Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Dennis Towne
Ken,

The only thing that makes for mastery of programming is doing it.  A
lot.  I would argue that I've finally reached near mastery in the C
programming language; I've only had to write a mere quarter million
lines of code to do it.

Regarding AI, Alter Aeon actually doesn't have any, and while I know
fuzzy logic is often used for it, none of it is used in the game
server.  Instead, we use random number generators and add-on special
procedures that can make creatures do special things.  Random numbers
are extremely useful, and my advice would be to become comfortable
with using them for practically everything.

In regard to people buying games, I would argue that it's because the
conventional model of selling games as standalone packages is failing.
 Those packages can be traded, given away, and copied so easily that
it's pretty much just not worthwhile.  If you have a central server,
it's a bit easier.

I'd actually recommend giving away games for free to build up a
reputation and to get a lot of feedback from people on how you can
improve them.  Your first handful of games probably won't be good
enough to even give away; but after you really get settled in with
your programming language, tools, and audio libraries, the quality
will really improve.  When a lot of people really like and play your
games, try selling expansions to them.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Tue, Mar 27, 2012 at 11:03 PM, Ken kenwdow...@neo.rr.com wrote:
 I know that for me, it's not the lack of ideas, but rather the lack of the
 mastery of programming.  I really wish I could get a look at a game like
 swamp and learn, for exmple, how to have the game incorporate map files and
 so on.  Another problem I am having is with AI.  I understand fuzzy logic
 and was using it way before I even knew about it, but programming AI isn't
 as simple as just thinking how it should behave and writing it down, you've
 got to code in such a way that it does what it's supposed to.
 Finally, my last barrier is that no one buys my games.  I thought Phrase
 Madness would be a big success, yet it's only seen five buyers.  To me, the
 ability not only to make new and funny phrases, but also to be able to
 comment on them and upload those comments made the game unique, as well as
 the fact that it could be played on a windows mobile device, but nobody was
 all that interested.  Oh well, maybe I'll have better luck with Space
 Attack--if I ever getting around to finishing it lol.

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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Thomas Ward


Hi Ken,

Actually, Empire Strikes Back dealt with the battle of Hoth. You piloted 
a snow speeder around the screen while Imperial At-At's attempted to 
destroy the shield generator.  When the shield generator was destroyed 
or  you lost all your lives the game was over. Is that what you were 
talking about when you mentioned ships and bases?


Cheers!

On 3/27/2012 7:12 PM, Ken wrote:
Don't forget about my favorite mode i Combat, rickochet mode.  I used 
to love that.
Another great game for the 2600 was the empire Strikes back game--I 
think that's the one it was.  You're flying to the right or left, and 
have to take out enemy ships with multiple blasts.  You have to be 
level with the ships to hit them.  Then, when the ship gets low on 
energy you have to get it over a base and stop all horizontal 
movements, then drop down and land.  Every now and then, the theme 
song plays, you get an extra force bost, and become indestructible.  
That was my favorite 2600 game.



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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Thomas Ward


Hi Clement,

Yeah, I know what you mean by lack of tactics. Which is really one of 
the major points I want to raise. While I am not really a fan of Street 
Fighter, Mortal Kombat, Marvel vs Capcom, etc I am well aware of the 
degree of artificial intelligence and skill level required to play those 
games. Most audio games sadly don't match it.


As to the idea of using beeps to indicate if an enemy is above or below 
you I don't know. The problem with the beep idea is that its fine for a 
sci-fi setting where you can work it into the storyline by having a 
heads up display, threat radar, laser sight, whatever but totally out of 
place in an ancient setting. Obviously, a knight, warrior,paladin, 
wizard, whatever wouldn't hear beeps if an enemy is above or below. So a 
more realistic or natural sound should be used instead.


For example, if I get around to completing the 3d FPS version of my Tomb 
Hunter games I want to use slight wind sounds to indicate doors and 
passages. It only makes sense if passing a doorway to here a deep windy 
sound to indicate a room or corridor is off to your left or right. It 
would not make sense for the doors to begin beeping like mad unless 
Angela has some sort of equipment to locate doors and passages. Even 
then I think the wind sounds are better because it blends nicely into 
the background ambiance.


