Re: [Audyssey] Run feature in games

2009-12-15 Thread Phil Vlasak

Hi Thomas,
I do think a feature of jumping farther in MOTA with control plus shift plus 
right arrow would be an interesting way to get over longer chasms or fires.
Realistically running or jumping should cause more creatures to show up as 
you are making more noise then just walking.
But jus like swinging your sword or dagger maybe running should reduce your 
strength.

The advantage is that a torch will last more rooms if you run through them.
But in reality, walking should show you more objects than when running as 
you have more time to examine everything.

smiles,
Phil


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Re: [Audyssey] Run feature in games

2009-12-15 Thread Charles Rivard
It makes more sense to me to have a keystroke to move faster than to slow 
down.  It takes more, not less, energy to move faster.  Therefore, it should 
take more, rather than less, keystrokes to do the same thing.  And for a 
beginning gamer, this would also be better, as they would not have to use an 
extra keystroke to walk normally, which doesn't make sense, anyway.
---
In God we trust!
- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 14, 2009 9:39 PM
Subject: Re: [Audyssey] Run feature in games


That's true damien,  but that's what a walk slowly key would be for.

Beware the grue!

Dark.
- Original Message - 
From: Damien C. Sadler dam...@x-sight-interactive.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 15, 2009 7:03 AM
Subject: Re: [Audyssey] Run feature in games


 Hi Dark,
 The problem lies when you are playing the game for the first time and you
 don't know what is around you, you are bound to walk slowly, as you do in
 life.
 Regards,
 Damien.




 - Original Message - 
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, December 15, 2009 3:41 AM
 Subject: Re: [Audyssey] Run feature in games


 Hi Tom.

 What you mention the tomb rader series using sounds a lot like the system
 prince of persia pioneered in 1991, which similarly featured innumerable
 spike traps throughout the game which you had to get around,  as well
 as the necessity to sneak to the edge of ledges in order to climb down
 from them.

 As I said, if longer running jumps or dash attacks were introduced (even
 original mario brothers had long running jumps, --- -allbeit with a
 penalty of stopping distance), I could certainly see the point of a run
 mode, but it just seems that in games like Q9 and superliam,  and
 mota as it stands now, it doesn't serve too much purpose other than
 getting you through the levels faster,  which you should probably be
 doing by default anyway.

 Beware the grue!

 Dark.

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Re: [Audyssey] Run feature in games

2009-12-15 Thread Thomas Ward

Hi Damien,
That's true, but the  feature is still available. It is jus that they 
have to use say shift+arrow to walk instead of pressing the arrow key by 
itself.


Damien C. Sadler wrote:

Hi Dark,
The problem lies when you are playing the game for the first time and 
you don't know what is around you, you are bound to walk slowly, as 
you do in life.

Regards,
Damien.



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Re: [Audyssey] Run feature in games

2009-12-15 Thread Thomas Ward

Hi Phil,
Yeah, but I've already reserved the control+shift+arrow commands for 
crawl left and crawl right. So I'm sort of running out of keyboard commands.
However, since I'm rewriting the engine in C++ and will likely use SDL 
for the input core I should be able to use the alt key as well. Then I 
can move jump to alt freeing up control for something else.


HTH


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Re: [Audyssey] Run feature in games

2009-12-15 Thread dark
Hi tom. Ctrl alt and arrows to make a long running jump would be a good 
thing I think,  and no fewer controls than in a lot of mainstrea 
platformers,  even the original mario brothers required such.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 15, 2009 5:52 PM
Subject: Re: [Audyssey] Run feature in games



Hi Phil,
Yeah, but I've already reserved the control+shift+arrow commands for crawl 
left and crawl right. So I'm sort of running out of keyboard commands.
However, since I'm rewriting the engine in C++ and will likely use SDL for 
the input core I should be able to use the alt key as well. Then I can 
move jump to alt freeing up control for something else.


