Re: [Audyssey] Muds was Re: mud question about display

2013-07-29 Thread James Bartlett

Hi Keith

   Thank you very much for the link. I'll be shore to check it out.

bfn
James

--
From: Keith ks.steinbac...@gmail.com
Sent: Monday, July 29, 2013 12:18 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Muds was Re:  mud question about display


Wiki is at:

http://cyberassault.wikia.com/wiki/CyberASSAULT_Wiki



Mud link up info should be on a link in the wykey



HTH



Keith 

- Original Message - 
From: James Bartlett jab8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 28, 2013 1:06 PM
Subject: Re: [Audyssey] Muds was Re: mud question about display



would you be able to send me a link on that t y.

bfn
James

--
From: john jpcarnemo...@comcast.net
Sent: Sunday, July 28, 2013 1:13 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Muds was Re:  mud question about display

Basically, it's a post-nuclear war space-age game. I can't reallly 
explain it well; I suggest you take a look at the website, especially 
the story and class information, and give it a shot.


- Original Message -
From: James Bartlett jab8...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 28 Jul 2013 13:00:52 -0400
Subject: Re: [Audyssey] Muds was Re:  mud question about display

hello

   I just wanted to know what cyber assault is all about. I've heard it 
a a

lot on here.

   bfn
James

--
From: john jpcarnemo...@comcast.net
Sent: Sunday, July 28, 2013 10:31 AM
To: lindsay_cow...@btinternet.com; Gamers Discussion list
gamers@audyssey.org
Subject: Re: [Audyssey] Muds was Re:  mud question about display

Check out cyber assault (cyberassault.org). Be warned though, this is 
very

much not a children's game.

- Original Message -
From: lindsay_cow...@btinternet.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 28 Jul 2013 14:26:39 +0100
Subject: [Audyssey] Muds was Re:  mud question about display

Hi all,

I fancy trying a new mud. Something with a lot of action. And easy to
follow quests.

Lindsay Cowell

-original message-
Subject: Re: [Audyssey] mud question about display
From: Sarah Haake ti...@gmx.net
Date: 28/07/2013 1:35 pm

Hi Keith,

Alter Aeon does have a prompt too, but when you use MushZ to play it is
turned off by default and you get the infos through sounds from the
client.

In many games it helps to type help prompt. In others the prompt is part
of
a settings or configuration screen, so try typing help settings or help
configure. That should work most times. In cases where this didn't work 
I

just asked around in the game.

Best regards
Sarah


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Re: [Audyssey] zork series.

2013-07-29 Thread James Bartlett

hI there Kimberly

   AHoly Graille game now I would love to get my hands on that one. l o l

bfn
James

--
From: Kimberly Qualls kimberly021...@gmail.com
Sent: Monday, July 29, 2013 1:44 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] zork series.


There's a Hitch hikers Guide game?...My friends and I played Zork,
back when, and even with all of the smoke and drink we got through
them...A friend who was going for a degree in physics engineering
developed a Holy Graille game...It was a blast, but kinda illegal
since Monty Python knew nothing about it...Have a Great Monday,
friends

On 7/10/13, Sabahattin Gucukoglu listse...@me.com wrote:
It's probably much easier and simpler to just get the Infocom app, then 
pull

it apart to extract the z-code.  See:
http://forum.audiogames.net/viewtopic.php?id=10566

Rename the .ipa file to .zip, then extract the contents.  Of course, 
we're

working from the assumption that you're doing this legally.

Cheers,
Sabahattin


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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-29 Thread john
I'm aiming to create a multi-level (multi-stage?) fps game. I 
plan to have a central location between stages, and each stage 
will have it's own map(s). I'm hoping to create a 3d game 
(similar to swamp in navigation). I plan to have about 15 
different types of terrain, and will probably end up manually 
creating the map files, with numbers to designate the type of 
terrain. As far as movement goes, I'm thinking of storing x and y 
in ints, and possibly creating timers to tell when the character
changes coordinates. I'm not sure how I'm going to handle angles 
though.



- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 28 Jul 2013 21:42:46 -0400
Subject: Re: [Audyssey] looking for programming advice: 
cyntaxdifferencebetween bgt and java


Hi John,

As I indicated before it all depends on exactly what type of game 
you
are writing, and what exactly you want to do. If this is just a 
2d
side-scroller than you can get by with declaring a couple of 
variables
to hold your coordinates. Basically, just an x variable to hold 
your
horizontal movement and a y variable for your horizontal 
movement.
However, if you are thinking of an FPS where you will have 360 
degrees

of movement then we will have to work on building at least a trig
based system of movement which isn't complicated to do.

I guess before I can really answer your questions maybe you can 
give
us an outline of the game you want to create in BGT. Once you 
give us
a basic outline of what you plan to do we can give you the best 
advice

possible.

Cheers!

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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-29 Thread Thomas Ward
Hi John,

Okay, I am glad you told me that, because what you want to do is going
to require some basic understanding of trig and geometry to pull off.
I can certainly help you with that, but there is absolutely no way out
of the math requirements for movement in that type of game.

First, simple integers for x and y coordinates won't work in an FPS.
They aren't precise enough for what you want and you'll loose accuracy
and precision. You would be better off using floats or even better yet
doubles for a wider degree of accuracy when moving from coordinate to
coordinate.

Second, you don't have to use timers to update the player's position.
You can simply update the player's position in real time as the up or
down arrow keys are pressed. To keep them at a constant speed you can
check if the step sounds are playing or not. If playing ignore the
command. If not playing play step sound and update position. That's
basically all there is to it.

Finally, as far as handling angles there are two ways of handling
this. You can use the Cartesian calculations with 0 oriented as due
east, or you can use the bearing system where 0 is oriented do north.
If we know how you want to handle this it will be pretty easy to pass
along some formulas for calculating your position.

Cheers!


On 7/29/13, john jpcarnemo...@comcast.net wrote:
 I'm aiming to create a multi-level (multi-stage?) fps game. I
 plan to have a central location between stages, and each stage
 will have it's own map(s). I'm hoping to create a 3d game
 (similar to swamp in navigation). I plan to have about 15
 different types of terrain, and will probably end up manually
 creating the map files, with numbers to designate the type of
 terrain. As far as movement goes, I'm thinking of storing x and y
 in ints, and possibly creating timers to tell when the character
 changes coordinates. I'm not sure how I'm going to handle angles
 though.

---
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Re: [Audyssey] Muds was Re: mud question about display

2013-07-29 Thread wayne coles
Hello i downloaded the mush z client for cyber assault but what do i 
have to do to get the game to start i use mush z with alter aeon and hit enter 
on mush z then do alt f and then hit number 1 and then put my details in but 
that does not work with cyber assault so any help please thanks in advance

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Keith
Sent: 29 July 2013 05:18
To: Gamers Discussion list
Subject: Re: [Audyssey] Muds was Re: mud question about display

Wiki is at:

http://cyberassault.wikia.com/wiki/CyberASSAULT_Wiki



Mud link up info should be on a link in the wykey



HTH



Keith 

- Original Message - 
From: James Bartlett jab8...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 28, 2013 1:06 PM
Subject: Re: [Audyssey] Muds was Re: mud question about display


 would you be able to send me a link on that t y.

 bfn
 James

 --
 From: john jpcarnemo...@comcast.net
 Sent: Sunday, July 28, 2013 1:13 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Muds was Re:  mud question about display

 Basically, it's a post-nuclear war space-age game. I can't reallly 
 explain it well; I suggest you take a look at the website, especially the 
 story and class information, and give it a shot.