Another case is ledges. As you probably know in MOTA I used dripping 
water to indicate where certain ledges were. A high pitched drip 
indicated a ledge was above you, and a low pitched drip indicated a 
ledge was below you. As you know that not only gave the player the 
information he/she needed, but also fit into the background ambiance too.


Cheers!


On 3/27/2012 10:51 PM, Clement Chou wrote:
Well it'd definitely be good to see that in the near future. That's 
one thing that's always frustrated me about audio games... no tactics. 
True Judgement Day and others sometimes have you needing to make split 
decisions... do I make quick work of this incoming helicopter? Or do I 
go after the enemy that will disable my attacks when they land because 
they're so close to landing? But to me, that's barely scratching the 
surface... which is why I put so much emphasis on developing an audio 
one on one fighting game. If made well, I could see it getting 
competetive, tournaments behing held online, etc. But I think right 
now the problem is that most developers can't think of how to make 
attacks sound different. In my image, because kicks often involve 
larger motions than a punch, the swish I would use for a roundhouse 
would be, say, much larger and more dramatic than a short jab. But I 
don't think we have to come up with a million ways to block... even a 
simple high block or low block like every fighting games have would 
suffice. But I think we're so afraid to tap into undiscovered 
territory we keep seeing the same few ideas over and over again. Even 
in a 3d shooter, I could see many ways to determine whether an enemy 
was shooting at you from above or below. I might be on a pathway with 
a dropoff to my left side and trees to my right. With enemies shooting 
from above I would probably say have a beep play along with the shot, 
but have a lower beep as an indicator that an enemy is attacking from 
below. And a different set of beeps could be used for forward and rear 
attacks. Just some thoughts that've been floating in my head. I have 
many ways I could see an audio fighter or shooter being done, but 
don't have the skills or time to learn a programming language.



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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Clement Chou
I think you hit the nail on the head. And the beeps were just an example. I 
have other ideas too... if you were being shot at by a sniper with a bow 
from far away, I could think of several different sounds to signify whether 
an arrow was coming from above or below. The beeping I would use in a modern 
shooter, something like Call of Duty, Counterstrike, etc. But in an ancient 
setting, it would make more sense for different sounds of course, and all 
the ways you mentioned are things I like precisely for the reasons you gave 
about ambiance as well as just being more natural. I was simply thinking of 
modern shooters because aside from fighting games, that's probably my other 
favorite genre of games... that I wish we could play, along with action 
adventure games.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 28, 2012 12:14 PM
Subject: Re: [Audyssey] A Proposal for Game Developers




Hi Clement,

Yeah, I know what you mean by lack of tactics. Which is really one of the 
major points I want to raise. While I am not really a fan of Street 
Fighter, Mortal Kombat, Marvel vs Capcom, etc I am well aware of the 
degree of artificial intelligence and skill level required to play those 
games. Most audio games sadly don't match it.


As to the idea of using beeps to indicate if an enemy is above or below 
you I don't know. The problem with the beep idea is that its fine for a 
sci-fi setting where you can work it into the storyline by having a heads 
up display, threat radar, laser sight, whatever but totally out of place 
in an ancient setting. Obviously, a knight, warrior,paladin, wizard, 
whatever wouldn't hear beeps if an enemy is above or below. So a more 
realistic or natural sound should be used instead.


For example, if I get around to completing the 3d FPS version of my Tomb 
Hunter games I want to use slight wind sounds to indicate doors and 
passages. It only makes sense if passing a doorway to here a deep windy 
sound to indicate a room or corridor is off to your left or right. It 
would not make sense for the doors to begin beeping like mad unless Angela 
has some sort of equipment to locate doors and passages. Even then I think 
the wind sounds are better because it blends nicely into the background 
ambiance.


Another case is ledges. As you probably know in MOTA I used dripping water 
to indicate where certain ledges were. A high pitched drip indicated a 
ledge was above you, and a low pitched drip indicated a ledge was below 
you. As you know that not only gave the player the information he/she 
needed, but also fit into the background ambiance too.



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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Ken

The one I'm thinking of was the one where the adats march toward your base.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, March 28, 2012 2:58 PM
Subject: Re: [Audyssey] A Proposal for Game Developers




Hi Ken,

Actually, Empire Strikes Back dealt with the battle of Hoth. You piloted a 
snow speeder around the screen while Imperial At-At's attempted to destroy 
the shield generator.  When the shield generator was destroyed or  you 
lost all your lives the game was over. Is that what you were talking about 
when you mentioned ships and bases?