HTH


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Re: [Audyssey] Run feature in games

2009-12-15 Thread Thomas Ward

Hi Charles,
Well, my experience with mainstream games has gotten me use to the idea 
of using a keyboard combo to walk and an arrow key to run. As I 
mentioned before in Tomb Raider the shift+arrow commands come in handy 
when dodging certain traps, but if it is a large room you will want to 
run. Especially, if you have a big ugly enemy after you. Grin
Plus since I run everywhere in MOTA anyway it makes more sense to me to 
make that the keyboard default. It requires les work holding down two 
keys when all I have to hold is one.  Freeing my left hand up for 
something else like the fire control.


Charles Rivard wrote:
It makes more sense to me to have a keystroke to move faster than to slow 
down.  It takes more, not less, energy to move faster.  Therefore, it should 
take more, rather than less, keystrokes to do the same thing.  And for a 
beginning gamer, this would also be better, as they would not have to use an 
extra keystroke to walk normally, which doesn't make sense, anyway.

---
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Charles Rivard
I would prefer a walk as the normal pace.  If I want to run, I would speed 
it up myself, rather than have to slow down from what is set as the normal 
pace.  This seems more natural to me, because that's how we move in life.
---
In God we trust!
- Original Message - 
From: dark d...@xgam.org
To: Gamers@audyssey.org
Sent: Monday, December 14, 2009 4:27 PM
Subject: [Audyssey] Run feature in games


Hi.

This is just something which occurred to me as I was out clubbing this 
evening, --- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond the 
obvious moving faster, so, you could run and then jump to get a longer jump, 
or use the run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward 
slightly faster. While 3D games like shades or gma tank commander make this 
very useful, in side scrollers like Q9, superliam and Mota, I actually find 
myself playing with the run button perminantly held down,  which seems 
rather odd to say the least.

If  future side scrollers are going to have run features, instead of just 
making it a faster walk and effectively having the gamer hold buttons 
down,  how about borrowing one feature from prince of persia, that of 
sneak step.

In prince, you ran perminantly, but by holding down a button you could tap 
to get single steps,  very useful for getting close to the edge of a pit 
or lining up a jump.

Of course, it might just be me,  but I would suggest unless developers 
are going to put in extra features such as running jumps or running 
attacks,  maybe a sneak step held button to slow down would be more 
helpful than a run button to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run 
through 3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Matheus
hmmm.. speaking of the ability to run, what about adding a feature so
when Q9 is running for a short period of time, make it so he starts to
stay tired, breath,and start running a little slow. this whould add a
lot of realism to the game, and it will force you to walk
and not run through every level of the game.


-Mensagem original-
De: dark d...@xgam.org
Para: Gamers@audyssey.org
Data: Terça, 15 de Dezembro de 2009 02:27
Assunto: [Audyssey] Run feature in games

Hi.

This is just something which occurred to me as I was out clubbing this evening, 
--- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond the 
obvious moving faster, so, you could run and then jump to get a longer jump, or 
use the 
run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward slightly 
faster. While 3D games like shades or gma tank commander make this very useful, 
in 
side scrollers like Q9, superliam and Mota, I actually find myself playing with 
the run button perminantly held down,  which seems rather odd to say the 
least.

If  future side scrollers are going to have run features, instead of just 
making it a faster walk and effectively having the gamer hold buttons down, 
 how about 
borrowing one feature from prince of persia, that of sneak step.

In prince, you ran perminantly, but by holding down a button you could tap to 
get single steps,  very useful for getting close to the edge of a pit or 
lining 
up a jump.

Of course, it might just be me,  but I would suggest unless developers are 
going to put in extra features such as running jumps or running attacks,  
maybe 
a sneak step held button to slow down would be more helpful than a run button 
to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run through 
3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Hayden Presley
Personally, I like that idea. Problem is, people who aren't used to a level
in, say, MOTA would have to constantly tap the key.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, December 15, 2009 12:34 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Run feature in games

I would prefer a walk as the normal pace.  If I want to run, I would speed 
it up myself, rather than have to slow down from what is set as the normal 
pace.  This seems more natural to me, because that's how we move in life.
---
In God we trust!
- Original Message - 
From: dark d...@xgam.org
To: Gamers@audyssey.org
Sent: Monday, December 14, 2009 4:27 PM
Subject: [Audyssey] Run feature in games


Hi.

