Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread dark
True tom, however so many of the concepts are fairly generic I don't see the 
problem.


You could for instance have a skeletal horseman with a lance,  just not 
called Raodain, a giant flying bat boss just not referd to as the zap bat 
etc.


I'm surprised that the dracula novel is pd,  but if so that offers some 
interesting possibilities,  Mina dracula as a boss? or Lucy?


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 2:53 AM
Subject: Re: [Audyssey] Castlevania was: Developer time was: My Opinion of 
Q9




Hi Dark,
Actually, Bram Stoker's novel, Dracula, is now in the public domain. So 
not only is Count Dracula in the public domain so are the other main 
characters in the novel. I guess what people need to be aware of there are 
two copyrights to think about when developing games or any other 
multimedia.
The book itself is in the public domain. However, various radio 
broadcasts, movies, and of course any games using Dracula are not. So even 
though Castlevania uses a lot of common public domain enemies etc I still 
have to be careful how much of the original game I reuse for my own clone.


smile


dark wrote:
Nice idea Bryan, however my point was that other than in the castlevania 
series, whips as holy weapons that have power over even normal undead 
like skeletons and zombies, let alone vampires etc are rather 
unknown,  I'm not sure why nintendo chose to give Simon a whip in the 
first place other than it being cool rather like Indiana jones' whip is 
cool.


As though Tom would obviously for copywrite reasons create an audio 
castlevania game which did not use the Belmont Family,  or possibly 
the Vampire killer whip,  why not include a more biblically logical 
weapon such as King Soloman's spear, the sword of Richard the Lion heart 
etc.


I'd hope Count Dracula was enough of a general public or historical 
character (there was afterall really a Count called vlad tepes dracula), 
for him to be useable in the game, even if all the other character's from 
stokers novel,  Johnathan Harker, mena and lucy etc wouldn't.


Beware the grue!

Dark.



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Re: [Audyssey] Castlevania was Developer Time

2009-11-21 Thread dark
Well new generation is a very unknown game, sinse it was released on the 
Mega drive when most Castlevania games at thtat time were Snes exclusives.


I do appreciate it though sinse it's also set in 1925, so has you fighting 
through places like a German munitions factory which is cool.


I only know about it sinse I've been trying to collect and play all the 
castlevania games which existed before the series became over run with text 
and too rpg like to be unplayuable for me.


I love games with backstory, sinse for me playing a game has always been 
mainly an exercise in exploring the game's world,  both literally with 
exploration platformers like Metroid and Turrican, and in terms of reading 
backstory, understanding who the bosses are etc,  which is bwhy i've 
always been such a frequent user of sights like mega man Network.


Beware the grue!

Dark. 



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Re: [Audyssey] Castlevania was Developer Time

2009-11-21 Thread dark

Well she was apparently walled up, - so that would make sense.

Binding in chains does make sense, and has a devine overtone,  as it was 
used in Ancient myths to punish gods like Loki as well.


In game terms however, I don't see how this would work in an action 
sense,  though it might make a cool game extra.


Say you have one part of the chain to find and collect each world, and if 
you get to the countess and defeat her without all of it,  you get a 
Good job, but she's coming back type of ending.


Beware the Grue!

dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 4:11 AM
Subject: Re: [Audyssey] Castlevania was Developer Time



Hi Dark,
Hmmm...Well, hitting a vampire with a chain might not help, but here is a 
twist. Pun definitely intended. What about finding some sort of enchanted 
chain which you can use to bind the vampire with?


Basically, if a chain has been enchanted in some way you might be able to 
bind the vampire with it and keep them from breaking the chain. At that 
point you could kill them outright or maybe the game's story is simply to 
bind the vampire in chains for a certain length of time, or if we are 
talking a vampire like the Countess Elizabeth Bathory maybe she had been 
in such chains, but recently has broken free and is reigning terror on 
earth. That would explain, of course, why she was thought to be dead since 
1614 or so.


dark wrote:

Well it has always rather confused me a litle.

to quote a review of castlevania which I stuck on gamefaqs a while ago:

Simon has especially discovered that smacking vampires many times in the 
head with a big heavy length of chain stops them from being a 
problem, -  Vampires are obviously very different from ordinary 
mortals in this respect


Grin!

beware the Grue!



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Re: [Audyssey] Castlevania was Developer Time

2009-11-21 Thread dark
that's not a series I've ever heard of at all Tom,  they do sound fun 
though.


If I remember my mythology, part of the Lilith myth was that she was Adam's 
first wife created before Eeve,  but was unfaithful and unpleasant so 
turned into the first vampire.


there is also of course the common belief that Cane who killed Able was 
punished with a cursed immortality.


One modern retelling of the Beeawolf story I read had Grendel as the third 
and last child of Cane,  though in other circles, (such as the White 
Wolf world of darkness background), kain was said to be the first vampire 
and stil be around, - though also actually regret his crimes and 
actually be a nice person. One plot I heard of had an ancient vampire of the 
Bali clan causing severe problems and trying to start wars which would end 
the world,  at which point he just disappeared and the name Kane was 
left on the wall.



anyway before this gets too much into strange vampire law I'd better sotp.

Beware the grue!

Dark.


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Re: [Audyssey] game suggestion for Jim

2009-11-21 Thread peter Mahach

...sounds cool!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Charles Rivard' woofer...@sbcglobal.net; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Saturday, November 21, 2009 2:24 AM
Subject: Re: [Audyssey] game suggestion for Jim



Homer on a School Bus?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, November 20, 2009 9:29 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] game suggestion for Jim

A totally weird twist.  In a game, you must jump a bus over motorcycles.
---
Pray for Obama.  Psalm 109:8
- Original Message - 
From: peter Mahach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 20, 2009 5:23 AM
Subject: Re: [Audyssey] game suggestion for Jim


for that driving game... you might consider doing something related to 
heavy

vehicles... trucks or busses. like a simple kind of bus simulator.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Josh Gamers@audyssey.org
Sent: Friday, November 20, 2009 11:52 AM
Subject: Re: [Audyssey] game suggestion for Jim



Hi Josh,

I am currently working on an adult joystick shooter game.  After that I
kind of want to do some sort of driving game.  I know that I just did 
Mach

1 tts, but since I have a steering wheel and all...  But I will keep your
suggestion in mind.  Thanks.

TGIF and BFN

Jim

Ever wanted to download pizza?

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Saturday's Game Chat time

2009-11-21 Thread Phil Vlasak

Hi Phillip,
I noticed the GMT time is wrong for the game chat.
As GMT is 5 hours later than Eastern US, it should be,
3PM Eastern
8PM Universal


- Original Message - 
From: Gamers Chat Robot gamers-ro...@audyssey.org

To: gamers@audyssey.org
Sent: Saturday, November 21, 2009 12:00 AM
Subject: [Audyssey] Game Chat Reminder



Ever wanted to hear what a certain gamer really sounds like? Ever wanted
to ask the developer a question about that cool game?

Developers, ever wanted to get to know your players? Ever wanted to be
able to answer questions asked by your players?

Here is your chance to do all these things and more. All you need is a
Windows system with a working sound card and microphone. The service is
free to use after you complete the simple registration process.

The site is http://www.for-the-people.com and the chat room is the Games
People Play.

