Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java
Hi John, Sure. Basically, the purpose of the GetX(), GetY(), and GetZ() functions is to calculate the next possible coordinates along a certain angle. Let's say you have a player object at (10, 10) and he or she is facing due east which would be 90 degrees according to the way I have setup the trig calculations for you. You would then pass those functions the angle or direction the player character is facing, the current coordinates, and the velocity or rate of speed you want to move. That would look like this in code. double player_angle = 90; double player_x = 10; double player_z = 10; // Calculate the next x and z coordinates for the player player_x = GetX(player_angle, player_x, 1.0); player_z = GetZ)player_angle, player_z, 1.0); In this case you should wind up at (11, 10) if my mental calculations are correct. At any rate, once you know where the player character will be you can use it not only to get the exact coordinates of his/her new position, but can use it to determine if it ran into walls, doors, and other objects that inhabit your game world. Cheers! On 7/29/13, john jpcarnemo...@comcast.net wrote: I understand most of these; could you explain the point of getX, getY, and getZ? Thanks, John. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java
Hi Ryan, Good point. To be honest I didn't think of that. I always trim my footstep sounds to be the same length so weather you are walking on a concrete floor or a patch of grass your movement is consistant in my games. However, I do see your point that a timer would be more consistent in general. Cheers! On 7/29/13, Ryan Strunk ryan.str...@gmail.com wrote: 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. --- 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, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] three-d velocity
Hi, guys. I am new to this list and have a question. Are there any cheat codes for three-d velocity Wiykd be gkad for having some. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween bgt and java
Is there any baseball games for the eye phone? --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] three-d velocity
If you go to the following: www.bpcprograms.com Then click on down load then on Three-d Velocity. When the three-d Velocity page opens click on tutorials. this should help you get started. You also might want to subscribe to the BPC Programs forms as well. Here you'll be able to ask questions and to share tips and tricks and brag about your best scroes. So hope this info is helpful. Ron and current Leader Dog boz who states that a service dog beats a cane paws down any day of the week. -Original Message- From: Mariolemieux Sent: Tuesday, July 30, 2013 7:08 AM To: gamers@audyssey.org Subject: [Audyssey] three-d velocity Hi, guys. I am new to this list and have a question. Are there any cheat codes for three-d velocity Wiykd be gkad for having some. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java
Hey there y'all, Maybe I'm missing something here, but rather than using a timer at all, would it not be more appropriate to simply calculate a velocity vector each frame which could either stay static or change depending on the player's surroundings. This way the player's movement could be calculated and performed every frame. No timer necessary. thanks for the great thread! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jul 30, 2013, at 5:11 AM, Thomas Ward thomasward1...@gmail.com wrote: Hi Ryan, Good point. To be honest I didn't think of that. I always trim my footstep sounds to be the same length so weather you are walking on a concrete floor or a patch of grass your movement is consistant in my games. However, I do see your point that a timer would be more consistent in general. Cheers! On 7/29/13, Ryan Strunk ryan.str...@gmail.com wrote: 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. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java
Hi Cara, Yes, that is how most professional game developers do it. The update the player's position every frame or whatever the frame rate is rather than using a timer etc. Cheers! On 7/30/13, Cara Quinn caraqu...@caraquinn.com wrote: Hey there y'all, Maybe I'm missing something here, but rather than using a timer at all, would it not be more appropriate to simply calculate a velocity vector each frame which could either stay static or change depending on the player's surroundings. This way the player's movement could be calculated and performed every frame. No timer necessary. thanks for the great thread! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jul 30, 2013, at 5:11 AM, Thomas Ward thomasward1...@gmail.com wrote: Hi Ryan, Good point. To be honest I didn't think of that. I always trim my footstep sounds to be the same length so weather you are walking on a concrete floor or a patch of grass your movement is consistant in my games. However, I do see your point that a timer would be more consistent in general. Cheers! On 7/29/13, Ryan Strunk ryan.str...@gmail.com wrote: 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. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java
Hi Thomas, If you're going to be using bounding boxes, instead of calculating the coords ahead of time, you can simply move the player and let the collision detection do its work. Yes? If I'm missing your point let me know, K? Again, thanks for this discussion. Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jul 30, 2013, at 5:05 AM, Thomas Ward thomasward1...@gmail.com wrote: Hi John, Sure. Basically, the purpose of the GetX(), GetY(), and GetZ() functions is to calculate the next possible coordinates along a certain angle. Let's say you have a player object at (10, 10) and he or she is facing due east which would be 90 degrees according to the way I have setup the trig calculations for you. You would then pass those functions the angle or direction the player character is facing, the current coordinates, and the velocity or rate of speed you want to move. That would look like this in code. double player_angle = 90; double player_x = 10; double player_z = 10; // Calculate the next x and z coordinates for the player player_x = GetX(player_angle, player_x, 1.0); player_z = GetZ)player_angle, player_z, 1.0); In this case you should wind up at (11, 10) if my mental calculations are correct. At any rate, once you know where the player character will be you can use it not only to get the exact coordinates of his/her new position, but can use it to determine if it ran into walls, doors, and other objects that inhabit your game world. Cheers! On 7/29/13, john jpcarnemo...@comcast.net wrote: I understand most of these; could you explain the point of getX, getY, and getZ? Thanks, John. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ear Monsters Update with GameCenter