This is just something which occurred to me as I was out clubbing this 
evening, --- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond the 
obvious moving faster, so, you could run and then jump to get a longer jump,

or use the run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward 
slightly faster. While 3D games like shades or gma tank commander make this 
very useful, in side scrollers like Q9, superliam and Mota, I actually find 
myself playing with the run button perminantly held down,  which seems 
rather odd to say the least.

If  future side scrollers are going to have run features, instead of just 
making it a faster walk and effectively having the gamer hold buttons 
down,  how about borrowing one feature from prince of persia, that of 
sneak step.

In prince, you ran perminantly, but by holding down a button you could tap 
to get single steps,  very useful for getting close to the edge of a pit

or lining up a jump.

Of course, it might just be me,  but I would suggest unless developers 
are going to put in extra features such as running jumps or running 
attacks,  maybe a sneak step held button to slow down would be more 
helpful than a run button to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run 
through 3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Hayden Presley
Why would you want to walk through a level? Forgive me for saying so but I
don't see how that is pratical at all.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus
Sent: Monday, December 14, 2009 9:38 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Run feature in games

hmmm.. speaking of the ability to run, what about adding a feature so
when Q9 is running for a short period of time, make it so he starts to
stay tired, breath,and start running a little slow. this whould add a
lot of realism to the game, and it will force you to walk
and not run through every level of the game.


-Mensagem original-
De: dark d...@xgam.org
Para: Gamers@audyssey.org
Data: Terça, 15 de Dezembro de 2009 02:27
Assunto: [Audyssey] Run feature in games

Hi.

This is just something which occurred to me as I was out clubbing this
evening, --- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond the
obvious moving faster, so, you could run and then jump to get a longer jump,
or use the 
run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward
slightly faster. While 3D games like shades or gma tank commander make this
very useful, in 
side scrollers like Q9, superliam and Mota, I actually find myself playing
with the run button perminantly held down,  which seems rather odd to
say the least.

If  future side scrollers are going to have run features, instead of just
making it a faster walk and effectively having the gamer hold buttons down,
 how about 
borrowing one feature from prince of persia, that of sneak step.

In prince, you ran perminantly, but by holding down a button you could tap
to get single steps,  very useful for getting close to the edge of a pit
or lining 
up a jump.

Of course, it might just be me,  but I would suggest unless developers
are going to put in extra features such as running jumps or running attacks,
 maybe 
a sneak step held button to slow down would be more helpful than a run
button to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run
through 3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
---
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Bryan Peterson
Because if you run you often find yourself with more enemies after you than 
you can handle. This is particularly noticeable in the Death World.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, December 14, 2009 7:39 PM
Subject: Re: [Audyssey] Run feature in games


Why would you want to walk through a level? Forgive me for saying so but I
don't see how that is pratical at all.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus
Sent: Monday, December 14, 2009 9:38 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Run feature in games

hmmm.. speaking of the ability to run, what about adding a feature so
when Q9 is running for a short period of time, make it so he starts to
stay tired, breath,and start running a little slow. this whould add a
lot of realism to the game, and it will force you to walk
and not run through every level of the game.


-Mensagem original-
De: dark d...@xgam.org
Para: Gamers@audyssey.org
Data: Terça, 15 de Dezembro de 2009 02:27
Assunto: [Audyssey] Run feature in games

Hi.

This is just something which occurred to me as I was out clubbing this
evening, --- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond the
obvious moving faster, so, you could run and then jump to get a longer jump,
or use the
run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward
slightly faster. While 3D games like shades or gma tank commander make this
very useful, in
side scrollers like Q9, superliam and Mota, I actually find myself playing
with the run button perminantly held down,  which seems rather odd to
say the least.

If  future side scrollers are going to have run features, instead of just
making it a faster walk and effectively having the gamer hold buttons down,
 how about
borrowing one feature from prince of persia, that of sneak step.

In prince, you ran perminantly, but by holding down a button you could tap
to get single steps,  very useful for getting close to the edge of a pit
or lining
up a jump.