This notice reminder is for the Saturdays gamer chat which goes on until
when ever.

The Time: Well, that depends on where you are at. Below is a simple
chart showing time zones in the US as well as universal time.

Saturdays starting at:
12PM Pacific
1PM Mountain
2PM Central
3PM Eastern
7PM Universal

Hope to see you there.

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Re: [Audyssey] Saturday's Game Chat time

2009-11-21 Thread Philip Bennefall

Hi Phil,

Thanks for that. I'll pop in just after 3 eastern to see who's around.

Kind regards,

Philip Bennefall
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 1:10 PM
Subject: [Audyssey] Saturday's Game Chat time



Hi Phillip,
I noticed the GMT time is wrong for the game chat.
As GMT is 5 hours later than Eastern US, it should be,
3PM Eastern
8PM Universal


- Original Message - 
From: Gamers Chat Robot gamers-ro...@audyssey.org

To: gamers@audyssey.org
Sent: Saturday, November 21, 2009 12:00 AM
Subject: [Audyssey] Game Chat Reminder



Ever wanted to hear what a certain gamer really sounds like? Ever wanted
to ask the developer a question about that cool game?

Developers, ever wanted to get to know your players? Ever wanted to be
able to answer questions asked by your players?

Here is your chance to do all these things and more. All you need is a
Windows system with a working sound card and microphone. The service is
free to use after you complete the simple registration process.

The site is http://www.for-the-people.com and the chat room is the Games
People Play.

This notice reminder is for the Saturdays gamer chat which goes on until
when ever.

The Time: Well, that depends on where you are at. Below is a simple
chart showing time zones in the US as well as universal time.

Saturdays starting at:
12PM Pacific
1PM Mountain
2PM Central
3PM Eastern
7PM Universal

Hope to see you there.

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Re: [Audyssey] ace fire error

2009-11-21 Thread Brandon Misch
i haven't tried that yet. 
i do know of other ports that may work. 

On Nov 21, 2009, at 12:48 AM, Damien C. Sadler wrote:

 Hi,
 Have you allowed access via your router? Have you made sure that the port you 
 are working with is opened?
 I haven't tested Acefire with Windows 7 but it worked fine for me with XP and 
 for my friend who tested it for me under Vista.
 Hope this helps.
 Regards,
 Damien.
 
 
 
 - Original Message - From: Brandon Misch bmisch2...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, November 20, 2009 8:21 PM
 Subject: [Audyssey] ace fire error
 
 
 Hey all. am having an ace fire error. the game works great. but when i try 
 to play with someone over the internet, it won't work and i have allowed 
 access in my firewall. this happens when i use the regular ip and the 
 external one. and the firewall i use is the one built into windows 7.
 
 
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Re: [Audyssey] Saturday's Game Chat time

2009-11-21 Thread Philip Bennefall

Hi Phil,

Thanks for that. I'll pop in just after 3 eastern to see who's around.

Kind regards,

Philip Bennefall
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 1:10 PM
Subject: [Audyssey] Saturday's Game Chat time



Hi Phillip,
I noticed the GMT time is wrong for the game chat.
As GMT is 5 hours later than Eastern US, it should be,
3PM Eastern
8PM Universal


- Original Message - 
From: Gamers Chat Robot gamers-ro...@audyssey.org

To: gamers@audyssey.org
Sent: Saturday, November 21, 2009 12:00 AM
Subject: [Audyssey] Game Chat Reminder



Ever wanted to hear what a certain gamer really sounds like? Ever wanted
to ask the developer a question about that cool game?

Developers, ever wanted to get to know your players? Ever wanted to be
able to answer questions asked by your players?

Here is your chance to do all these things and more. All you need is a
Windows system with a working sound card and microphone. The service is
free to use after you complete the simple registration process.

The site is http://www.for-the-people.com and the chat room is the Games
People Play.

This notice reminder is for the Saturdays gamer chat which goes on until
when ever.

The Time: Well, that depends on where you are at. Below is a simple
chart showing time zones in the US as well as universal time.

Saturdays starting at:
12PM Pacific
1PM Mountain
2PM Central
3PM Eastern
7PM Universal

Hope to see you there.

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Re: [Audyssey] Saturday's Game Chat time

2009-11-21 Thread lirin


Hi.

I can't register there. I've get a message about invalid e-mail adress. 
I can't use there my two adresses hotmail and gmail.


Cheers

Tom

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Re: [Audyssey] Q9 action game, my opinion.

2009-11-21 Thread Thomas Ward

Hi,
Actually, that's definitely one of the charming parts of the game. It is 
clear Philip never intended the game to be taken seriously. It is full 
of humor and off handed remarks like that's not what I would have 
done, pitty, poor little Q9, etc. You don't often get that kind of 
humor in an audio game.


Valiant8086 wrote:
And the game presents it like they are cute little creatures out to have fun kind of. I noticed phrases like poor little q9 and stuff like that in the manuals. That seems to make things more fun since it was actually fun just reading the manual, lol.- 



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread Thomas Ward

Hi Dark,
Absolutely. That's why I've been thinking off and on of doing a good 
Castlevania clone. The game is so generic that no one can come and pull 
the plug on it by screaming about copyrights. It is like, 'copyrights? 
What copyrights?
Take the Belmont's out of the picture, drop the Castlevania name, and a 
few miner modifications here and there and bingo. No more copyright 
problems to worry about. Hehehehe!


dark wrote:
True tom, however so many of the concepts are fairly generic I don't 
see the problem.


You could for instance have a skeletal horseman with a lance,  
just not called Raodain, a giant flying bat boss just not referd to as 
the zap bat etc.


I'm surprised that the dracula novel is pd,  but if so that offers 
some interesting possibilities,  Mina dracula as a boss? or Lucy?


Beware the Grue!

Dark.



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread dark

True indeed Tom.

Actually, sinse many developers,  particularly for arcade games rarely 
do their homework as far as research goes, you might even improve upon 
things.


For instance, instead of just cobbling together a skeletal horseman boss and 
giving him a good name,  as was done with Raodane, why not have him be 
an actual resurrected skeleton of a historical character, brought back as a 
skeleton under the vampire's control?


imagine one of the three musqiteers as a skeleton,  or martial su of The 
napolionic wars?


That would be both a cool boss, and an interesting bit of plot,  and not 
one included in original castlevania.


Even if the boss was just a smack and avoid affair in the best arcade 
tradition, this could make things much more fun!


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 5:11 PM
Subject: Re: [Audyssey] Castlevania was: Developer time was: My Opinion of 
Q9




Hi Dark,
Absolutely. That's why I've been thinking off and on of doing a good 
Castlevania clone. The game is so generic that no one can come and pull 
the plug on it by screaming about copyrights. It is like, 'copyrights? 
What copyrights?
Take the Belmont's out of the picture, drop the Castlevania name, and a 
few miner modifications here and there and bingo. No more copyright 
problems to worry about. Hehehehe!


dark wrote:
True tom, however so many of the concepts are fairly generic I don't see 
the problem.


You could for instance have a skeletal horseman with a lance,  
just not called Raodain, a giant flying bat boss just not referd to as 
the zap bat etc.


I'm surprised that the dracula novel is pd,  but if so that offers 
some interesting possibilities,  Mina dracula as a boss? or Lucy?


