Hi Brian. Looking at the properties and reactions for player and opponent building blocks, I believe multiple charactors is a possibility.
I think creating a party of one player and several automatic allies that move and attack things on their own wouldn't be too hard to do. You could then have a menue world with various things in it that would effect the stats of the ally building blocks as well as the player. for example, putting in a message building block that would say "Equip armour" to charactor A, would increase the defence of one of the ally blocks, or "use spell" would decrease one of their stats and damage all enemies in the current world (though unless it were possible to give blocks 2 sets of amo stats and attacks, I'm not sure how you'd stop the computer from waisting all of your charactors spells, unless maybe you could create an inactive opponent block which would have no effect in the current world other than holding an amo stat for the use of magic, which would decrease when you activated a spell. I suspect if you used inactivatable player blocks that would carry the stats of the opponent blocks and trade places with them when activated, you might even be able to have switching betwene fully controlable charactors as in Secret of Manner, but I'm not certain on this. Of course, I could be talking a lot of complete and utter Grue poo here, having never seen the game maker in action. I do however have one moderately serieous question about it. Can you copy elements directly from one world to another? or store settings for particular worlds and building blocks that you can re use in other worlds? it would strike me that if you were going to have repeated game elements appearing in a large number of game worlds, to have to constantly recreate them might be an extremely lengthy process. say (to take a simple example), your writing and Rpg and create a Goblin, which you want for a generic enemy in just about all game locations. It'd be a lot easier to have some way of coppying the goblins, links to sound files and all, than of having to constantly recreate them. Likewise, if you've got to do something mega complicated with players and items to get certain effects working, it'd be an absolute nightmare to have to do this in every game world, especially if you had a very large game with lots of different environments like an Rpg. Sorry for yet another extended stream of longwinded wordiness from me reguarding the audio game maker, just put it down to my profession as a philosopher, my excitement about the A.g.m, or both. Btw, making people excited about an A.g.M. is a pretty huge achievement in itself, sinse the acronym usually stands for anual general meeting. Beware the Grue! Dark. I believe the "Active" ----- Original Message ----- From: "Bryan Peterson" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <[email protected]> Sent: Saturday, December 09, 2006 2:20 AM Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek > It still sounds confusing to me, but I imagine that once I can actually > sitdown and play with Audio Game Maker a bit I might get the hang of it. > The > only thing I don't like about it so far, and I acknowledge that I could be > wrong about it, is that it doesn't look as though you can create a true > RPG. > That is, where you have a party of several controlable characters. A very > simple RPG like Dragon Warrior I might be possible, but since you're > apparently only allowed to have one player it doesn't look as though we'll > be creating any Final Fantasy type games, unless future updates of the > program allow the creation f multiple controllable characters. > As for my current idea, it's a Metroid style audio game, although how > doable that will be with this program is still in question. I'm just > working > on a makeshift manual right at the moment. > It ain't pretty when the pretty leaves you with no place to go. > J.D. Fortune, Pretty Vegas > ----- Original Message ----- > From: "Thomas Ward" <[EMAIL PROTECTED]> > To: "Gamers Discussion list" <[email protected]> > Sent: Friday, December 08, 2006 6:24 PM > Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek > > >> Hi Dark, >> Sure there are obviously circumstances as you gave where someone can't >> make his or own effects such as fire, or even using explosives to make >> explosions. That is understandable. >> Once I release my Asteroids open source clone I will likely make an >> effects lib for people to use for future open source titles, or at least >> in this case for Audio Game Maker. >> >> >> _______________________________________________ >> Gamers mailing list .. [email protected] >> To unsubscribe send E-mail to [EMAIL PROTECTED] You can >> visit >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >> any subscription changes via the web. >> > > > _______________________________________________ > Gamers mailing list .. [email protected] > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. _______________________________________________ Gamers mailing list .. 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