Of course, it might just be me,  but I would suggest unless developers
are going to put in extra features such as running jumps or running attacks,
 maybe
a sneak step held button to slow down would be more helpful than a run
button to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run
through 3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Hayden Presley
Then the simple answer is, walk! grin

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, December 14, 2009 8:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Run feature in games

Because if you run you often find yourself with more enemies after you than 
you can handle. This is particularly noticeable in the Death World.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, December 14, 2009 7:39 PM
Subject: Re: [Audyssey] Run feature in games


Why would you want to walk through a level? Forgive me for saying so but I
don't see how that is pratical at all.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus
Sent: Monday, December 14, 2009 9:38 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Run feature in games

hmmm.. speaking of the ability to run, what about adding a feature so
when Q9 is running for a short period of time, make it so he starts to
stay tired, breath,and start running a little slow. this whould add a
lot of realism to the game, and it will force you to walk
and not run through every level of the game.


-Mensagem original-
De: dark d...@xgam.org
Para: Gamers@audyssey.org
Data: Terça, 15 de Dezembro de 2009 02:27
Assunto: [Audyssey] Run feature in games

Hi.

This is just something which occurred to me as I was out clubbing this
evening, --- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond the
obvious moving faster, so, you could run and then jump to get a longer jump,
or use the
run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward
slightly faster. While 3D games like shades or gma tank commander make this
very useful, in
side scrollers like Q9, superliam and Mota, I actually find myself playing
with the run button perminantly held down,  which seems rather odd to
say the least.

If  future side scrollers are going to have run features, instead of just
making it a faster walk and effectively having the gamer hold buttons down,
 how about
borrowing one feature from prince of persia, that of sneak step.

In prince, you ran perminantly, but by holding down a button you could tap
to get single steps,  very useful for getting close to the edge of a pit
or lining
up a jump.

Of course, it might just be me,  but I would suggest unless developers
are going to put in extra features such as running jumps or running attacks,
 maybe
a sneak step held button to slow down would be more helpful than a run
button to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run
through 3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Bryan Peterson

Well you did ask.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, December 14, 2009 7:58 PM
Subject: Re: [Audyssey] Run feature in games


Then the simple answer is, walk! grin

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Monday, December 14, 2009 8:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Run feature in games

Because if you run you often find yourself with more enemies after you than
you can handle. This is particularly noticeable in the Death World.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, December 14, 2009 7:39 PM
Subject: Re: [Audyssey] Run feature in games


Why would you want to walk through a level? Forgive me for saying so but I
don't see how that is pratical at all.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus
Sent: Monday, December 14, 2009 9:38 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Run feature in games

hmmm.. speaking of the ability to run, what about adding a feature so
when Q9 is running for a short period of time, make it so he starts to
stay tired, breath,and start running a little slow. this whould add a
lot of realism to the game, and it will force you to walk
and not run through every level of the game.


-Mensagem original-
De: dark d...@xgam.org
Para: Gamers@audyssey.org
Data: Terça, 15 de Dezembro de 2009 02:27
Assunto: [Audyssey] Run feature in games

Hi.

This is just something which occurred to me as I was out clubbing this
evening, --- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond the
obvious moving faster, so, you could run and then jump to get a longer jump,
or use the
run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward
slightly faster. While 3D games like shades or gma tank commander make this
very useful, in
side scrollers like Q9, superliam and Mota, I actually find myself playing
with the run button perminantly held down,  which seems rather odd to
say the least.

If  future side scrollers are going to have run features, instead of just
making it a faster walk and effectively having the gamer hold buttons down,
 how about
borrowing one feature from prince of persia, that of sneak step.

In prince, you ran perminantly, but by holding down a button you could tap
to get single steps,  very useful for getting close to the edge of a pit
or lining
up a jump.

Of course, it might just be me,  but I would suggest unless developers
are going to put in extra features such as running jumps or running attacks,
 maybe
a sneak step held button to slow down would be more helpful than a run
button to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run
through 3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Thomas Ward