Hmm, Alex on the mac reads it right, but says that it is misspelled. On Jul 29, 2013, at 2:50 PM, B Schmidt brian_...@hotmail.com wrote: 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 --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java
Hi Cara, I haven't pondered this. Are you saying, for example, that you could give the player a forward velocity of 0.1, and as long as walking is true, update that every time through the game loop? Then if the velocity is 0, he just wouldn't move? Fascinating concept. I wouldn't mind some clarification. All the best, Ryan -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: Tuesday, July 30, 2013 3:27 PM To: Gamers Discussion list Subject: Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java Hey there y'all, Maybe I'm missing something here, but rather than using a timer at all, would it not be more appropriate to simply calculate a velocity vector each frame which could either stay static or change depending on the player's surroundings. This way the player's movement could be calculated and performed every frame. No timer necessary. thanks for the great thread! Smiles, Cara :) --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java
Hi Cara, If we were talking about myself I would agree with you. However, we are simply trying to give John something to work with, and he is, shall we say, mathematically challenged. He wants to write a 2d or 3d FPS game, but doesn't have the mathematical skills he needs to get started let alone using bounded boxes, bounded spheres, and so on. I thought this way would be a bit easier for him. In other words lets spoon feed him a bit at a time rather than giving him an entire bowl full of mathematical concepts to deal with. Cheers! On 7/30/13, Cara Quinn caraqu...@caraquinn.com wrote: Hi Thomas, If you're going to be using bounding boxes, instead of calculating the coords ahead of time, you can simply move the player and let the collision detection do its work. Yes? If I'm missing your point let me know, K? Again, thanks for this discussion. Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java
Hi Ryan, Yes, that's the basic idea. You might have a walk flag and when an up or down arrow is pressed it triggers the walk flag, and your main loop simply acts upon the walk flag if the flag is true and ignores it if it is false. On 7/30/13, Ryan Strunk ryan.str...@gmail.com wrote: Hi Cara, I haven't pondered this. Are you saying, for example, that you could give the player a forward velocity of 0.1, and as long as walking is true, update that every time through the game loop? Then if the velocity is 0, he just wouldn't move? Fascinating concept. I wouldn't mind some clarification. All the best, Ryan --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Muds was Re: mud question about display
Hello ,dennis thanks it was that I found the mush z client on the cyber assault page so how do I play cyber assault thanks in advance -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dennis Towne Sent: Monday, July 29, 2013 4:06 PM To: Gamers Discussion list Subject: Re: [Audyssey] Muds was Re: mud question about display 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 --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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
Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java
And if I can add to that concept you can also base that speed on the amount of time elapsed since the last frame. That way if you are holding forward you move at the same speed regardless of whether you are getting 30, 60, or 100 frames per second. So for example: float distanceTravelledThisFrame = secondsElapsedSinceLastFrame * playerSpeedConstant; Some very old dos games had speed problems when run on a faster computer because they were updating your position based on how many times the processing loop ran in a second rather than how much actual time had elapsed. You may remember games like Space Quest that had a speed setting so you could adjust this to be reasonable for your computer. But they didn't have enough settings to keep up with the rapid speed improvements of computers, smile. Ian Reed On 7/30/2013 4:12 PM, Ryan Strunk wrote: Hi Cara, I haven't pondered this. Are you saying, for example, that you could give the player a forward velocity of 0.1, and as long as walking is true, update that every time through the game loop? Then if the velocity is 0, he just wouldn't move? Fascinating concept. I wouldn't mind some clarification. All the best, Ryan -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: Tuesday, July 30, 2013 3:27 PM To: Gamers Discussion list Subject: Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java Hey there y'all, Maybe I'm missing something here, but rather than using a timer at all, would it not be more appropriate to simply calculate a velocity vector each frame which could either stay static or change depending on the player's surroundings. This way the player's movement could be calculated and performed every frame. No timer necessary. thanks for the great thread! Smiles, Cara :) --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java
