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.
>>
>>
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>
>
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