Beware the Grue!

Dark.



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Re: [Audyssey] Castlevania was Developer Time

2009-11-21 Thread Thomas Ward

Hi Dark,

Well, actually what happened is they placed Elizabeth Bathory in a room 
and walled her up in there. The reason they did that is because everyone 
believed she was responsible for the death of several young women in the 
region, and they were afraid to bring her to trial. The Countess was 
never actually put on trial for her alleged crimes, but there were 
plenty of accusations made towards her. The exact number of murders she 
may have committed is not known but they range from a couple dozen to 
over 600 murders. Of course, like any story once the roomers began 
flying they snowballed, and people several miles away began accusing the 
Countess with abducting and murdering some missing young woman or young 
girl that happened to go missing during that time period. Today if you 
pick up a book or story about Elizabeth Bathory you will hear about a 
wealthy woman who murdered hundreds of women, drank their blood, bathed 
in their blood, and was evil enough to actually be a vampire. However, 
many historians do believe most of the Bathory legend is  gossip rather 
than historical fact.


Anyway, true or not the Bathory legend happens to be ripe for a really 
good back story for a game dealing with a female vampire queen. The fact 
she was never tried, and was walled up in a room plays well for a 
vampire story. Plus the historical fact Elizabeth Bathory was related to 
various royal families in Europe at the time including some living in 
Transylvania. That fact alone can be used to make some connection with 
Count Dracula. Then, you have the number of murders she was suppose to 
have committed. I highly doubt she actually killed 600 young women 
myself, but an author could play it for all its worth if he/she is 
assuming the Countess was no longer human.


As far as a magic chain goes I like it, but perhaps it is better off as 
a story device rather than an actual weapon or special item. more like 
to say the vampire was chained up for a number of years by this 
enchanted chain, but it was broken, and now this hero has to slay the 
vampire queen.


dark wrote:

Well she was apparently walled up, - so that would make sense.

Binding in chains does make sense, and has a devine overtone,  as 
it was used in Ancient myths to punish gods like Loki as well.


In game terms however, I don't see how this would work in an action 
sense,  though it might make a cool game extra.


Say you have one part of the chain to find and collect each world, and 
if you get to the countess and defeat her without all of it,  you 
get a Good job, but she's coming back type of ending.


Beware the Grue!

dark.



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Re: [Audyssey] Castlevania was Developer Time

2009-11-21 Thread Thomas Ward

Hi Dark,
There are several origin myths about Lilith, and yes one of them 
involves the story about her being the first wife of Adam. She is one of 
the more interesting and colorful demons of ancient mythology and 
legend. Today, of course, instead of merely being a demon books, movies, 
and games changed her into a vampire instead of a demon per say.



dark wrote:
that's not a series I've ever heard of at all Tom,  they do sound 
fun though.


If I remember my mythology, part of the Lilith myth was that she was 
Adam's first wife created before Eeve,  but was unfaithful and 
unpleasant so turned into the first vampire.


there is also of course the common belief that Cane who killed Able 
was punished with a cursed immortality.


One modern retelling of the Beeawolf story I read had Grendel as the 
third and last child of Cane,  though in other circles, (such as 
the White Wolf world of darkness background), kain was said to be the 
first vampire and stil be around, - though also actually regret 
his crimes and actually be a nice person. One plot I heard of had an 
ancient vampire of the Bali clan causing severe problems and trying to 
start wars which would end the world,  at which point he just 
disappeared and the name Kane was left on the wall.



anyway before this gets too much into strange vampire law I'd better 
sotp.


Beware the grue!

Dark.


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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread Thomas Ward

Hi Dark,
Hmmm...That's an interesting suggestion. If there is one thing I like 
better than programming it is studying and researching history. As long 
as I could remember I've always had an interest in archeology, history, 
and anthropology. That's why movies, books, and games like Indiana 
Jones, Rogue Angel, and Tomb Raider are so appealing for me. They give 
me a chance to look into the passed, even a fictional one, and  combine 
history with action and adventure.


As a game developer with a passion for history and historical figures I 
could easily see myself writing a game based on some important 
historical person such as Joan of Ark. In terms of historic heroes Joan 
of Ark definitely stands out. From what we know about her combat skills 
and leadership ability she basically shows up one day in 1428 at the 
palace of Charles VI and tells him she has a message from God that 
France will fall if the English are not defeated at Orleans. Where upon 
Charles gives her command of the French army, and she proceeds to break 
the six month long siege at Orleans in nine days. Afterward she goes on 
to have several more stunning victories before she is captured and 
burned at the stake for the eronious crime of wearing mens clothing. A 
lot of people think she was exicuted for witchcraft, but that was a 
roomer started by the English to attempt to discredit Charles VI's claim 
to the thrown by associating him with a mystic or witch.


Anyway, getting back ontopic, I'm sure I can dig up some kind of 
historic figures for the game to use as lower bosses if I wish. Still 
since this is suppose to be an arcade game loosely based on Castlevania 
adding too much historical information, creating new bosses, etc would 
probably be overkill. All I really wanted to do was create a nice 
generic clone of Castlevania that captured the same great play and fun.


Cheers!


dark wrote:

True indeed Tom.

Actually, sinse many developers,  particularly for arcade games 
rarely do their homework as far as research goes, you might even 
improve upon things.


For instance, instead of just cobbling together a skeletal horseman 
boss and giving him a good name,  as was done with Raodane, why 
not have him be an actual resurrected skeleton of a historical 
character, brought back as a skeleton under the vampire's control?


imagine one of the three musqiteers as a skeleton,  or martial su 
of The napolionic wars?


That would be both a cool boss, and an interesting bit of plot,  
and not one included in original castlevania.


Even if the boss was just a smack and avoid affair in the best arcade 
tradition, this could make things much more fun!


Beware the grue!

Dark.



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[Audyssey] How to non program a game

2009-11-21 Thread Allan Thompson
Hi all,
Weird title, I know, but I thought it fit the question I am going to ask.

What if you are a creative person, with an excellent game idea that he or she 
believes may be a big hit in the audio community. 
It would most likely be profitable too, but that wouldn't be the main focus for 
making the game.
In any event, you may have a little money to put into a project, not sure how 
much that would be, but you simply don't have the time to really learn how to 
program. 
So what do you do? Can you hire or comission someone to program a game for you 
based on your specific guidelines? Is anyone willing to do that, and how much 
money would it cost to make something like that happen? 
How would the ownership of the program belong to, and what would the financial 
sharing look like? 
I do remember someone having an issue with a programmer who took the work put 
into a project. Maybe it was Phil Vlasic with dark castle maybe. How does one 
go about avoiding that, that is to say, if it is feasible to accomplish such an 
arrangement? 

I'll be honest, i'm kind of fishing here, but I am also interested for just 
knowledge sake as well to see what everyone thinks.

al

 
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Re: [Audyssey] Saturday's Game Chat

2009-11-21 Thread Phil Vlasak

Hi Folks,
Philip Bennefall and me had a nice chat for over an hour in the games people 
play room.

Too bad there were very few others there.
Three other people popped in for a while.
I will visit the room next Saturday at 3 PM Eastern which is 8 PM GMT and 9 
PM Sweden time.


