No trouble, here it is:

http://www.audiogamemaker.com/

Hth.

Beware the Grue!

Dark.
----- Original Message ----- 
From: "Don Voyles" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, December 08, 2006 4:40 AM
Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


>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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