I lost the web site for audio game maker.  Can some one give me the address.
I wanted to get their manual to study.

Thanks!



----- Original Message ----- 
From: "AudioGames.net" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, December 05, 2006 5:39 PM
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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