Phil


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-21 Thread tim
hi philip, a real quick question, ware did you get or record the wind in the 
mountain level? so darn clear! was that done with a digital recorder? or 
how. thanks much!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 20:00
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For those 
of you not familiar with it, it's a sidescroller entirely based on sound 
with 12 exciting levels containning a hoard of enemies and other dangers 
to make your way through.


You have to guide the little alien Q9 through four different worlds with 
three levels in each, and help him to find his spaceship so that he can 
return back to his own planet. The game features a lot of high quality 
sound effects, an original orchestral score as well as numerous cut scenes 
with slightly morbid humor.


For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] New release - The Q9 Action game!

2009-11-21 Thread Philip Bennefall

Hi Tim,

No, that wind was taken from my sound effect library. I purchased the Sound 
Ideas General 6000 series collection plus the extentions, which is a set of 
110 CD's, so I have just a few to choose from. Grin.


Kind regards,

Philip Bennefall
- Original Message - 
From: tim isfe...@gmail.com
To: Gamers Discussion list gamers@audyssey.org; A public mailing list 
for Blastbay Studios. t...@blastbay.com

Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 12:39 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


hi philip, a real quick question, ware did you get or record the wind in 
the

mountain level? so darn clear! was that done with a digital recorder? or
how. thanks much!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 20:00
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those

of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut 
scenes

with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
---
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.425 / Virus Database: 270.14.73/2514 - Release Date: 11/19/09 
19:42:00



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Re: [Audyssey] New release - The Q9 Action game!

2009-11-21 Thread tim
ahh got ya thanks! great! game still trying to beat level 3 of the mountain 
world on mediam lol have 24 lives left lol so keep on trying grin
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 17:47
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Tim,

No, that wind was taken from my sound effect library. I purchased the 
Sound Ideas General 6000 series collection plus the extentions, which is a 
set of 110 CD's, so I have just a few to choose from. Grin.


Kind regards,

Philip Bennefall
- Original Message - 
From: tim isfe...@gmail.com
To: Gamers Discussion list gamers@audyssey.org; A public mailing list 
for Blastbay Studios. t...@blastbay.com

Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 12:39 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


hi philip, a real quick question, ware did you get or record the wind in 
the

mountain level? so darn clear! was that done with a digital recorder? or
how. thanks much!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 20:00
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those

of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut 
scenes

with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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No virus found in this incoming message.
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Re: [Audyssey] Castlevania was Developer Time

2009-11-21 Thread dark

Hi Tom.

I do remember hereing some history of Elizabeth Bathory before which tallies 
with this,  pluss i've read one or two vampire stories which go along 
these lines.


It strikes me very much like the tale of Jack the ripper,  good fiction, 
even if the facts are a trifle dodgy.

My suggestion of the chain however was purely a gameplay one.

In many platformers, there was a hidden or special ending the player could 
get if he/she found and collected a number of items throughout the entire 
game. One of the most well known examples of this were the Chaos emeralds in 
the Sonic the hedgehog games for the Sega MEga drive,  though many 
others exist.


I do remember reading that future castlevania games used some, though they 
are not games I've played.


While this was certainly more a feature of 16 bit era games than those on 
the Snes, it was I think a wlecome one,  and not one it'd be too 
difficult or out of keeping to add to an arcade platformer without changing 
it too much.


say the chain which bound the countess was broken allowing her to escape, 
and the player had to get a certain fragment of it each level.


this could either be used to give an easier last boss fight against the 
countess,  say by binding her feet to make her attack slower,  much 
as collecting the circuite plates for Beat hidden in the levels of Mega man 
5 or 6 for the Nes game Mega man the powerful beat bird to summon which 
would attack things very effectively (including Wily's last form).


Alternatively, if all fragments of chain were gathered the player might get 
an extra special ending,  detail how the countess could be bound 
forever,  rather than one in which the countess was said to be probably 
returning.


Sonic did this with the chaos emeralds,  having two different endings 
concerning the defeat of Doctor robotnik.


Of course, if you want to keep the game far closer to original castlevania, 
and this type of thing would be going far more down the path of a more 
advanced game which you might be less enthusiastic about making,  fair 
enough,  and as I said earlier, even the fact or vertical movement and a 
really nice back story would be enough to make an engaging and interesting 
audio game of a type we've not had before even without special endings and 
the like.


Remember, my playing experience is far more with the 16 bit era than the 8 
bit era, thus I see things like unlockable endings, multiple and multi angle 
attacking weapons with variable useage meaters as a more common and standard 
element in side scrollers than you might.


Beware the grue!

dark. 



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread dark
Well Tom, simply because a plot is there doesn't mean people have to bother 
with it unless they wish to.


Take the mega man series for instance. There is extensive information on 
every single robot master, what order they wer ebuilt, what their 
personalities are like, what purpose they bwere originally made for etc.


For instance, Metal man, in Mega man 2 was created as an improved clone of 
Cut man in the original game, though was givern an incredibly haphazard and 
slapdash personality by wily sinse his intelligence circuites were cobbled 
together later.


This sort of information was revealed both in later games, and through books 
like the famous perfect Works source books, which reveal heavily detailed 
back stories on game series and are a staple of any long running or highly 
popular game in japan.


If you had historically significant and interesting bosses in a castlevania 
type arcade game, either have the character discover an item such as a 
scroll or book which sat in their inventory and was chosen to read or not at 
leasue,  or just write a highly comprehensive manual with extensive boss 
information. I'd prefer the first option, sinse finding the info in game 
would also mean the player could read up on each boss before fighting 
her/him in game, --- thus making things very immediate and avoiding 
spoilers,  but if this sounds like cluttering up the inventory too much, 
you could just include a bestiary file in the game detailing enemy and boss 
historical information,  which obviously only the most interested 
players would read.


This is again something which would be great in audio games, sinse however 
much information can be gathered about an enemy's nature and attacks from 
sound (and I admit this is a lot), there are details you can't gather.


For instance, if you had marsial sue as a skseltal boss,  other than by 
reading information, theere's no way the player could know he was wearing 
the remains of a french army uniform,  however good sounds the ratling 
of his bones, and jingling of his medels made.


Reading this information would be no advantage in game,  being as the 
game was an arcade game, and of course up to the choice of a player to read 
or not as they pleased.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 7:00 PM
Subject: Re: [Audyssey] Castlevania was: Developer time was: My Opinion of 
Q9




Hi Dark,
Hmmm...That's an interesting suggestion. If there is one thing I like 
better than programming it is studying and researching history. As long as 
I could remember I've always had an interest in archeology, history, and 
anthropology. That's why movies, books, and games like Indiana Jones, 
Rogue Angel, and Tomb Raider are so appealing for me. They give me a 
chance to look into the passed, even a fictional one, and  combine history 
with action and adventure.


As a game developer with a passion for history and historical figures I 
could easily see myself writing a game based on some important historical 
person such as Joan of Ark. In terms of historic heroes Joan of Ark 
definitely stands out. From what we know about her combat skills and 
leadership ability she basically shows up one day in 1428 at the palace of 
Charles VI and tells him she has a message from God that France will fall 
if the English are not defeated at Orleans. Where upon Charles gives her 
command of the French army, and she proceeds to break the six month long 
siege at Orleans in nine days. Afterward she goes on to have several more 
stunning victories before she is captured and burned at the stake for the 
eronious crime of wearing mens clothing. A lot of people think she was 
exicuted for witchcraft, but that was a roomer started by the English to 
attempt to discredit Charles VI's claim to the thrown by associating him 
with a mystic or witch.