 - Original Message -
 From: James Bartlett jab8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Sun, 28 Jul 2013 13:00:52 -0400
 Subject: Re: [Audyssey] Muds was Re:  mud question about display

 hello

I just wanted to know what cyber assault is all about. I've heard it a 
 a
 lot on here.

bfn
 James

 --
 From: john jpcarnemo...@comcast.net
 Sent: Sunday, July 28, 2013 10:31 AM
 To: lindsay_cow...@btinternet.com; Gamers Discussion list
 gamers@audyssey.org
 Subject: Re: [Audyssey] Muds was Re:  mud question about display

 Check out cyber assault (cyberassault.org). Be warned though, this is 
 very
 much not a children's game.

 - Original Message -
 From: lindsay_cow...@btinternet.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Sun, 28 Jul 2013 14:26:39 +0100
 Subject: [Audyssey] Muds was Re:  mud question about display

 Hi all,

 I fancy trying a new mud. Something with a lot of action. And easy to
 follow quests.

 Lindsay Cowell

 -original message-
 Subject: Re: [Audyssey] mud question about display
 From: Sarah Haake ti...@gmx.net
 Date: 28/07/2013 1:35 pm

 Hi Keith,

 Alter Aeon does have a prompt too, but when you use MushZ to play it is
 turned off by default and you get the infos through sounds from the
 client.

 In many games it helps to type help prompt. In others the prompt is part
 of
 a settings or configuration screen, so try typing help settings or help
 configure. That should work most times. In cases where this didn't work I
 just asked around in the game.

 Best regards
 Sarah


 ---
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 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


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[Audyssey] Ear Monsters Update with GameCenter

2013-07-29 Thread B Schmidt
Ear Monsters Update 1.5 is live on the App store.
1.5 adds Game Center support, for iOS 6.1 or greater with leaderboards and
achievements.

Also, sort of funny (in a depressing sort of way) is that Siri doesn't seem
to know how to properly pronounce Leaderboard!  She says lead (like the
metal) and not leed (as in to command or be in charge).  Sigh...

Brian



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Re: [Audyssey] Muds was Re: mud question about display

2013-07-29 Thread Dennis Towne
Wayne,

Mush-Z doesn't work with other muds.  It's for Alter Aeon.

Dennis Towne

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


On Mon, Jul 29, 2013 at 6:26 AM, wayne coles wayne...@gmail.com wrote:
 Hello i downloaded the mush z client for cyber assault but what do i 
 have to do to get the game to start i use mush z with alter aeon and hit 
 enter on mush z then do alt f and then hit number 1 and then put my details 
 in but that does not work with cyber assault so any help please thanks in 
 advance

 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Keith
 Sent: 29 July 2013 05:18
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Muds was Re: mud question about display

 Wiki is at:

 http://cyberassault.wikia.com/wiki/CyberASSAULT_Wiki



 Mud link up info should be on a link in the wykey



 HTH



 Keith

 - Original Message -
 From: James Bartlett jab8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, July 28, 2013 1:06 PM
 Subject: Re: [Audyssey] Muds was Re: mud question about display


 would you be able to send me a link on that t y.

 bfn
 James

 --
 From: john jpcarnemo...@comcast.net
 Sent: Sunday, July 28, 2013 1:13 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Muds was Re:  mud question about display

 Basically, it's a post-nuclear war space-age game. I can't reallly
 explain it well; I suggest you take a look at the website, especially the
 story and class information, and give it a shot.

 - Original Message -
 From: James Bartlett jab8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Sun, 28 Jul 2013 13:00:52 -0400
 Subject: Re: [Audyssey] Muds was Re:  mud question about display

 hello

I just wanted to know what cyber assault is all about. I've heard it a
 a
 lot on here.

bfn
 James

 --
 From: john jpcarnemo...@comcast.net
 Sent: Sunday, July 28, 2013 10:31 AM
 To: lindsay_cow...@btinternet.com; Gamers Discussion list
 gamers@audyssey.org
 Subject: Re: [Audyssey] Muds was Re:  mud question about display

 Check out cyber assault (cyberassault.org). Be warned though, this is
 very
 much not a children's game.

 - Original Message -
 From: lindsay_cow...@btinternet.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Sun, 28 Jul 2013 14:26:39 +0100
 Subject: [Audyssey] Muds was Re:  mud question about display

 Hi all,

 I fancy trying a new mud. Something with a lot of action. And easy to
 follow quests.