Cheers!

On 3/27/2012 7:12 PM, Ken wrote:
Don't forget about my favorite mode i Combat, rickochet mode.  I used to 
love that.
Another great game for the 2600 was the empire Strikes back game--I think 
that's the one it was.  You're flying to the right or left, and have to 
take out enemy ships with multiple blasts.  You have to be level with the 
ships to hit them.  Then, when the ship gets low on energy you have to 
get it over a base and stop all horizontal movements, then drop down and 
land.  Every now and then, the theme song plays, you get an extra force 
bost, and become indestructible.  That was my favorite 2600 game.



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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Thomas Ward


Well, Ken. I think you hit the nail on the head.

Its less a matter of blind gamers being able to come up with decent game 
ideas, but more a matter of converting those ideas into code. I think 
the reason for this is the lack of professional training. A lot of 
amateur developers download free instructional material from the web, 
perhaps look at some sample games, but they aren't getting step by step 
training in programming.


For example, most programmers when they take college level courses start 
out with a class on pseudo code. The purpose of that class is to teach 
new programming students how to logically construct programs, to design 
an outline for his/her program, and to get an idea of how a program 
works. Once a new programmer learns the basic logic taught in those 
classes that programmer is ready to move onto the simpler languages like 
Python. Unfortunately, I think what happens is this essential step of 
learning the logic behind programming gets lost and some blind game 
developers try learning a language without fully understanding how it 
works. Therefore they aren't able to convert ideas into code.


For example, you said you aren't sure how to create map files. So let's 
look at this step by step together and see if we can break it down into 
some very logical steps. Then, convert those steps into actual code.


To begin with let's ask the question, what is a map? Well, a map is a 
flat 2 dimmentional image of the game world. You can think of it as a 
game board broken up into rows and colums of squares that need to be 
filled in with data. Basically, its just a table containing the location 
of rivers, mountains, walls, and whatever else you want to add to your 
map. So how do we create a 2d table in programming?


Well, easy. We use a 2d array of course. Then, we fill that 2d array 
with specific information of where castles, maps, rivers, bridges, and 
everything else is by saving that information to the x and y location in 
the array.


For example, if we have a 2d array called map and we want to add a 
castle to (5, 5) on that map in Python we could do something like


map[5][5] = castle

which just added castle to the center of our map. Now we want to add 
mountains to the north end of our map like this


while i  10:
map[i][9] = mountains
i++

which would add several mountins to the top of our map.

Once we have created that map we need to save it to a file. In most 
programming languages we would convert that array to binary, something 
called serialization, and then save it to a dat file. If we ever need to 
reload that map we deserialize it, convert binary data back into a 
string array like above, and then can use it for loading and saving 
different map files. This is essentially how all the level map files 
work in my game engine. It just deserializes an array of walls, doors, 
traps, whatever and I check the array to figure out where this or that 
is in relation to the player. its a very simple concept in practice, but 
unless someone has been taught to think of arrays in that way they might 
not ever think of using them for 2d maps.


Of course, there is a more professional way of handling maps and that is 
by using collision detection. You create an object, asign it an x/y 
location, and then calculate the distance and direction to that object. 
If they intersect a collision occurs. However, as bounded boxes is 
beyond the scope of this message let's just say there are multiple ways 
to handle map files.


Anyway, I think that is the problem most audio game developers have. 
They don't know the logic behind how this or that works so aren't able 
to convert ideas into working code. They might not even know the 
language as well as they think which would compound the issue.  The key 
to being a good programmer is knowing the language very well and 
understanding how each and everything works in it.


As to the issue of Fraze Madness. Unfortunately, that is another side 
effect of being an audio game developer. Some games do fairly well and 
others don't do well at all. Since we are dealing with a very small 
market the games that don't do well end up with only a handful of sales 
making it barely worth the effort of developing the game. You aren't the 
first person who tried to sell an audio game only to find it wasn't a 
commercial success.


Cheers!

