through the rest 
of level one and on into level two. Then when I exited to the main menu the 
torch sound carried over to there.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, July 05, 2010 8:31 PM
Subject: Re: [Audyssey] MOTA Comments



Hi Karl,
Well, if you think about it realisticly you have to have a little
space to perform any kind of attack. If you have a big weapon like a
shotgun you have to have enough room between you and the target to
point the barrel of the shotgun at the enemy. That's why every weapon
has a minimum and maximum range.
As for a special sound to indicate you are poisoned what exactly would
that be? When Angela's health gets low she starts breathing hard, and
if you hear a harpy claw you your chances are good she poisoned you
with her claws. That's a well known harpy attack from mythology.

Smile.


On 7/5/10, karl belanger karl.belan...@myfairpoint.net wrote:
One thing I found is that there is currently no way to target the enemy 
when

it is on the same location as you. You have to move to one side, but then
the enemy follows you and it is quite hard to line up a shot.
Also, it would be very nice to have a sound effect to hear when you are
poisoned.
Karl


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Re: [Audyssey] MOTA Comments

2010-07-05 Thread Thomas Ward
Hi Bryan,
I know. That bug has been driving me crazy. I've experienced it
first-hand, one of my beta testers, and now you. Unfortunately,
despite an extensive search through the code I haven't nailed down the
cause of that particular bug yet. It wasn't serious so I didn't bother
spending days perhaps weeks trying to find it before releasing beta
13. However, it  definitely has been logged and is on my list to fix
as soon as I can.


On 7/5/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 I notice that the bug with the torch sound seems to be back. Last time I
 played I had a torch that I'd lit, then it went out. Then I found another
 torch and relit it immediately. The sound played twice, creating a sort of
 echo effect sort of like on those old getto blaster stereos where you could
 play both tape decks at the same time. Anyway, the torch eventually went out
 but there was still a torch sound playing, which continued through the rest
 of level one and on into level two. Then when I exited to the main menu the
 torch sound carried over to there.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Comments

2010-07-05 Thread shaun everiss

I found myself using view more than warnings a lot.
this time through I may try without the training mode.
I may die but oh well.
At 01:24 p.m. 6/07/2010, you wrote:
Hayden:  Now, I'm sure that you're just trying to get us killed, 
right?  I have stopped moving when the warning of the fire pit is 
spoken, then taken a few steps to my left, then walked, step by slow 
step to my right just one step beyond the warning.  Things get very 
hot just before the game ends. This happens at both pits every time.


---
Shepherds are the best beasts!
- Original Message - From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, July 05, 2010 8:09 PM
Subject: [Audyssey] MOTA Comments



Hi Thomas,

Wrll, someone's gotta start this one, right? Grin I figured I'll be the
one to do it. So, to start with, I like the changing of keystrokes. I run a
lot more than I walk in the tomb, so the right and left arrow used as
running works great. I also like your new centaur sounds, as well as your
harpes. I never did thiknk of ranking your health and strength the way you
did either, neat idea. The one thing I must say negative is that I am holy
confused at times with the fire pits. It sometimes warns you two steps
ahead, sometimes just one. How does that work? Over all, excellent work as
usual, and I can't wait to see your FPS version.



Best Regards,

Hayden



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Re: [Audyssey] MOTA Comments

2010-07-05 Thread shaun everiss

I didn't realise things were like that in the mainstream.
true I knew about the bars but the blind always had the percentage thing.
well now I think we are getting up there.
At 02:24 p.m. 6/07/2010, you wrote:

Hi Hayden,
Yeah, I often run more than I walk so that is one primary reason why I
made the change. Not only that, but it is a feature often found in the
Tomb Raider games themselves. Up arrow runs shift+up arrow walks. This
is totally different than is usually found in most accessible games,
but a good setup in my opinion. I always found it handier to have your
default speed as run and use the direction key with shift to walk
slowly when approaching a trap, ledge, or similar obstruction.
As for trap warnings they are suppose to warn you when you are two
steps away. That gives you a chanse to slow down and react. However,
that doesn't always quite work right every time. However, I'm still
figuring that one out.
Finally, as for how health and strength is reported I wanted to do
something similar to what sighted games do. They often have status
bars on the screen that change colors as your health, strength,
shields, etc  increases/decreases. I think in Halo it is like blue,
green, yellow, and red in decending order. Anyway, rather than use the
color code I came up with a verbal code that did the same thing like
excellent, good, fair, poor, and critical.  That doesn't exactly give
you the exact amount of health, strength, etc but like in mainstream
games gives you an indication your status is failing, improving,
whatever.

Smile.

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