Hi Dark,
That's actually something i've been thinking of for a long time. 
Although, I wasn't too sure how people would feel about me making run 
the default in Mysteries of the Ancients. Although, it seams more people 
do use the run command more than the walk command.
A number of mainstream games I play have run as the default movement 
command. In most of the Tomb Raider games they have it set up so if you 
push up arrow by itself Lara Croft will break out into a run which is 
good for fast movement away from enemies, or just to get around the 
level faster. However, to get her to walk slowly up towards a ledge, 
sneek up on an enemy, you would press the shift key with up arrow and 
she'll move slow so she can avoid certain traps, navigate ledges, and 
other dangerous situations. All and all it is a rather nice feature, and 
in those games walking or running is more a part of a strategy rather 
than an option.
Case in point. In Tomb Raider Last Revelation there is a room full of 
spikes. You can't run through them, obviously, and you can't jump over 
them. However, do to the fact they are spread apart if you put Lara in 
walk mode she will slowly step over and around them until she makes it 
safely to the other side of the room where she'll find, wonder of 
wonders, a lever to lower the spikes. This is a matter of using the 
right movement command for the situation rather than simply choosing to 
move faster or slower through the game levels. There is a reason for 
doing both in the game.
When you mentioned a sneek mode you reminded me of Tomb Raider Angel of 
Darkness where this feature comes quite in handy. There is this one part 
on the first level where Lara is walking along a ledge, outside this 
apartment, when there is this guard standing outside, well, guarding the 
place. You can have Lara sneek slowly up on him, and knock him out 
before he even knows what hit him. In later levels it becomes harder to 
do that sort of thing, but there are plenty of cases where it comes down 
right necessary to sneek around crooks, cops, and anyone else you don't 
want to spot or hear Lara as she tries to recover the paintings and 
clear her name.
I'll be watching this thread to see how many people agree with you. I 
certainly agree, this is something I'd like to do, and we will see.


Smile



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Re: [Audyssey] Run feature in games

2009-12-14 Thread Thomas Ward

Hi Hayden,
As I said in my prier post, in mainstream games there are definite times 
where a walk feature comes in handy. I often use the Tomb Raider games 
as my examples, because they are one of the few mainstream games I still 
play most of the time. In those games there are certain traps that can't 
be avoided unless you walk. If you run everywhere you are going to trip 
one of those traps and, well, game over.


Grin


Hayden Presley wrote:

Why would you want to walk through a level? Forgive me for saying so but I
don't see how that is pratical at all.
Best Regards,
Hayden
  



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Re: [Audyssey] Run feature in games

2009-12-14 Thread dark

Hi Charles.

I admit I was thinking more of game mechanics here than realism. It just 
seems in game like Q9 running serves litle purpose accept making you move 
faster, --- there are no dashing attacks, or running jumps,  so why hold 
a button down whe you don't have to?


I do take the point though.

Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 15, 2009 6:34 AM
Subject: Re: [Audyssey] Run feature in games



I would prefer a walk as the normal pace.  If I want to run, I would speed
it up myself, rather than have to slow down from what is set as the normal
pace.  This seems more natural to me, because that's how we move in life.
---
In God we trust!
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, December 14, 2009 4:27 PM
Subject: [Audyssey] Run feature in games


Hi.

This is just something which occurred to me as I was out clubbing this
evening, --- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond 
the
obvious moving faster, so, you could run and then jump to get a longer 
jump,

or use the run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward
slightly faster. While 3D games like shades or gma tank commander make 
this
very useful, in side scrollers like Q9, superliam and Mota, I actually 
find

myself playing with the run button perminantly held down,  which seems
rather odd to say the least.

If  future side scrollers are going to have run features, instead of just
making it a faster walk and effectively having the gamer hold buttons
down,  how about borrowing one feature from prince of persia, that of
sneak step.

In prince, you ran perminantly, but by holding down a button you could tap
to get single steps,  very useful for getting close to the edge of a 
pit

or lining up a jump.

Of course, it might just be me,  but I would suggest unless developers
are going to put in extra features such as running jumps or running
attacks,  maybe a sneak step held button to slow down would be more
helpful than a run button to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run
through 3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread dark
Personally matheus, being forced to slow down like that and do most of the 
game at normal pace would get on my whick rather a lot.


If this was added, I would suggest giving some advantage to running,   
such as longer jumps or a club hit to compensate for the slower pace the 
rest of the time,  and make running have a bit more point in the game.


Beware the grue!