On 3/27/2012 11:03 PM, Ken wrote:
I know that for me, it's not the lack of ideas, but rather the lack of 
the mastery of programming.  I really wish I could get a look at a 
game like swamp and learn, for exmple, how to have the game 
incorporate map files and so on.  Another problem I am having is with 
AI.  I understand fuzzy logic and was using it way before I even knew 
about it, but programming AI isn't as simple as just thinking how it 
should behave and writing it down, you've got to code in such a way 
that it does what it's supposed to.
Finally, my last barrier is that no one buys my 

Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread john
Now that's a fact I didn't know about mota. The ledges always 
sounded the same to me (the only reason I got level two was 
guessing).


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Mar 2012 15:14:52 -0400
Subject: Re: [Audyssey] A Proposal for Game Developers


Hi Clement,

Yeah, I know what you mean by lack of tactics. Which is really 
one of
the major points I want to raise. While I am not really a fan of 
Street
Fighter, Mortal Kombat, Marvel vs Capcom, etc I am well aware of 
the
degree of artificial intelligence and skill level required to 
play those

games. Most audio games sadly don't match it.

As to the idea of using beeps to indicate if an enemy is above or 
below
you I don't know. The problem with the beep idea is that its fine 
for a
sci-fi setting where you can work it into the storyline by having 
a
heads up display, threat radar, laser sight, whatever but totally 
out of
place in an ancient setting. Obviously, a knight, 
warrior,paladin,
wizard, whatever wouldn't hear beeps if an enemy is above or 
below. So a

more realistic or natural sound should be used instead.

For example, if I get around to completing the 3d FPS version of 
my Tomb
Hunter games I want to use slight wind sounds to indicate doors 
and
passages. It only makes sense if passing a doorway to here a deep 
windy
sound to indicate a room or corridor is off to your left or 
right. It
would not make sense for the doors to begin beeping like mad 
unless
Angela has some sort of equipment to locate doors and passages. 
Even
then I think the wind sounds are better because it blends nicely 
into

the background ambiance.

Another case is ledges. As you probably know in MOTA I used 
dripping

water to indicate where certain ledges were. A high pitched drip
indicated a ledge was above you, and a low pitched drip indicated 
a
ledge was below you. As you know that not only gave the player 
the
information he/she needed, but also fit into the background 
ambiance too.


Cheers!


On 3/27/2012 10:51 PM, Clement Chou wrote:
Well it'd definitely be good to see that in the near future. 
That's
one thing that's always frustrated me about audio games... no 
tactics.
True Judgement Day and others sometimes have you needing to make 
split
decisions... do I make quick work of this incoming helicopter? 
Or do I
go after the enemy that will disable my attacks when they land 
because
they're so close to landing? But to me, that's barely scratching 
the
surface... which is why I put so much emphasis on developing an 
audio

one on one fighting game. If made well, I could see it getting
competetive, tournaments behing held online, etc. But I think 
right
now the problem is that most developers can't think of how to 
make
attacks sound different. In my image, because kicks often 
involve
larger motions than a punch, the swish I would use for a 
roundhouse
would be, say, much larger and more dramatic than a short jab. 
But I
don't think we have to come up with a million ways to block... 
even a
simple high block or low block like every fighting games have 
would

suffice. But I think we're so afraid to tap into undiscovered
territory we keep seeing the same few ideas over and over again. 
Even
in a 3d shooter, I could see many ways to determine whether an 
enemy
was shooting at you from above or below. I might be on a pathway 
with
a dropoff to my left side and trees to my right. With enemies 
shooting
from above I would probably say have a beep play along with the 
shot,
but have a lower beep as an indicator that an enemy is attacking 
from
below. And a different set of beeps could be used for forward 
and rear
attacks. Just some thoughts that've been floating in my head. I 
have
many ways I could see an audio fighter or shooter being done, 
but

don't have the skills or time to learn a programming language.


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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Ben
Same, and there was nothing as I recall, about it in the manual

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: 28 March 2012 22:03
To: Gamers Discussion list
Subject: Re: [Audyssey] A Proposal for Game Developers

Now that's a fact I didn't know about mota. The ledges always sounded the
same to me (the only reason I got level two was guessing).

 - Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org Date sent: Wed, 28 Mar 2012
15:14:52 -0400
Subject: Re: [Audyssey] A Proposal for Game Developers


Hi Clement,

Yeah, I know what you mean by lack of tactics. Which is really one of the
major points I want to raise. While I am not really a fan of Street Fighter,
Mortal Kombat, Marvel vs Capcom, etc I am well aware of the degree of
artificial intelligence and skill level required to play those games. Most
audio games sadly don't match it.