 Lindsay Cowell

 -original message-
 Subject: Re: [Audyssey] mud question about display
 From: Sarah Haake ti...@gmx.net
 Date: 28/07/2013 1:35 pm

 Hi Keith,

 Alter Aeon does have a prompt too, but when you use MushZ to play it is
 turned off by default and you get the infos through sounds from the
 client.

 In many games it helps to type help prompt. In others the prompt is part
 of
 a settings or configuration screen, so try typing help settings or help
 configure. That should work most times. In cases where this didn't work I
 just asked around in the game.

 Best regards
 Sarah


 ---
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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween bgt and java

2013-07-29 Thread john
I think I'd prefer to have north be zero, as I'm more familiar 
with that concept (though neither of the names you mentioned ring 
any bells). I'm certainly willing to give the geometry my best 
shot, but I think it's worth mentioning that the only serious 
concept I've got down is the pythagerium theorem (a^2+b^2=c^2 if 
that name doesn't come out correctly). How much trig/geometry is 
required to get a basic setup functioning? Is it primarily stuff 
I can find on a traditional scientific calculator, or will I need 
to be spending some time with the local search engine?


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 29 Jul 2013 08:48:57 -0400
Subject: Re: [Audyssey] looking for programming 
advice:cyntaxdifferencebetween bgt and java


Hi John,

Okay, I am glad you told me that, because what you want to do is 
going
to require some basic understanding of trig and geometry to pull 
off.
I can certainly help you with that, but there is absolutely no 
way out

of the math requirements for movement in that type of game.

First, simple integers for x and y coordinates won't work in an 
FPS.
They aren't precise enough for what you want and you'll loose 
accuracy
and precision. You would be better off using floats or even 
better yet
doubles for a wider degree of accuracy when moving from 
coordinate to

coordinate.

Second, you don't have to use timers to update the player's 
position.
You can simply update the player's position in real time as the 
up or
down arrow keys are pressed. To keep them at a constant speed you 
can
check if the step sounds are playing or not. If playing ignore 
the
command. If not playing play step sound and update position. 
That's

basically all there is to it.

Finally, as far as handling angles there are two ways of handling
this. You can use the Cartesian calculations with 0 oriented as 
due
east, or you can use the bearing system where 0 is oriented do 
north.
If we know how you want to handle this it will be pretty easy to 
pass

along some formulas for calculating your position.

Cheers!

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Muds was Re: mud question about display

2013-07-29 Thread Keith
when you open mush z, hit alt and you will get the typical windows menu at 
the top of the window.  make sure you are in the file menu and then arrow 
down to new world andh hit enter.  enter the website I gave you into the IP 
address and then hit e tab and then enter the port number I gave you.  tab 
down until yo okay and then hit space on that.  You will have to find the 
mush z folder and enter the worlds folder and find the cyberassault .mcl 
file and hit enter on that and it will start up.  Mush z does work for other 
muds but it was explicitly made for alter aeon.


Keithu get to
- Original Message - 
From: wayne coles wayne...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, July 29, 2013 8:26 AM
Subject: Re: [Audyssey] Muds was Re: mud question about display


Hello i downloaded the mush z client for cyber assault but what do i have 
to do to get the game to start i use mush z with alter aeon and hit enter 
on mush z then do alt f and then hit number 1 and then put my details in 
but that does not work with cyber assault so any help please thanks in 
advance


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Keith
Sent: 29 July 2013 05:18
To: Gamers Discussion list
Subject: Re: [Audyssey] Muds was Re: mud question about display

Wiki is at:

http://cyberassault.wikia.com/wiki/CyberASSAULT_Wiki



Mud link up info should be on a link in the wykey



HTH



Keith 

- Original Message - 
From: James Bartlett jab8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 28, 2013 1:06 PM
Subject: Re: [Audyssey] Muds was Re: mud question about display



would you be able to send me a link on that t y.

bfn
James

--
From: john jpcarnemo...@comcast.net
Sent: Sunday, July 28, 2013 1:13 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Muds was Re:  mud question about display


Basically, it's a post-nuclear war space-age game. I can't reallly
explain it well; I suggest you take a look at the website, especially 
the

story and class information, and give it a shot.