Dark.
- Original Message - 
From: Matheus an...@bol.com.br

To: gamers@audyssey.org
Sent: Tuesday, December 15, 2009 3:37 AM
Subject: Re: [Audyssey] Run feature in games


hmmm.. speaking of the ability to run, what about adding a feature so
when Q9 is running for a short period of time, make it so he starts to
stay tired, breath,and start running a little slow. this whould add a
lot of realism to the game, and it will force you to walk
and not run through every level of the game.


-Mensagem original-
De: dark d...@xgam.org
Para: Gamers@audyssey.org
Data: Terça, 15 de Dezembro de 2009 02:27
Assunto: [Audyssey] Run feature in games

Hi.

This is just something which occurred to me as I was out clubbing this 
evening, --- ie, abusing various creatures with Q9's big nasty club!


in games, running often served incredibly distinct purposes just beyond the 
obvious moving faster, so, you could run and then jump to get a longer jump, 
or use the

run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward 
slightly faster. While 3D games like shades or gma tank commander make this 
very useful, in
side scrollers like Q9, superliam and Mota, I actually find myself playing 
with the run button perminantly held down,  which seems rather odd to 
say the least.


If  future side scrollers are going to have run features, instead of just 
making it a faster walk and effectively having the gamer hold buttons 
down,  how about

borrowing one feature from prince of persia, that of sneak step.

In prince, you ran perminantly, but by holding down a button you could tap 
to get single steps,  very useful for getting close to the edge of a pit 
or lining

up a jump.

Of course, it might just be me,  but I would suggest unless developers 
are going to put in extra features such as running jumps or running 
attacks,  maybe
a sneak step held button to slow down would be more helpful than a run 
button to speed up,  at least in side scrollers.


Then again, this might just be me,  I admit I certainly don't! run 
through 3D games like shades in the same way.


What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread dark

To be honest Bryan, i haven't noticed this at all.

I just run a bit, kill whatever is around me, then run a bit more,  just 
as I do in superliam or mota. It doesn't increase enemy frequency from what 
I've seen.


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 15, 2009 2:42 AM
Subject: Re: [Audyssey] Run feature in games


Because if you run you often find yourself with more enemies after you than
you can handle. This is particularly noticeable in the Death World.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, December 14, 2009 7:39 PM
Subject: Re: [Audyssey] Run feature in games


Why would you want to walk through a level? Forgive me for saying so but I
don't see how that is pratical at all.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus
Sent: Monday, December 14, 2009 9:38 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Run feature in games

hmmm.. speaking of the ability to run, what about adding a feature so
when Q9 is running for a short period of time, make it so he starts to
stay tired, breath,and start running a little slow. this whould add a
lot of realism to the game, and it will force you to walk
and not run through every level of the game.


-Mensagem original-
De: dark d...@xgam.org
Para: Gamers@audyssey.org
Data: Terça, 15 de Dezembro de 2009 02:27
Assunto: [Audyssey] Run feature in games

Hi.

This is just something which occurred to me as I was out clubbing this
evening, --- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond the
obvious moving faster, so, you could run and then jump to get a longer jump,
or use the
run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward
slightly faster. While 3D games like shades or gma tank commander make this
very useful, in
side scrollers like Q9, superliam and Mota, I actually find myself playing
with the run button perminantly held down,  which seems rather odd to
say the least.

If  future side scrollers are going to have run features, instead of just
making it a faster walk and effectively having the gamer hold buttons down,
 how about
borrowing one feature from prince of persia, that of sneak step.

In prince, you ran perminantly, but by holding down a button you could tap
to get single steps,  very useful for getting close to the edge of a pit
or lining
up a jump.

Of course, it might just be me,  but I would suggest unless developers
are going to put in extra features such as running jumps or running attacks,
 maybe
a sneak step held button to slow down would be more helpful than a run
button to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run
through 3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread dark

Hi Tom.

What you mention the tomb rader series using sounds a lot like the system 
prince of persia pioneered in 1991, which similarly featured innumerable 
spike traps throughout the game which you had to get around,  as well as 
the necessity to sneak to the edge of ledges in order to climb down from 
them.