As to the idea of using beeps to indicate if an enemy is above or below you
I don't know. The problem with the beep idea is that its fine for a sci-fi
setting where you can work it into the storyline by having a heads up
display, threat radar, laser sight, whatever but totally out of place in an
ancient setting. Obviously, a knight, warrior,paladin, wizard, whatever
wouldn't hear beeps if an enemy is above or below. So a more realistic or
natural sound should be used instead.

For example, if I get around to completing the 3d FPS version of my Tomb
Hunter games I want to use slight wind sounds to indicate doors and
passages. It only makes sense if passing a doorway to here a deep windy
sound to indicate a room or corridor is off to your left or right. It would
not make sense for the doors to begin beeping like mad unless Angela has
some sort of equipment to locate doors and passages. 
Even
then I think the wind sounds are better because it blends nicely into the
background ambiance.

Another case is ledges. As you probably know in MOTA I used dripping water
to indicate where certain ledges were. A high pitched drip indicated a ledge
was above you, and a low pitched drip indicated a ledge was below you. As
you know that not only gave the player the information he/she needed, but
also fit into the background ambiance too.

Cheers!


On 3/27/2012 10:51 PM, Clement Chou wrote:
 Well it'd definitely be good to see that in the near future. 
That's
 one thing that's always frustrated me about audio games... no tactics.
 True Judgement Day and others sometimes have you needing to make split
decisions... do I make quick work of this incoming helicopter? 
Or do I
 go after the enemy that will disable my attacks when they land because
they're so close to landing? But to me, that's barely scratching the
surface... which is why I put so much emphasis on developing an audio  one
on one fighting game. If made well, I could see it getting  competetive,
tournaments behing held online, etc. But I think right  now the problem is
that most developers can't think of how to make  attacks sound different. In
my image, because kicks often involve  larger motions than a punch, the
swish I would use for a roundhouse  would be, say, much larger and more
dramatic than a short jab. 
But I
 don't think we have to come up with a million ways to block... 
even a
 simple high block or low block like every fighting games have would
suffice. But I think we're so afraid to tap into undiscovered  territory we
keep seeing the same few ideas over and over again. 
Even
 in a 3d shooter, I could see many ways to determine whether an enemy  was
shooting at you from above or below. I might be on a pathway with  a dropoff
to my left side and trees to my right. With enemies shooting  from above I
would probably say have a beep play along with the shot,  but have a lower
beep as an indicator that an enemy is attacking from  below. And a different
set of beeps could be used for forward and rear  attacks. Just some thoughts
that've been floating in my head. I have  many ways I could see an audio
fighter or shooter being done, but  don't have the skills or time to learn a
programming language.


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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Ben
Hi, Thom.  Its not just that, it's the fact that courses over here are
impossible to find (good ones that don't involve physics and other theory
that is unrelated in relevance to learning the language), and not just that.
Its because people don't know our languages (like bgt) which would make it
easier for us to learn if they could train us.  I now I don't make sense in
this message like I normally do, but I agree with your point as well as
adding the above additions.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 28 March 2012 21:26
To: Gamers Discussion list; Gamers Discussion list
Subject: Re: [Audyssey] A Proposal for Game Developers


Well, Ken. I think you hit the nail on the head.

Its less a matter of blind gamers being able to come up with decent game
ideas, but more a matter of converting those ideas into code. I think the
reason for this is the lack of professional training. A lot of amateur
developers download free instructional material from the web, perhaps look
at some sample games, but they aren't getting step by step training in
programming.

For example, most programmers when they take college level courses start out
with a class on pseudo code. The purpose of that class is to teach new
programming students how to logically construct programs, to design an
outline for his/her program, and to get an idea of how a program works. Once
a new programmer learns the basic logic taught in those classes that
programmer is ready to move onto the simpler languages like Python.
Unfortunately, I think what happens is this essential step of learning the
logic behind programming gets lost and some blind game developers try
learning a language without fully understanding how it works. Therefore they
aren't able to convert ideas into code.

For example, you said you aren't sure how to create map files. So let's look
at this step by step together and see if we can break it down into some very
logical steps. Then, convert those steps into actual code.