- Original Message -
From: James Bartlett jab8...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 28 Jul 2013 13:00:52 -0400
Subject: Re: [Audyssey] Muds was Re:  mud question about display

hello

   I just wanted to know what cyber assault is all about. I've heard it 
a

a
lot on here.

   bfn
James

--
From: john jpcarnemo...@comcast.net
Sent: Sunday, July 28, 2013 10:31 AM
To: lindsay_cow...@btinternet.com; Gamers Discussion list
gamers@audyssey.org
Subject: Re: [Audyssey] Muds was Re:  mud question about display

Check out cyber assault (cyberassault.org). Be warned though, this is
very
much not a children's game.

- Original Message -
From: lindsay_cow...@btinternet.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 28 Jul 2013 14:26:39 +0100
Subject: [Audyssey] Muds was Re:  mud question about display

Hi all,

I fancy trying a new mud. Something with a lot of action. And easy to
follow quests.

Lindsay Cowell

-original message-
Subject: Re: [Audyssey] mud question about display
From: Sarah Haake ti...@gmx.net
Date: 28/07/2013 1:35 pm

Hi Keith,

Alter Aeon does have a prompt too, but when you use MushZ to play it is
turned off by default and you get the infos through sounds from the
client.

In many games it helps to type help prompt. In others the prompt is part
of
a settings or configuration screen, so try typing help settings or help
configure. That should work most times. In cases where this didn't work 
I

just asked around in the game.

Best regards
Sarah


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[Audyssey] anyone able to connect to the mud called underdark race wars?

2013-07-29 Thread Keith
Hi, anyone been able to connect to the mud called underdark race wars?  Got 
the info on the game from the mud connector, but I get an error that the mud 
timed out when I tried to connect.


Love the books about the underdark in the D and D worlds, so i wwould love 
to try this game.


Keith 



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Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween bgt and java

2013-07-29 Thread Thomas Ward
Hi John,

Well, if we are talking a very minimalistic movement system etc you
can probably get away with only four or five trig formulas for a basic
FPS game. Its really not that complex to calculate the distance
between two coordinates, calculate direction, and update your
position. Here is some sample functions written in C++ that should
give you the basic concept. These functions assume 0 is due north and
180 is south as you requested.

// Function: GetDirection(double, double, double, double).
// Description: Calculates the absolute direction between
// two sets of coordinates.
double GetDirection(double x1, double z1, double x2, double z2)
{

// Subtract x2 from x1
double x = x1 - x2;

// Subtract z1 from z2
double z = z2 - z1;

// Calculate theta by the arc tangent
// of -x*z
double theta = std::atan2(-x, z);

// Now, multiply theta by 180
// and divide by PI
double direction = (theta * 180) / 3.14159265;

// Return the direction
return direction;
}

// Function: GetDistance(double, double, double, double, double, double).
// Description: Calculates the distance between
// two sets of coordinates.
double GetDistance(double x1, double y1, double z1,
double x2, double y2, double z2)
{

// Subtract the first set of coordinates
// from the second set of coordinates
double x = x2 - x1;
double y = y2 - y1;
double z = z2 - z1;

// Square x, y, and z
x = x * x;
y = y * y;
z = z * z;

// Calculate the distance by getting the
// square route of x, y, and z
double distance = std::sqrt(x + y + z);

// Return the distance
return distance;
}

// Function: GetRelative(double, double, double, double, double).
// Description: Calculates the relative direction between
// two sets of coordinates.
double GetRelative(double angle, double x1, double z1,
double x2, double z2)
{

// First, we want to calculate the absolute direction
// between the two coordinates
double absolute = GetDirection(x1, z1, x2, z2);

