Hmmm, I see.

I had been thinking of the building blocks like "world" and "item" and 
"Player" to refer to basically the same thing they would mean in a game, 
hence my questions, but I see clearly their meaning is a lot more flexable, 
and i'm already having thoughts as to how to create specific game events.

I do have several more questions, but Perhaps to cut down the number of 
irritating people like me with long lists of questions, it might help if 
there was a tutorial or written examples of how to create various game 
effects?

the user's manual is a great reference but while I can very much see how 
various objects sgo together, others are less clear to me.

I know there will be the example games, but it would very much help if there 
was also a brief description of how each example game was created.

sorry for the insistance and the long and annoying posts of questions.

Beware the Grue!

Dark.
----- Original Message ----- 
From: "AudioGames.net" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, December 06, 2006 1:39 AM
Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


> Hi,
>
> *quote*
> I've been reading the audio game maker documentation and am extremely
> impressed
> *quote end*
>
> Thanks ;)
>
> *quote*
>> First, is there a way to create a useable inventory of items which a
>> player
>> could switch betwene? these could be different weapons and armour to
>> equip,
>> different spells with different hit radius and amo requirements aka magic
>> points, keys, or healing potions or other replenishment items. If I
>> haven't
>> miss understood some of the item properties, it also appears you could 
>> use
>> an inventory function in a vehicle based game to equip different parts to
>> your vehicle to increase it's speed handling or offencive capabilities.
> *quote end*
>
> Yes, items mostly contain properties related to weaponry/healing. So you 
> can
> use it to create a magic sword, healing potions, key to open a certain 
> door.
> But, items can also change certain properties of the avatar (whether this 
> is
> the speed of a walking character or a massive tank). Please see:
>
> http://www.audiogamemaker.com/manual/item/item_properties.html (item
> properties)
> http://www.audiogamemaker.com/manual/item/item_reactions.html (item
> reactions)
>
> *quote*
>> also, is it possible to set enemy resistance to particular items? such as
>> certain creatures needing to be attacked by a specific item in order to 
>> be
>> defeated?
>
>> second, is there a way of creating player items that would allow attacks
>> at
>> a specific rate, ega chargeable sword swing which would do more damage?
> *quote end*
>
> Mmm.... let me think about that. I guess that this functionality 
> (resistance
> against some but not all items) is not in Audio Game Maker. But I guess 
> that
> with a work around, you might be able to create more or less the same
> functionality.
>
> An option is to maybe use a timer to always gradually increases the
> opponents health to a certain maximum. Then give the player several 
> weapons
> that do little damage, and give him one weapon that does do a lot of 
> damage,
> meaning that this weapon must be used for this particular monster. And 
> after
> the player succeeds, remove the weapon to avoid that the player uses this
> against other enemies.
> Another option might be, that when a player makes an attack with a certain
> weapon, you might be able to connect it to a trigger, which in turn adds
> more damage to the opponent. This just from the top of my head... I'm not
> saying it is possible, I'm saying it might be possible with a work around.
>
> Many things will be possible with Audio Game Maker, but you need to be 
> able
> to think of creative solutions ;)
>
>
> *quote*
>> I think these are the only two things i can see that would be needed to
>> create an action/rpg game akin to Zelda or secret of Mana, (I'm truly
>> impressed by the "ally" status option),  sinse everything else that I can
>> think of is most deffinately there!
> *quote end*
>
> I can see where this particular functionality might be important. I'll
> discuss it with the programmer and maybe there's a way we can still
> implement this directly. Otherwise we'll put it on the wish list. Thanks 
> for
> the suggestion...
>
> *quote*
>> i was also wondering if there was any function in the game to create
>> menues
>> at specifictimes and locations. These could be used for all sorts of
>> things,
>> from choosing the world (useful in a vehicle based game for selecting
>> paths
>> or race courses), to choosing what you say to another charactor in an
>> action
>> or rpg game, with associated sound files (and maybe recieving different
>> items as well), attached to each choice, it might also be possible to use
>> a
>> menue system to create turn based combat, by having menue choices 
>> attached
>> to reduction in various charactors or opponent's stats, use of items etc
>> (though obviously this would be more complicated to impliment.
> *quote end*
>
> Yes, you can (but again, this is simply just one way). There is not a Menu
> Building Block so you need to build something yourself. Each menu could
> perhaps be a world consisting of a ?x1 grid. Each cell would contain a 
> sound
> source that can only be heard when the avatar collides with the sound 
> source
> by moving from cell to cell. Then you can attach a portal to it to create
> some sort of interaction, so that when the player hits a button on a 
> certain
> cell, he/she is transported to another world using the portal. In this 
> case,
> the new world could also be a "menu" world.
> But maybe it's easier to use multiple Message blocks in one world... I 
> guess
> there are multiple ways to getting the same result :)
>
> *quote*
>> Well, i can't wait to see what happens when the audio game maker is
>> released,
> *quote end*
>
> Me too ;)
>
> *quote*
>> and what extra modules you've got in developement in the future to
>> make the system even more diverse and let people create even more types 
>> of
>> games (such as 2d side scrollers).
> *quote end*
>
> You probable can make 2D side scrollers with Audio Game Maker already.
> Remember, in an auditory environment, perspective is only an illusion :)
>
> Greets,
>
> Richard
>
>
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