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

2013-07-30 Thread Thomas Ward
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.

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

2013-07-30 Thread Thomas Ward
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.

---
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[Audyssey] three-d velocity

2013-07-30 Thread Mariolemieux
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.


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

2013-07-30 Thread Ron hopkins

Is there any baseball games for the eye phone?

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Re: [Audyssey] three-d velocity

2013-07-30 Thread Ron Kolesar

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.

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

2013-07-30 Thread Cara Quinn
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 :)
---
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http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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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.

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

2013-07-30 Thread Thomas Ward
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
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Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java

2013-07-30 Thread Cara Quinn
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 :)
---
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http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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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.

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Re: [Audyssey] Ear Monsters Update with GameCenter

2013-07-30 Thread r . d . t . prater
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
 
 
 
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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Ryan Strunk
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 :)


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

2013-07-30 Thread Thomas Ward
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


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

2013-07-30 Thread Thomas Ward
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


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

2013-07-30 Thread wayne17a
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


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

2013-07-30 Thread Ian Reed
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 :)


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

2013-07-30 Thread Cara Quinn
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 :)
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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 :)
 
 
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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Cara Quinn
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 :)
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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 :)


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

2013-07-30 Thread Cara Quinn
Ah, thanks Thomas, was wondering if I was following the thread as closely as I 
should have. :)

Thanks,

Cara :)
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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 :)
 ---
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 http://www.onemodelplace.com/CaraQuinn
 
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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Thomas Ward
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


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Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java

2013-07-30 Thread john
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!

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Re: [Audyssey] zork series.

2013-07-30 Thread Kimberly Qualls
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


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Re: [Audyssey] New Monopoly Empire board game

2013-07-30 Thread Cara Quinn
Hey Phil, what about Bugatti?

they forgot Bugatti!

Smiles,

Cara :)
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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.



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