I kind of feel that way but I think with practice I can get it.
But those are all good questions as I have been wondering many of the same 
things.

Josh

Most of the reason I don't like spam is because a lot of it is true.
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----- Original Message ----- 
From: "Talksina" <[EMAIL PROTECTED]>
To: <gamers@audyssey.org>
Sent: Friday, August 03, 2007 11:44 AM
Subject: [Audyssey] documentation suggestion: a glossary.


> Hi,
> I have a suggestion for you, regarding the user manual.
> Don't know if it's already in the wish list, as the other issues
> What about a glossary?
> AGM has its own philosophy, its own concepts.
> I am talking about a HTML page containing term and definition
> for example:
> explaining the concept of "building block", "world", "world
> acoustic", "audio environment", "trigger", "player", "opponent"...
> for example I just read the basic tutorial, the one explaining the
> navigation into the audio environment.
> First of all, it's very funny to enter there, we have an atmosphere
> it's like entering a shop!
> I know I have this grid, with coordinates, and that's OK, it's like a
> HTML table or an Excel spreadsheet.
> But, then. how do I establish where to put the first "building
> block"? Which criteria are there?
> What is the trigger and where is the best way to put it, and then
> opponent, obstacles, etc...
> I'd like to start a project.
> I already wrote a game some years ago, a HTML web-based audio game
> (italian only) and the way I used was first of all writing the plot,
> then the way to go. The rooms, conditions, questions/answers, then
> planned which sounds and voice files I had to mix with written texts
> and dialogues.
> For this reason I'd like to see other people's creations, to have an
> idea. Now I have AGM in my hands and feel like a painter with a new
> table, but with no colors on it. Or, with colors but they are all
> packed, on the table there's nothing.
> Thanks.
>
>
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