// Calculate the relative direction by
// subtracting the direction the object is facing
// from the absolute direction
double relative = absolute - angle;

// Return the relative direction
return relative;
}

// Function: GetX(double, double, double).
// Description: Calculates the next possible x coordinate.
double GetX(double direction, double x, double velocity)
{

// Calculate the next x coordinate by
// multiplying velocity by the sine of
// direction*PI/180
x += velocity * std::sin((direction * 3.14159265) / 180);

// Return the new x coordinate
return x;
}

// Function: GetY(double, double, double).
// Description: Calculates the next possible y coordinate.
double GetY(double direction, double y, double velocity)
{

// Calculate the next y coordinate by
// multiplying velocity by the cosine of
// direction*PI/180
y += velocity * std::cos((direction * 3.14159265) / 180);

// Return the new y coordinate
return y;
}

// Function: GetZ(double, double, double).
// Description: Calculates the next possible z coordinate.
double GetZ(double direction, double z, double velocity)
{

// Calculate the next z coordinate by
// multiplying velocity by the cosine of
// direction*PI/180
z += velocity * std::cos((direction * 3.14159265) / 180);

// Return the new z coordinate
return z;
}

That code should give you a very minimal 3d system so you can
calculate distance, direction, and the next x, y, and z coordinates
along a given vector. I might add that x is left/right, y is up/down
vertically, and z represents your forward/back axis.

Cheers!

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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-29 Thread Ryan Strunk
I'm not sure why you wouldn't use a timer to calculate movement rate. If you
rely on whether the sound is playing or not, you run into a whole host of
problems:
* If you change the step sound, the game's speed changes.
* If your floor footstep is shorter than your grass one, you would move
faster on a floor.
* If you want to adjust speed either up or down on the fly, you're out of
luck.
* Literals, especially such obscure ones, are not a good idea.
If you're going to have your player move a tile at a time, use a timer, then
have the sound stopped and restarted if it's already playing.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Monday, July 29, 2013 7:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java

Hi John,

Okay, I am glad you told me that, because what you want to do is going
to require some basic understanding of trig and geometry to pull off.
I can certainly help you with that, but there is absolutely no way out
of the math requirements for movement in that type of game.

First, simple integers for x and y coordinates won't work in an FPS.
They aren't precise enough for what you want and you'll loose accuracy
and precision. You would be better off using floats or even better yet
doubles for a wider degree of accuracy when moving from coordinate to
coordinate.

Second, you don't have to use timers to update the player's position.
You can simply update the player's position in real time as the up or
down arrow keys are pressed. To keep them at a constant speed you can
check if the step sounds are playing or not. If playing ignore the
command. If not playing play step sound and update position. That's
basically all there is to it.

Finally, as far as handling angles there are two ways of handling
this. You can use the Cartesian calculations with 0 oriented as due
east, or you can use the bearing system where 0 is oriented do north.
If we know how you want to handle this it will be pretty easy to pass
along some formulas for calculating your position.

Cheers!


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[Audyssey] Solara help.

2013-07-29 Thread michael barnes

Hello.

I have been playing Solara on my iPhone for the last few days.
Can someone please give a little bit of help?
I would like to start a new game.
I have deleted the game from both my gamecenter and phone, but when I 
reinstall the game it starts right were I left off.

Thanks for the help!

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Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java

2013-07-29 Thread john
I understand most of these; could you explain the point of getX, 
getY, and getZ?


Thanks,
John.

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Re: [Audyssey] Solara help.

2013-07-29 Thread Dallas O'Brien
you can't restart. you can hardly mess it up. so just play from where you are.
you could always communicate with the dev's, but i suspect they will
tell you much the same.
Dallas


On 30/07/2013, michael barnes c...@samobile.net wrote:
 Hello.

 I have been playing Solara on my iPhone for the last few days.
 Can someone please give a little bit of help?
 I would like to start a new game.
 I have deleted the game from both my gamecenter and phone, but when I
 reinstall the game it starts right were I left off.
 Thanks for the help!

 ---
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