Anyway, getting back ontopic, I'm sure I can dig up some kind of historic 
figures for the game to use as lower bosses if I wish. Still since this is 
suppose to be an arcade game loosely based on Castlevania adding too much 
historical information, creating new bosses, etc would probably be 
overkill. All I really wanted to do was create a nice generic clone of 
Castlevania that captured the same great play and fun.


Cheers!


dark wrote:

True indeed Tom.

Actually, sinse many developers,  particularly for arcade games 
rarely do their homework as far as research goes, you might even improve 
upon things.


For instance, instead of just cobbling together a skeletal horseman boss 
and giving him a good name,  as was done with Raodane, why not have 
him be an actual resurrected skeleton of a historical character, brought 
back as a skeleton under the vampire's control?


imagine one of the three musqiteers as a skeleton,  or martial su of 
The napolionic wars?


That 

Re: [Audyssey] How to non program a game

2009-11-21 Thread dark
Al, saying i have no idea about programming but a great idea for a game is 
a bit like I have no idea about engineering but a great idea for a car


you may have a fantastic idea for a car run on hydrogen fuel,  but 
unless you've an idea of hydraulics, fuel convertion, how fuel relates to 
speed etc, you've got no chance of having a reasonable idea for a car.


I too do not have the time to learn programming. Though I have game ideas, I 
do not share them or try to commition another person to make them,   
sinse they might be totally impossible.


I simply store them up in my head until I may possibley at some point have 
the time to learn.


Your much better considdering what is possible with current techniques, what 
ideas programmers have for games, and offering your informated in put on 
those ideas,  as nded you are doing on this list and the entombed list, 
than cranking out wild ideas for games with nobody to make them.


Oh btw, if one of the game creation engines such as Philip's scripting 
language or Tom's Genesis engine is completed, --- -there may be a very nice 
short cut to making games without knowing too much programming as well.


That's certainly my hope,  though I might considder seeing if I can 
learn programming when my phd is finished,  assuming then of course I'm 
not busy with creative writing or other projects as is also likely.


Beware the gRue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: gamers discussion list Gamers@audyssey.org
Sent: Saturday, November 21, 2009 9:30 PM
Subject: [Audyssey] How to non program a game



Hi all,
Weird title, I know, but I thought it fit the question I am going to ask.

What if you are a creative person, with an excellent game idea that he or 
she believes may be a big hit in the audio community.
It would most likely be profitable too, but that wouldn't be the main 
focus for making the game.
In any event, you may have a little money to put into a project, not sure 
how much that would be, but you simply don't have the time to really learn 
how to program.
So what do you do? Can you hire or comission someone to program a game for 
you based on your specific guidelines? Is anyone willing to do that, and 
how much money would it cost to make something like that happen?
How would the ownership of the program belong to, and what would the 
financial sharing look like?
I do remember someone having an issue with a programmer who took the work 
put into a project. Maybe it was Phil Vlasic with dark castle maybe. How 
does one go about avoiding that, that is to say, if it is feasible to 
accomplish such an arrangement?


I'll be honest, i'm kind of fishing here, but I am also interested for 
just knowledge sake as well to see what everyone thinks.


al


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Re: [Audyssey] New release - The Q9 Action game!

2009-11-21 Thread dark

wow phil that's dedication!

I'll be looking forward to hereing what turns up in your games next

Beware the gRue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 11:47 PM
Subject: Re: [Audyssey] New release - The Q9 Action game!



Hi Tim,

No, that wind was taken from my sound effect library. I purchased the 
Sound Ideas General 6000 series collection plus the extentions, which is a 
set of 110 CD's, so I have just a few to choose from. Grin.


Kind regards,

Philip Bennefall
- Original Message - 
From: tim isfe...@gmail.com
To: Gamers Discussion list gamers@audyssey.org; A public mailing list 
for Blastbay Studios. t...@blastbay.com

Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 12:39 AM
Subject: Re: [Audyssey] New release - The Q9 Action game!


hi philip, a real quick question, ware did you get or record the wind in 
the

mountain level? so darn clear! was that done with a digital recorder? or
how. thanks much!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: A public mailing list for Blastbay Studios. t...@blastbay.com
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 15, 2009 20:00
Subject: [Audyssey] New release - The Q9 Action game!



Hello everyone,

I wish to officially announce the release of the Q9 Action Game. For 
those

of you not familiar with it, it's a sidescroller entirely based on sound
with 12 exciting levels containning a hoard of enemies and other dangers
to make your way through.

You have to guide the little alien Q9 through four different worlds with
three levels in each, and help him to find his spaceship so that he can
return back to his own planet. The game features a lot of high quality
sound effects, an original orchestral score as well as numerous cut 
scenes

with slightly morbid humor.

For more information, please visit us on the web at www.blastbay.com.

Enjoy!

Kind regards,

Philip Bennefall
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Re: [Audyssey] How to non program a game

2009-11-21 Thread Thomas Ward

Hi Al,

When you come up with a game idea, story line, etc then contract with a 
developer to create the game there are two copyrights involved with the 
production. First, as the person with the idea, game story, etc you 
retain the original copyright ownership of your ideas and original 
story. Second, the person or company that creates the game holds the 
multimedia copyright for the game since they were the person who 
actually created the multimedia. Both copyrights are separate but 
connected copyrights, and it is important to spell out who has what 
copyright ownership here. As I understand the law you retain the 
ownership of the game idea or ideas , but the company or person who 
actually creates the game retains the ownership of the game they created.


The best legal way to go about this is to draft a legal document that 
states person x or company x has the right to create games or multimedia 
works based on your idea for a certain percentage of the income. Let's 
say for arguments sake you contract with USA Games to create game x. We 
may agree to give you 25% of the income of the game and keep the rest 
for production costs. So if the game makes $2000 we would pay you $500 
for royalties, pay out say $500 for sounds and music, and keep the 
remaining $1000 as payment for labor costs. This way you still make some 
money on your original ideas, but the developers and sound production 
people get paid for their work.


The only time I know of an accessible game developer trying this is when 
BSC Games contracted with another developer to create Castle Quest. 
Unfortunately, the lead developer of the project decided to quit 
production leaving Justin without a title to market and sell. Legally 
BSC Games still holds the original copyrights to the Castle Quest game 
idea, but the person they contracted with retained the rights to the 
game and source code. So when the lead developer quit production he took 
the game and source code with him. BSC could have contracted with 
someone else, but Justin decided it was not worth it to try it  again 
with a new party.


The only way to protect yourself from this happening is to sign a legal 
contract with the party that stipulates the terms of service to be 
rendered. That way the company or person involved is legally bound to 
complete the project in a timely manner. There, of course, has to be 
some terms in the contract in which either party can break the contract 
if necessary, but there usually are some fines or penalties involved 
with breech of contract.


