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 > > > _______________________________________________ > Gamers mailing list .. 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