As I said, if longer running jumps or dash attacks were introduced (even 
original mario brothers had long running jumps, --- -allbeit with a penalty 
of stopping distance), I could certainly see the point of a run mode, but it 
just seems that in games like Q9 and superliam,  and mota as it stands 
now, it doesn't serve too much purpose other than getting you through the 
levels faster,  which you should probably be doing by default anyway.


Beware the grue!

Dark. 



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Re: [Audyssey] Run feature in games

2009-12-14 Thread Bryan Peterson
I played around with it a lot, and if you run long enough it does seem to 
work that way.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 14, 2009 8:33 PM
Subject: Re: [Audyssey] Run feature in games


To be honest Bryan, i haven't noticed this at all.

I just run a bit, kill whatever is around me, then run a bit more,  just
as I do in superliam or mota. It doesn't increase enemy frequency from what
I've seen.

Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 15, 2009 2:42 AM
Subject: Re: [Audyssey] Run feature in games


Because if you run you often find yourself with more enemies after you than
you can handle. This is particularly noticeable in the Death World.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, December 14, 2009 7:39 PM
Subject: Re: [Audyssey] Run feature in games


Why would you want to walk through a level? Forgive me for saying so but I
don't see how that is pratical at all.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus
Sent: Monday, December 14, 2009 9:38 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Run feature in games

hmmm.. speaking of the ability to run, what about adding a feature so
when Q9 is running for a short period of time, make it so he starts to
stay tired, breath,and start running a little slow. this whould add a
lot of realism to the game, and it will force you to walk
and not run through every level of the game.


-Mensagem original-
De: dark d...@xgam.org
Para: Gamers@audyssey.org
Data: Terça, 15 de Dezembro de 2009 02:27
Assunto: [Audyssey] Run feature in games

Hi.

This is just something which occurred to me as I was out clubbing this
evening, --- ie, abusing various creatures with Q9's big nasty club!

in games, running often served incredibly distinct purposes just beyond the
obvious moving faster, so, you could run and then jump to get a longer jump,
or use the
run move to perform dashing attacks.

In many audio games i've seen though, running only moves you forward
slightly faster. While 3D games like shades or gma tank commander make this
very useful, in
side scrollers like Q9, superliam and Mota, I actually find myself playing
with the run button perminantly held down,  which seems rather odd to
say the least.

If  future side scrollers are going to have run features, instead of just
making it a faster walk and effectively having the gamer hold buttons down,
 how about
borrowing one feature from prince of persia, that of sneak step.

In prince, you ran perminantly, but by holding down a button you could tap
to get single steps,  very useful for getting close to the edge of a pit
or lining
up a jump.

Of course, it might just be me,  but I would suggest unless developers
are going to put in extra features such as running jumps or running attacks,
 maybe
a sneak step held button to slow down would be more helpful than a run
button to speed up,  at least in side scrollers.

Then again, this might just be me,  I admit I certainly don't! run
through 3D games like shades in the same way.

What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Phil Vlasak

Hi Dark,
I thought the same thing, why not switch the hot keys and in MOTA have right 
or left arrow the running speed and shift right and left arrow the walking 
speed.
In my Sarah game up arrow starts you running automatically until you get 
close to a barrier.

If you want to walk you must use control up arrow.
Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Monday, December 14, 2009 9:27 PM
Subject: [Audyssey] Run feature in games



Hi.

This is just something which occurred to me as I was out clubbing this 
evening, --- ie, abusing various creatures with Q9's big nasty club!


in games, running often served incredibly distinct purposes just beyond 
the obvious moving faster, so, you could run and then jump to get a longer 
jump, or use the run move to perform dashing attacks.


In many audio games i've seen though, running only moves you forward 
slightly faster. While 3D games like shades or gma tank commander make 
this very useful, in side scrollers like Q9, superliam and Mota, I 
actually find myself playing with the run button perminantly held 
down,  which seems rather odd to say the least.


If  future side scrollers are going to have run features, instead of just 
making it a faster walk and effectively having the gamer hold buttons 
down,  how about borrowing one feature from prince of persia, that of 
sneak step.


In prince, you ran perminantly, but by holding down a button you could tap 
to get single steps,  very useful for getting close to the edge of a 
pit or lining up a jump.