HTH


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Re: [Audyssey] How to non program a game

2009-11-21 Thread Allan Thompson

Ok, I can live with that.
Maybe it was a stupid question, but if I don't ask I'll never know.

al
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 8:06 PM
Subject: Re: [Audyssey] How to non program a game


Al, saying i have no idea about programming but a great idea for a game 
is a bit like I have no idea about engineering but a great idea for a 
car


you may have a fantastic idea for a car run on hydrogen fuel,  but 
unless you've an idea of hydraulics, fuel convertion, how fuel relates to 
speed etc, you've got no chance of having a reasonable idea for a car.


I too do not have the time to learn programming. Though I have game ideas, 
I do not share them or try to commition another person to make them,   
sinse they might be totally impossible.


I simply store them up in my head until I may possibley at some point have 
the time to learn.


Your much better considdering what is possible with current techniques, 
what ideas programmers have for games, and offering your informated in put 
on those ideas,  as nded you are doing on this list and the entombed 
list, than cranking out wild ideas for games with nobody to make them.


Oh btw, if one of the game creation engines such as Philip's scripting 
language or Tom's Genesis engine is completed, --- -there may be a very 
nice short cut to making games without knowing too much programming as 
well.


That's certainly my hope,  though I might considder seeing if I can 
learn programming when my phd is finished,  assuming then of course 
I'm not busy with creative writing or other projects as is also likely.


Beware the gRue!

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: gamers discussion list Gamers@audyssey.org
Sent: Saturday, November 21, 2009 9:30 PM
Subject: [Audyssey] How to non program a game



Hi all,
Weird title, I know, but I thought it fit the question I am going to ask.

What if you are a creative person, with an excellent game idea that he or 
she believes may be a big hit in the audio community.
It would most likely be profitable too, but that wouldn't be the main 
focus for making the game.
In any event, you may have a little money to put into a project, not sure 
how much that would be, but you simply don't have the time to really 
learn how to program.
So what do you do? Can you hire or comission someone to program a game 
for you based on your specific guidelines? Is anyone willing to do that, 
and how much money would it cost to make something like that happen?
How would the ownership of the program belong to, and what would the 
financial sharing look like?
I do remember someone having an issue with a programmer who took the work 
put into a project. Maybe it was Phil Vlasic with dark castle maybe. How 
does one go about avoiding that, that is to say, if it is feasible to 
accomplish such an arrangement?


I'll be honest, i'm kind of fishing here, but I am also interested for 
just knowledge sake as well to see what everyone thinks.


al


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Re: [Audyssey] How to non program a game

2009-11-21 Thread Thomas Ward

Hi Dark,
Ummm...Comparing game programming to building a car is a bit far 
fetched. Any developer would be able to tell Al where his ideas wouldn't 
be feasible or possible, and the two could work together to come up with 
a compromise for sure. Of course, a lot relies on the skill of  the 
developer being asked to do the work. Obviously if Al wants a developer 
to create a side-scroller like Mysteries of the Ancients  or an FPS game 
like Shades of Doom he would probably want to try developers he knows 
specializes in such types of games. He wouldn't want to contract with a 
developer who specializes in card, board, and puzzle games. From a 
programming standpoint both types of games require different skills to 
complete.


dark wrote:
Al, saying i have no idea about programming but a great idea for a 
game is a bit like I have no idea about engineering but a great idea 
for a car


you may have a fantastic idea for a car run on hydrogen fuel,  but 
unless you've an idea of hydraulics, fuel convertion, how fuel relates 
to speed etc, you've got no chance of having a reasonable idea for a car.


I too do not have the time to learn programming. Though I have game 
ideas, I do not share them or try to commition another person to make 
them,   sinse they might be totally impossible.


I simply store them up in my head until I may possibley at some point 
have the time to learn.


Your much better considdering what is possible with current 
techniques, what ideas programmers have for games, and offering your 
informated in put on those ideas,  as nded you are doing on this 
list and the entombed list, than cranking out wild ideas for games 
with nobody to make them.


Oh btw, if one of the game creation engines such as Philip's scripting 
language or Tom's Genesis engine is completed, --- -there may be a 
very nice short cut to making games without knowing too much 
programming as well.


That's certainly my hope,  though I might considder seeing if I 
can learn programming when my phd is finished,  assuming then of 
course I'm not busy with creative writing or other projects as is also 
likely.


Beware the grue!

Dark.



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Re: [Audyssey] How to non program a game

2009-11-21 Thread Thomas Ward

Hi Al,
There is no need to feel that way. Your question was not stupid. There 
is no such thing as a stupid question when it comes to developing games. 
Dark was just over reacting I think. Grin


Allan Thompson wrote:

Ok, I can live with that.
Maybe it was a stupid question, but if I don't ask I'll never know.

al



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread Thomas Ward

Hi Dark,
Oh, I wasn't talking about what the end users would think of a complex 
plot or story for a arcade game like Castlevania, but how much work goes 
into it from the developers end. As a game player the more complex and 
interesting the plot the better. However, as a developer I'm pretty 
weary of stressing my brain and doing in depth research for game plot 
and game development. What I'd like to do for a change is just write 
something for the fun of it without having to put much work into the 
project. Working on MOTA has pretty much drained me emotionally and 
physically and i need to recharge my batteries you could say. Working on 
a triditional Castlevania game is one way to create a game that doesn't 
really need a great deal of background research if I don't want too.


dark wrote:
Well Tom, simply because a plot is there doesn't mean people have to 
bother with it unless they wish to.


Take the mega man series for instance. There is extensive information 
on every single robot master, what order they wer ebuilt, what their 
personalities are like, what purpose they bwere originally made for etc.


For instance, Metal man, in Mega man 2 was created as an improved 
clone of Cut man in the original game, though was givern an incredibly 
haphazard and slapdash personality by wily sinse his intelligence 
circuites were cobbled together later.


This sort of information was revealed both in later games, and through 
books like the famous perfect Works source books, which reveal heavily 
detailed back stories on game series and are a staple of any long 
running or highly popular game in japan.


If you had historically significant and interesting bosses in a 
castlevania type arcade game, either have the character discover an 
item such as a scroll or book which sat in their inventory and was 
chosen to read or not at leasue,  or just write a highly 
comprehensive manual with extensive boss information. I'd prefer the 
first option, sinse finding the info in game would also mean the 
player could read up on each boss before fighting her/him in game, --- 
thus making things very immediate and avoiding spoilers,  but if 
this sounds like cluttering up the inventory too much, you could just 
include a bestiary file in the game detailing enemy and boss 
historical information,  which obviously only the most interested 
players would read.


This is again something which would be great in audio games, sinse 
however much information can be gathered about an enemy's nature and 
attacks from sound (and I admit this is a lot), there are details you 
can't gather.


For instance, if you had marsial sue as a skseltal boss,  other 
than by reading information, theere's no way the player could know he 
was wearing the remains of a french army uniform,  however good 
sounds the ratling of his bones, and jingling of his medels made.


Reading this information would be no advantage in game,  being as 
the game was an arcade game, and of course up to the choice of a 
player to read or not as they pleased.


Beware the grue!

Dark.



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Re: [Audyssey] How to non program a game

2009-11-21 Thread Willem
Also from a programming standpoint there are an endless number of ways 
to solve a problem, AKA programming, and everybody has their unique 
style and ideas of what can be done in practice.