To begin with let's ask the question, what is a map? Well, a map is a flat
2 dimmentional image of the game world. You can think of it as a game board
broken up into rows and colums of squares that need to be filled in with
data. Basically, its just a table containing the location of rivers,
mountains, walls, and whatever else you want to add to your map. So how do
we create a 2d table in programming?

Well, easy. We use a 2d array of course. Then, we fill that 2d array with
specific information of where castles, maps, rivers, bridges, and everything
else is by saving that information to the x and y location in the array.

For example, if we have a 2d array called map and we want to add a castle to
(5, 5) on that map in Python we could do something like

 map[5][5] = castle

which just added castle to the center of our map. Now we want to add
mountains to the north end of our map like this

 while i  10:
 map[i][9] = mountains
 i++

which would add several mountins to the top of our map.

Once we have created that map we need to save it to a file. In most
programming languages we would convert that array to binary, something
called serialization, and then save it to a dat file. If we ever need to
reload that map we deserialize it, convert binary data back into a string
array like above, and then can use it for loading and saving different map
files. This is essentially how all the level map files work in my game
engine. It just deserializes an array of walls, doors, traps, whatever and I
check the array to figure out where this or that is in relation to the
player. its a very simple concept in practice, but unless someone has been
taught to think of arrays in that way they might not ever think of using
them for 2d maps.

Of course, there is a more professional way of handling maps and that is by
using collision detection. You create an object, asign it an x/y location,
and then calculate the distance and direction to that object. 
If they intersect a collision occurs. However, as bounded boxes is beyond
the scope of this message let's just say there are multiple ways to handle
map files.

Anyway, I think that is the problem most audio game developers have. 
They don't know the logic behind how this or that works so aren't able to
convert ideas into working code. They might not even know the language as
well as they think which would compound the issue.  The key to being a good
programmer is knowing the language very well and understanding how each and
everything works in it.

As to the issue of Fraze Madness. Unfortunately, that is another side effect
of being an audio game developer. Some games do fairly well and others don't
do well at all. Since we are dealing with a very small market the games that
don't do well end up with only a handful of sales making it barely worth the
effort of developing the game. You aren't the first person who tried to sell

Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Thomas Ward


Hi Clement,

Sure. That's perfectly understandable. I was merely just pointing out 
that the more creative we can get with making silent objects have sound 
and can fit it into the background ambiance the more enjoyable and 
realistic the game will be.


For example, in Monkey Business James North used various birds to 
indicate the locations of rocks and trees. I have to admit that is a 
pretty clever way to work a tree or rock into the environment while also 
tying a sound to it. You might not be able to hear a rock is there but 
if a bird is sitting on it chirping then that's a sound queue worked 
into the background ambiance.



On 3/28/2012 3:36 PM, Clement Chou wrote:
I think you hit the nail on the head. And the beeps were just an 
example. I have other ideas too... if you were being shot at by a 
sniper with a bow from far away, I could think of several different 
sounds to signify whether an arrow was coming from above or below. The 
beeping I would use in a modern shooter, something like Call of Duty, 
Counterstrike, etc. But in an ancient setting, it would make more 
sense for different sounds of course, and all the ways you mentioned 
are things I like precisely for the reasons you gave about ambiance as 
well as just being more natural. I was simply thinking of modern 
shooters because aside from fighting games, that's probably my other 
favorite genre of games... that I wish we could play, along with 
action adventure games.



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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Thomas Ward


Hi Ken,

Ah, yes. One of my favorites. I've often thought about creating a retro 
remake of Empire Strikes Back and releasing it as open source.



Cheers!

On 3/28/2012 3:48 PM, Ken wrote:
The one I'm thinking of was the one where the adats march toward your 
base.



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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Thomas Ward


Hi John,

That was a later edition to the game. I'm not sure if it made it into 
beta 22 or I added it afterward. I do know one of the later betas would 
increase and decrease the pitch of the ledge depending on if it was 
above or below your position. nThat is helpful when climbing up a rope 
and when the pitch is about medium is when you are at the same level as 
the ledge.


On 3/28/2012 5:02 PM, john wrote:
Now that's a fact I didn't know about mota. The ledges always sounded 
the same to me (the only reason I got level two was guessing).