thanks Ian, for adding that. :) I was wanting to turn Ryan and others on to the concept of viewing a game in real time with a frame rate and dynamic velocities rather than relying on timers which might complicate understanding of game mechanics rather than help it. As Thomas said, obviously some spoon feeding is in order so moving ahead slowly is a good thing. I agree with you, having movement vectors and such be consistent over varying frame rates is a necessity. I'm wondering if we're not already going way too far for John. :) I was honestly wondering if I'd missed something in the discussion with my couple of notes. So I thought I'd ask. Just as a general note, it seems this topic comes up from time to time which is good. I'm wondering if we want to start actually putting together some lessons for 3D game development? If we do, we can refer back to these again and again. Also, rather than needing to be language specific, these can really be conceptual to get people started on putting games together or even supplement the understanding of the more experienced devs on the list. I think sharing ideas and styles can be a really good thing. It helps me all the time in my day to day professional development work. Anyway, just a thought… Thanks, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jul 30, 2013, at 4:52 PM, Ian Reed supp...@blindaudiogames.com wrote: And if I can add to that concept you can also base that speed on the amount of time elapsed since the last frame. That way if you are holding forward you move at the same speed regardless of whether you are getting 30, 60, or 100 frames per second. So for example: float distanceTravelledThisFrame = secondsElapsedSinceLastFrame * playerSpeedConstant; Some very old dos games had speed problems when run on a faster computer because they were updating your position based on how many times the processing loop ran in a second rather than how much actual time had elapsed. You may remember games like Space Quest that had a speed setting so you could adjust this to be reasonable for your computer. But they didn't have enough settings to keep up with the rapid speed improvements of computers, smile. Ian Reed On 7/30/2013 4:12 PM, Ryan Strunk wrote: Hi Cara, I haven't pondered this. Are you saying, for example, that you could give the player a forward velocity of 0.1, and as long as walking is true, update that every time through the game loop? Then if the velocity is 0, he just wouldn't move? Fascinating concept. I wouldn't mind some clarification. All the best, Ryan -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: Tuesday, July 30, 2013 3:27 PM To: Gamers Discussion list Subject: Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java Hey there y'all, Maybe I'm missing something here, but rather than using a timer at all, would it not be more appropriate to simply calculate a velocity vector each frame which could either stay static or change depending on the player's surroundings. This way the player's movement could be calculated and performed every frame. No timer necessary. thanks for the great thread! Smiles, Cara :) --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java
Hi Ryan, yes and no. If you're using collision detection, you can actually have your player's avatar move and if he's unable to do that then the collision detection routines can stop him for you. YOu don't even need a flag. If your player is moving at a slower speed and touches a wall, then gently stop him. If he is running and touches a wall then give him some damage, stop him and bounce him back a bit based on his velocity. Does this make sense? It's really the job of the collision detection to decide whether or not your player can move. Obviously there may be other situations you may want to check for other than collisions but the concept of attempting the move is what I'm getting at here. In a real physical situation sometimes you can't walk because the hill is too steep. Know what I mean? Nothing is really stopping you but there's a physical reason. YOu attempt to walk but find you cannot. So let's look at this another way; You're velocity is 0. You attempt to walk which simply changes your velocity to something greater than 0. The game loop processes your player's movement and if nothing is preventing you from moving in the direction you want at the speed you want then you do. Simple as that. If something is in your way then your collision detection will stop you or move you back to where you were and reassign your velocity to 0. Obviously this is really primitive but do you get the idea? Also, as Ian has mentioned, you would want to also take into account the timing of your game loop or your frame rate as we've been calling it as well, to manage your movements. YOu can sort of think of this as a movie. But it's a dynamic movie with interaction. :) Does this make sense? If not then by all means, just shout back out! -And I'm happy to clarify and I'm sure Thomas, Ian and others will happily do so as well. :) HTH Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jul 30, 2013, at 3:12 PM, Ryan Strunk ryan.str...@gmail.com wrote: Hi Cara, I haven't pondered this. Are you saying, for example, that you could give the player a forward velocity of 0.1, and as long as walking is true, update that every time through the game loop? Then if the velocity is 0, he just wouldn't move? Fascinating concept. I wouldn't mind some clarification. All the best, Ryan -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: Tuesday, July 30, 2013 3:27 PM To: Gamers Discussion list Subject: Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java Hey there y'all, Maybe I'm missing something here, but rather than using a timer at all, would it not be more appropriate to simply calculate a velocity vector each frame which could either stay static or change depending on the player's surroundings. This way the player's movement could be calculated and performed every frame. No timer necessary. thanks for the great thread! Smiles, Cara :) --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java