I would rather compare it with a profession like the law or maybe in 
some ways mathematicians.


However there are just one way to build a basic engine, for example. 
There could be many ways to make it better, but only a limited number of 
ways of building it.

Thomas Ward wrote:

Hi Dark,
Ummm...Comparing game programming to building a car is a bit far 
fetched. Any developer would be able to tell Al where his ideas 
wouldn't be feasible or possible, and the two could work together to 
come up with a compromise for sure. Of course, a lot relies on the 
skill of  the developer being asked to do the work. Obviously if Al 
wants a developer to create a side-scroller like Mysteries of the 
Ancients  or an FPS game like Shades of Doom he would probably want to 
try developers he knows specializes in such types of games. He 
wouldn't want to contract with a developer who specializes in card, 
board, and puzzle games. From a programming standpoint both types of 
games require different skills to complete.


dark wrote:
Al, saying i have no idea about programming but a great idea for a 
game is a bit like I have no idea about engineering but a great 
idea for a car


you may have a fantastic idea for a car run on hydrogen fuel,  
but unless you've an idea of hydraulics, fuel convertion, how fuel 
relates to speed etc, you've got no chance of having a reasonable 
idea for a car.


I too do not have the time to learn programming. Though I have game 
ideas, I do not share them or try to commition another person to make 
them,   sinse they might be totally impossible.


I simply store them up in my head until I may possibley at some point 
have the time to learn.


Your much better considdering what is possible with current 
techniques, what ideas programmers have for games, and offering your 
informated in put on those ideas,  as nded you are doing on this 
list and the entombed list, than cranking out wild ideas for games 
with nobody to make them.


Oh btw, if one of the game creation engines such as Philip's 
scripting language or Tom's Genesis engine is completed, --- -there 
may be a very nice short cut to making games without knowing too much 
programming as well.


That's certainly my hope,  though I might considder seeing if I 
can learn programming when my phd is finished,  assuming then of 
course I'm not busy with creative writing or other projects as is 
also likely.


Beware the grue!

Dark.



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Re: [Audyssey] How to non program a game

2009-11-21 Thread Allan Thompson

Thanks Tom.  I am sure Dark was telling me his honest opinion.
I knew that failed game had castle in the name. That was a disappointment 
thru no fault of Justin and that is a situation I would be concerned with. I 
would want to see the project completed to the end.
I always assumed that money would be handed over first for production 
expenses like music, sound effects, and voice acting, then the actual 
release of the game would be split according to contract...or is that what 
you said? Maybe I misunderstood. I thought 10% for the cretive element was 
the going rate, LOL. Man I was way off on that.
Ok, so if I understand this right. Get a programmer/programming company. Get 
a contract, they make game, game gets sold, split earnings according to 
contract barring any problems between contract signing and completion.
Does the creative idea guy or gal get any creative input into the project or 
does that have to be contractually listed as well?


al





rday, November 21, 2009 8:57 PM
Subject: Re: [Audyssey] How to non program a game



Hi Al,
There is no need to feel that way. Your question was not stupid. There is 
no such thing as a stupid question when it comes to developing games. Dark 
was just over reacting I think. Grin


Allan Thompson wrote:

Ok, I can live with that.
Maybe it was a stupid question, but if I don't ask I'll never know.

al



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Re: [Audyssey] Saturday's Game Chat

2009-11-21 Thread Phil Vlasak

Hi Dark,
Hey 8 PM would be a great time for a break !
Most of the games on the For the People site start at 2 AM GMT and go to 4 
AM GMT.

Good for night owls but it should be renamed For the US People!
My on-line Dungeons and Dragons sessions now occur 1 AM to 4 AM GMT.


Phil

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 8:08 PM
Subject: Re: [Audyssey] Saturday's Game Chat



unfortunately Phil, for one thig I'm not signed up to the chat sight, 
and for another that time slaps streight bang in the middle of my saturday
evening 6-11 tabletop rp session,  which isn't too helpful
unfortunately.

Beware the grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 9:30 PM
Subject: Re: [Audyssey] Saturday's Game Chat



Hi Folks,
Philip Bennefall and me had a nice chat for over an hour in the games
people play room.
Too bad there were very few others there.
Three other people popped in for a while.
I will visit the room next Saturday at 3 PM Eastern which is 8 PM GMT and
9 PM Sweden time.

Phil


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Re: [Audyssey] Saturday's Game Chat

2009-11-21 Thread Charles Rivard
I'll try to be there, but I'm not sure how much time I'll have, as the 
weekends are now taken up with catching up while I was at work during the 
week.
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- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 11:30 AM
Subject: Re: [Audyssey] Saturday's Game Chat


Hi Folks,
Philip Bennefall and me had a nice chat for over an hour in the games people
play room.
Too bad there were very few others there.
Three other people popped in for a while.
I will visit the room next Saturday at 3 PM Eastern which is 8 PM GMT and 9
PM Sweden time.

Phil


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Re: [Audyssey] How to non program a game

2009-11-21 Thread Thomas Ward

Hi Al,
All of the questions you asked are all subject to the terms of the 
contract. Weather or not you have to pay for things like sounds, music, 
up front or the developer will fit the cost of those is between you and 
the contractor. However, given the fact the contractor will need some 
sort of start up capital I'd say you would have to come up with some 
sort of payment in advance. Same goes for the actual percentage of how 
much you earn off of the game royalties. As far as how much input you 
get into creating the game I would assume you would have the final say 
if you are the one paying the developer to create the project out of pocket.


Let's use this as an example. Let's say you came up with this really 
cool game idea called Star Warrior, and you had a general idea of the 
characters, enemies, hazards the hero would face, etc. Then, you 
approached USA Games to create it.


You would begin with a written game proposal explaining to me what the 
game was about, a brief overview of the things you wanted in the game, 
and of course I would review it. If I liked the game proposal we could 
negotiate some sort of contract so that we could write, produce, and 
publish Star Warrior.


After that we would work together to create a game outline. That is an 
authoritative document that covers the back story for the game, detailed 
information about all of the game characters, enemies, hazards, and a 
written description of the game level by level. Once we have agreed on 
the rough draft of  the game outline USA Games could actually begin 
development of the game.



Allan Thompson wrote:

Thanks Tom.  I am sure Dark was telling me his honest opinion.
I knew that failed game had castle in the name. That was a 
disappointment thru no fault of Justin and that is a situation I would 
be concerned with. I would want to see the project completed to the end.
I always assumed that money would be handed over first for production 
expenses like music, sound effects, and voice acting, then the actual 
release of the game would be split according to contract...or is that 
what you said? Maybe I misunderstood. I thought 10% for the cretive 
element was the going rate, LOL. Man I was way off on that.
Ok, so if I understand this right. Get a programmer/programming 
company. Get a contract, they make game, game gets sold, split 
earnings according to contract barring any problems between contract 
signing and completion.
Does the creative idea guy or gal get any creative input into the 
project or does that have to be contractually listed as well?


al



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Re: [Audyssey] How to non program a game

2009-11-21 Thread Charles Rivard
I thought it was an interesting question, and from your first response, it 
sounds like things could get messy when it comes to having someone else do 
your programming.
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- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 3:57 PM
Subject: Re: [Audyssey] How to non program a game


Hi Al,
There is no need to feel that way. Your question was not stupid. There
is no such thing as a stupid question when it comes to developing games.
Dark was just over reacting I think. Grin

Allan Thompson wrote:
 Ok, I can live with that.
 Maybe it was a stupid question, but if I don't ask I'll never know.

 al


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Re: [Audyssey] How to non program a game

2009-11-21 Thread dark
Technically there's no such thing as a stupid suggestion,  just ones 
which are or are not currently practical.


