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 > > > _______________________________________________ > Gamers mailing list .. 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