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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Thomas Ward


Hi John,

That was a later edition to the game. I'm not sure if it made it into 
beta 22 or I added it afterward. I do know one of the later betas would 
increase and decrease the pitch of the ledge depending on if it was 
above or below your position. nThat is helpful when climbing up a rope 
and when the pitch is about medium is when you are at the same level as 
the ledge.


On 3/28/2012 5:02 PM, john wrote:
Now that's a fact I didn't know about mota. The ledges always sounded 
the same to me (the only reason I got level two was guessing).



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Re: [Audyssey] Super Liam Max Payne

2012-03-28 Thread Alfredo_The_Music_maker

Hello Gamers,
I recently heard of a game modifier with the title already mentioned. I 
tried clicking on some soapbox links, but all to no avail. I received 
404 notifications that the file no longer existed. If someone could 
upload it, that would be excellent!

Many thanks,
Alfredo

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Re: [Audyssey] Super Liam Max Payne

2012-03-28 Thread Ryan Conroy
Here ya go:

http://dl.dropbox.com/u/3272592/max_pain_mod_for_super_liam.exe

Enjoy.


-- Original Message --
From: Alfredo_The_Music_maker birdlover2...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Super Liam Max Payne
Date: Wed, 28 Mar 2012 17:28:48 -0700

Hello Gamers,
I recently heard of a game modifier with the title already mentioned. I 
tried clicking on some soapbox links, but all to no avail. I received 
404 notifications that the file no longer existed. If someone could 
upload it, that would be excellent!
Many thanks,
Alfredo

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The New #34;Skinny#34; Fruit
How This Strange 62-Cent African Fruit Is Making Americans Skinny.
http://thirdpartyoffers.juno.com/TGL3131/4f73ae498970127719f5st03vuc
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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Thomas Ward


Hi Ben,

That's because it was a feature I was working on, and I never discussed 
it in the manual. Actually, I just checked beta 22 earlier and the 
feature isn't available in that release. Apparently I added it to the 
beta after that one was released because its in the version of the game 
I have now.


On 3/28/2012 5:27 PM, Ben wrote:

Same, and there was nothing as I recall, about it in the manual



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Re: [Audyssey] A Proposal for Game Developers

2012-03-28 Thread Thomas Ward



Hi Ben,

Well, you really don't need a course on physics to find out how to apply 
physics to games. There are game programming books on this very subject 
that gives developers the essentials on the application of physics in 
games plus common formulas to use. Many even give sample C source code 
to build on.


For example, one such book comes to mind is called, Programming Math 
and Physics, by Wendi Staller. In that book she outlines all the common 
physics and math formulas that commonly come up in games, gives sample 
source code, and explains how the formulas work. So just because one can 
not take a college class on the subject doesn't mean we don't have equal 
access to the content. There are materials out there from websites like 
Safari that discuss the same course material.


As for your comment about BGT that really has no bearing on the issue. 
BGT uses a language called Angelscript that is similar to the C 
programming language. If you have a basic understanding of C or C++ you 
can quite easily convert formulas and sample source code into BGT script 
because the code  will be similar. Which really brings me to a point 
I've made often to new programmers.


A lot  of the documentation for programming, including most professional 
tutorials or guides, are aimed at a C or C++ programmer. That's because 
the C language is and has been the industry standard and is at least 
known to most programming students and professionals alike. It is the 
bedrock of programming regardless of what language or languages you or I 
might like. What this means is that in order to gain access to this 
wealth of information you and I have to at least be familiar with the C 
language in order to understand the source examples and then convert 
them into Visual Basic, Python, or any other language we so choose to 
use for the final project.


In a case like BGT our task is actually simplified because BGT itself 
was based on a C standard. As a result the C source code examples in 
such books will be remotely familiar to you even if not everything is 
100% exact. So we don't really need a book written specifically for BGT 
in that light. Just a basic understanding of how BGT and C are similar 
and different is enough.


Cheers!

On 3/28/2012 5:29 PM, Ben wrote:

Hi, Thom.  Its not just that, it's the fact that courses over here are
impossible to find (good ones that don't involve physics and other theory
that is unrelated in relevance to learning the language), and not just that.
Its because people don't know our languages (like bgt) which would make it
easier for us to learn if they could train us.  I now I don't make sense in
this message like I normally do, but I agree with your point as well as
adding the above additions.



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