You do highlight one very important thing, - how much level editers and 
game creation tools which would let people like me and thee with ideas but 
know practical skill create extra audio game content,  everything from 
just a single level or track for an existing game like Railracer, - to a 
full scale new game.


Che has the rail racer track editer, Tom is working on the genesis 3D 
engine, and philip on the game creation toolkit,  so it's helpful for 
them to know.


When these tools are complete,  let your ideas run rampent,  and put 
them into practice yourself!


Beware the grue!

Dark. 



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Re: [Audyssey] How to non program a game

2009-11-21 Thread dark

hi Tom.

It's just this is something which comes up a lot from various people,   
including me. who have wild ideas about games and perhaps not enough 
forthought behind them as to whether they would be possible with current 
techniques, current sounds or whatever.


that's why a good and working knolidge of at least what is possible is 
needed even before you start considdering contracts etc.


Beware the gRue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 1:54 AM
Subject: Re: [Audyssey] How to non program a game



Hi Dark,
Ummm...Comparing game programming to building a car is a bit far fetched. 
Any developer would be able to tell Al where his ideas wouldn't be 
feasible or possible, and the two could work together to come up with a 
compromise for sure. Of course, a lot relies on the skill of  the 
developer being asked to do the work. Obviously if Al wants a developer to 
create a side-scroller like Mysteries of the Ancients  or an FPS game like 
Shades of Doom he would probably want to try developers he knows 
specializes in such types of games. He wouldn't want to contract with a 
developer who specializes in card, board, and puzzle games. From a 
programming standpoint both types of games require different skills to 
complete.


dark wrote:
Al, saying i have no idea about programming but a great idea for a game 
is a bit like I have no idea about engineering but a great idea for a 
car


you may have a fantastic idea for a car run on hydrogen fuel,  but 
unless you've an idea of hydraulics, fuel convertion, how fuel relates to 
speed etc, you've got no chance of having a reasonable idea for a car.


I too do not have the time to learn programming. Though I have game 
ideas, I do not share them or try to commition another person to make 
them,   sinse they might be totally impossible.


I simply store them up in my head until I may possibley at some point 
have the time to learn.


Your much better considdering what is possible with current techniques, 
what ideas programmers have for games, and offering your informated in 
put on those ideas,  as nded you are doing on this list and the 
entombed list, than cranking out wild ideas for games with nobody to make 
them.


Oh btw, if one of the game creation engines such as Philip's scripting 
language or Tom's Genesis engine is completed, --- -there may be a very 
nice short cut to making games without knowing too much programming as 
well.


That's certainly my hope,  though I might considder seeing if I can 
learn programming when my phd is finished,  assuming then of course 
I'm not busy with creative writing or other projects as is also likely.


Beware the grue!

Dark.



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Re: [Audyssey] How to non program a game

2009-11-21 Thread dark
It certainly wasn't my intention to be insulting or put people off,   
only to note that there's a difference betwene having ideas,  and having 
practcial ideas,  one I've myself crossed on many occasions.


Ultimately though, Tom is right,  it's afterall his job as the 
programmer to say what is or is not practical.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 1:57 AM
Subject: Re: [Audyssey] How to non program a game



Hi Al,
There is no need to feel that way. Your question was not stupid. There is 
no such thing as a stupid question when it comes to developing games. Dark 
was just over reacting I think. Grin


Allan Thompson wrote:

Ok, I can live with that.
Maybe it was a stupid question, but if I don't ask I'll never know.

al



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread dark
I understand your issues with Mota and your desire not to embark on a long 
research issue.


However it firstly seems you've got a lot of information on the subject 
yourself naturally,  ie, the long discourse on Elizabeth Bathory,   
and secondly this is certainly an area others could assist with. #


My position on research might be a bit unrealistic compared to yours,   
afterall I have been a student for 7 years and actually do my own research 
every week for my doctorate.


Also, there doesn't have to be huge amounts of backstory,  just enough 
to be interesting. This is why I love the first of the Soul blade games so 
much, sinse unlike it's successors, it was very historically accurate indeed 
concerning the events of the 15th century across Europe and asia.


I know from the history I've done on that period, that though it's plot is 
really nicely written,  it probably didn't take more than a good 
inspection of an ideots guide to Europe and Asia circa 1650 to look up.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 2:06 AM
Subject: Re: [Audyssey] Castlevania was: Developer time was: My Opinion of 
Q9




Hi Dark,
Oh, I wasn't talking about what the end users would think of a complex 
plot or story for a arcade game like Castlevania, but how much work goes 
into it from the developers end. As a game player the more complex and 
interesting the plot the better. However, as a developer I'm pretty weary 
of stressing my brain and doing in depth research for game plot and game 
development. What I'd like to do for a change is just write something for 
the fun of it without having to put much work into the project. Working on 
MOTA has pretty much drained me emotionally and physically and i need to 
recharge my batteries you could say. Working on a triditional Castlevania 
game is one way to create a game that doesn't really need a great deal of 
background research if I don't want too.


dark wrote:
Well Tom, simply because a plot is there doesn't mean people have to 
bother with it unless they wish to.


Take the mega man series for instance. There is extensive information on 
every single robot master, what order they wer ebuilt, what their 
personalities are like, what purpose they bwere originally made for etc.


For instance, Metal man, in Mega man 2 was created as an improved clone 
of Cut man in the original game, though was givern an incredibly 
haphazard and slapdash personality by wily sinse his intelligence 
circuites were cobbled together later.


This sort of information was revealed both in later games, and through 
books like the famous perfect Works source books, which reveal heavily 
detailed back stories on game series and are a staple of any long running 
or highly popular game in japan.


If you had historically significant and interesting bosses in a 
castlevania type arcade game, either have the character discover an item 
such as a scroll or book which sat in their inventory and was chosen to 
read or not at leasue,  or just write a highly comprehensive manual 
with extensive boss information. I'd prefer the first option, sinse 
finding the info in game would also mean the player could read up on each 
boss before fighting her/him in game, --- 
thus making things very immediate and avoiding spoilers,  but if this 
sounds like cluttering up the inventory too much, you could just include 
a bestiary file in the game detailing enemy and boss historical 
information,  which obviously only the most interested players would 
read.


This is again something which would be great in audio games, sinse 
however much information can be gathered about an enemy's nature and 
attacks from sound (and I admit this is a lot), there are details you 
can't gather.


For instance, if you had marsial sue as a skseltal boss,  other than 
by reading information, theere's no way the player could know he was 
wearing the remains of a french army uniform,  however good sounds 
the ratling of his bones, and jingling of his medels made.


Reading this information would be no advantage in game,  being as the 
game was an arcade game, and of course up to the choice of a player to 
read or not as they pleased.


Beware the grue!

Dark.



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