Ah, thanks Thomas, was wondering if I was following the thread as closely as I should have. :) Thanks, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jul 30, 2013, at 3:14 PM, Thomas Ward thomasward1...@gmail.com wrote: Hi Cara, If we were talking about myself I would agree with you. However, we are simply trying to give John something to work with, and he is, shall we say, mathematically challenged. He wants to write a 2d or 3d FPS game, but doesn't have the mathematical skills he needs to get started let alone using bounded boxes, bounded spheres, and so on. I thought this way would be a bit easier for him. In other words lets spoon feed him a bit at a time rather than giving him an entire bowl full of mathematical concepts to deal with. Cheers! On 7/30/13, Cara Quinn caraqu...@caraquinn.com wrote: Hi Thomas, If you're going to be using bounding boxes, instead of calculating the coords ahead of time, you can simply move the player and let the collision detection do its work. Yes? If I'm missing your point let me know, K? Again, thanks for this discussion. Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java
Hi Ian, Yes, you are quite right. You have to keep track of the amount of time that has elapsed else your game objects will bounce around the game like jack rabbits on speed. LOL! As you said some of the old Dos games didn't do that, and it was pretty amusing to try and play one of those games on say a Pentium 166 MHZ when the game was designed for say a 50MHZ processor tops. I had games that would start up, play the music at for or five times normal speed, and then show me a game over screen all because the frame rate wasn't based on elapsed time. The author wrote it for a 286 or maybe a 386 never considering what would happen if it were played on a system twice as fast. Cheers! On 7/30/13, Ian Reed supp...@blindaudiogames.com wrote: And if I can add to that concept you can also base that speed on the amount of time elapsed since the last frame. That way if you are holding forward you move at the same speed regardless of whether you are getting 30, 60, or 100 frames per second. So for example: float distanceTravelledThisFrame = secondsElapsedSinceLastFrame * playerSpeedConstant; Some very old dos games had speed problems when run on a faster computer because they were updating your position based on how many times the processing loop ran in a second rather than how much actual time had elapsed. You may remember games like Space Quest that had a speed setting so you could adjust this to be reasonable for your computer. But they didn't have enough settings to keep up with the rapid speed improvements of computers, smile. Ian Reed --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java
The less math the better, at least for now. I do think I understand the concept behind updating the coordinates every time through the loop (though I have no clue how I'm going to set such a loop up in the first place). - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Date sent: Tue, 30 Jul 2013 18:14:34 -0400 Subject: Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java Hi Cara, If we were talking about myself I would agree with you. However, we are simply trying to give John something to work with, and he is, shall we say, mathematically challenged. He wants to write a 2d or 3d FPS game, but doesn't have the mathematical skills he needs to get started let alone using bounded boxes, bounded spheres, and so on. I thought this way would be a bit easier for him. In other words lets spoon feed him a bit at a time rather than giving him an entire bowl full of mathematical concepts to deal with. 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] zork series.
lol...I know, I'd like to have it now...Tis a very silly game...And, everytime we played, we laughed until we stopped...I emailedRob to see if he might still have it around somewhere, but haven't heard back yet...Like I said, it was a blast...You got to spank the girls in Castle Anthrax (the guys loved that one)...lol...There's about a 50/50 percent chance he still has it...He's one of those folks who keep almost everything they ever had...If it's good news I'll let you know, but like it's not sanctioned by Python...They'd love it too, I'm sure...(Grin) On 7/29/13, James Bartlett jab8...@gmail.com wrote: 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 --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] New Monopoly Empire board game
Hey Phil, what about Bugatti? they forgot Bugatti! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jul 26, 2013, at 8:48 AM, Phil Vlasak phi...@bex.net wrote: Hi Folks, Here is something new for Jim Kitchen to create, Hasbro MONOPOLY EMPIRE Own the world's top brands in the Monopoly Empire game! Choose one of the uniquely branded gold tokens, move around the board and start building your Empire! Buy your favorite brands one by one and slide their billboards onto your Empire tower: the game is a race to the top! Collect rent from your rivals based on your tower height. And be the first player to fill your tower with billboards to win! Play is similar to classic Monopoly, but instead of building a property empire, you're tasked with buying up key brands and adding them to your 'Empire Tower'. Buy, trade and take over brands with Empire cards. With the Monopoly Empire game, you can own some of the biggest brands in the world! Every space on the board is an iconic brand, including Xbox, Coca-Cola, McDonald's and Samsung! Splash your Monopoly cash to build your Empire tower as high as it can go. You'll need to make tough decisions and smart moves to take down the competition and be the first to reach the top. Hit the big time and own the world's top brands with the Monopoly Empire game! Features: Buy and trade the world's top brands and be first to the top! Cool brand tokens Fast, fun gameplay Watch the Monopoly Empire towers rise and fall 2-4 players Six new tokens, McDonald's fries, Coca-Cola bottle, Xbox gamepad, Ducati motorcycle, Corvette car, Paramount director's board, as playable tokens. Ages 8 and up Monopoly Empire includes: Board 4 towers 6 new gold tokens 30 billboard tiles 6 office tiles 14 chance cards Monopoly money 14 Empire Cards 2 dice Instructions. The estimated retail price for MONOPOLY EMPIRE Game is $19. --- 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, please send E-mail to gamers-ow...@audyssey.org. --- 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, please send E-mail to gamers-ow...@audyssey.org.