Of course, it might just be me,  but I would suggest unless developers 
are going to put in extra features such as running jumps or running 
attacks,  maybe a sneak step held button to slow down would be more 
helpful than a run button to speed up,  at least in side scrollers.


Then again, this might just be me,  I admit I certainly don't! run 
through 3D games like shades in the same way.


What do people think?



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Re: [Audyssey] Run feature in games

2009-12-14 Thread Damien C. Sadler

Hi Dark,
I don't know. I feel like I can control my character more if I can hold down 
a key or combination of them to perform certain moves.

Regards,
Damien.




- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Tuesday, December 15, 2009 2:27 AM
Subject: [Audyssey] Run feature in games



Hi.

This is just something which occurred to me as I was out clubbing this 
evening, --- ie, abusing various creatures with Q9's big nasty club!


in games, running often served incredibly distinct purposes just beyond 
the obvious moving faster, so, you could run and then jump to get a longer 
jump, or use the run move to perform dashing attacks.


In many audio games i've seen though, running only moves you forward 
slightly faster. While 3D games like shades or gma tank commander make 
this very useful, in side scrollers like Q9, superliam and Mota, I 
actually find myself playing with the run button perminantly held 
down,  which seems rather odd to say the least.


If  future side scrollers are going to have run features, instead of just 
making it a faster walk and effectively having the gamer hold buttons 
down,  how about borrowing one feature from prince of persia, that of 
sneak step.


In prince, you ran perminantly, but by holding down a button you could tap 
to get single steps,  very useful for getting close to the edge of a 
pit or lining up a jump.


Of course, it might just be me,  but I would suggest unless developers 
are going to put in extra features such as running jumps or running 
attacks,  maybe a sneak step held button to slow down would be more 
helpful than a run button to speed up,  at least in side scrollers.


Then again, this might just be me,  I admit I certainly don't! run 
through 3D games like shades in the same way.


What do people think?

Beware the grue!

Dark.
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Re: [Audyssey] Run feature in games

2009-12-14 Thread Damien C. Sadler

Hi Dark,
The problem lies when you are playing the game for the first time and you 
don't know what is around you, you are bound to walk slowly, as you do in 
life.

Regards,
Damien.




- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 15, 2009 3:41 AM
Subject: Re: [Audyssey] Run feature in games



Hi Tom.

What you mention the tomb rader series using sounds a lot like the system 
prince of persia pioneered in 1991, which similarly featured innumerable 
spike traps throughout the game which you had to get around,  as well 
as the necessity to sneak to the edge of ledges in order to climb down 
from them.


As I said, if longer running jumps or dash attacks were introduced (even 
original mario brothers had long running jumps, --- -allbeit with a 
penalty of stopping distance), I could certainly see the point of a run 
mode, but it just seems that in games like Q9 and superliam,  and mota 
as it stands now, it doesn't serve too much purpose other than getting you 
through the levels faster,  which you should probably be doing by 
default anyway.


Beware the grue!

Dark.

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Re: [Audyssey] Run feature in games

2009-12-14 Thread dark

That's true damien,  but that's what a walk slowly key would be for.

Beware the grue!

Dark.
- Original Message - 
From: Damien C. Sadler dam...@x-sight-interactive.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 15, 2009 7:03 AM
Subject: Re: [Audyssey] Run feature in games



Hi Dark,
The problem lies when you are playing the game for the first time and you 
don't know what is around you, you are bound to walk slowly, as you do in 
life.

Regards,
Damien.




- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 15, 2009 3:41 AM
Subject: Re: [Audyssey] Run feature in games



Hi Tom.

What you mention the tomb rader series using sounds a lot like the system 
prince of persia pioneered in 1991, which similarly featured innumerable 
spike traps throughout the game which you had to get around,  as well 
as the necessity to sneak to the edge of ledges in order to climb down 
from them.


As I said, if longer running jumps or dash attacks were introduced (even 
original mario brothers had long running jumps, --- -allbeit with a 
penalty of stopping distance), I could certainly see the point of a run 
mode, but it just seems that in games like Q9 and superliam,  and 
mota as it stands now, it doesn't serve too much purpose other than 
getting you through the levels faster,  which you should probably be 
doing by default anyway.


Beware the grue!

Dark.

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