Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween bgt and java
Hi Thomas, just a quick one for now as I'm super sleepy. Yes, this is essentially correct but way over simplified. What I mean is this: while (running) { // Update player movement and position UpdatePosition(); // Get input getPlayerInput(); // process physics processPhysics(); // Update collision detection UpdateCollision(); // Sleep for x MS Sleep(time); } If you notice, the first time through the loop, the entities are being rendered immediately. Every time after that they are actually being rendered after the collision detection is processed. So the input is taken into account and the physics are processed, then the collision detection. After that is done then the entities are rendered in their new positions. So you can keep the movement methods separate and still have the benefit of collision detection preventing you from going into walls and such. Hope this makes sense and have a great night! Yawn!… :) Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 18, 2013, at 7:03 PM, Thomas Ward wrote: Hi Cara, Interesting. I guess this is up to personal style, but as I understand it you would separate the movement functions from the collision detection function like this. while (running) { // Update player movement and position UpdatePosition(); // Update collision detection UpdateCollision(); // Sleep for x MS Sleep(time); } Is this an accurate assessment of how you would write your main loop and separate collision detection and movement? Cheers! On 8/18/13, Cara Quinn wrote: > Hi again John, > > Just as a follow-up to my own note here, I thought I'd add that I personally > prefer not to have collision detection called from within any movement > code. > > I think it's good practice to have your methods only doing what they say > they will. I.E. movement only moves. Collision detection only detects > collisions. > > this way if you want to move your player for some other reason than a > traditional game movement, you can always call your player's movement > methods and not need to worry about some other method getting called > somewhere to get in the way of what you'd like to do. Does this make sense? > > Your collision detection method can either report back which objects > collided, or simply call the appropriate methods on those objects that > collided with each other. > > For example, if two objects collide, then call the touch methods on each of > those objects. That way each object will do what it is supposed to when it > is touched by another object. > > Hope this helps! > > Have a great day! > > 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] does anybody know why Kitchensinc games don't workright with windows 7
It is always helpful to give some indication of what errors you get rather than to just say that you get errors. Thomas Ward probably gave the two most common reasons, but that might be guesswork, although it is good guesswork based on his expertise. -- If guns kill people, writing implements cause grammatical and spelling errors! - Original Message - From: "James Bartlett" To: "Gamers Discussion list" Sent: Sunday, August 18, 2013 8:17 PM Subject: Re: [Audyssey] does anybody know why Kitchensinc games don't workright with windows 7 Hello there The same here. I don't know why. I just play them on my xp pc. bfn James -- From: "Bryan and Chris" Sent: Sunday, August 18, 2013 8:04 AM To: "Gamers Discussion list" Subject: [Audyssey] does anybody know why Kitchensinc games don't work right with windows 7 Hi all. Does anybody know why kitchensinc games don't work correctly for windows 7. Every time I try to install them I get error messages all the time. Talk later, Bryan The Forum radio show is on a new location! To hear it just dial 641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by pound. Once you do so the show will begin. Want to hear more than one broad cast either by phone or skype? Then the advantage is for you. Call 641-7153800 then you will be asked for an access code. When you are, just punch in 2-5-6-7-5 Followed by pound. Note you don't need to type or try to enter a dash chairactor by phone. The - is just there for the people who use speech to read e-mails. In this way the speech will read it correctly. --- 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] A question related to RTS games
Hi James, I would certainly like to. I've got too many irons in the fire, so to speak, to start on one. Still, if I did I think I would like to make an accessible version of Galaxy Civilization. You would start out at the beginning of space flight, slowly upgrade through first space flights, develop deep space travel, and then end up encountering alien races and such. Galaxy Civilization was one of the coolest games I remember and too bad there isn't an accessible equivalent right now. Cheers! On 8/18/13, James Bartlett wrote: > hI Thomas > > I wish you would create a game in that genre. I think that would be > great. > > bfn > James --- 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] does anybody know why Kitchensinc games don't work right with windows 7
Hi James and all, Well, it would help to provide the list with an error message and a description of the problem. We don't have ESP, and can not read peoples' minds. That said, Jim Kitchen's games do run fine on Windows 7, but the most common problems are either do to User Account Control or missing Visual Basic dependencies. Cheers! On 8/18/13, James Bartlett wrote: > Hello there > > The same here. I don't know why. I just play them on my xp pc. > > bfn > James --- 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, Interesting. I guess this is up to personal style, but as I understand it you would separate the movement functions from the collision detection function like this. while (running) { // Update player movement and position UpdatePosition(); // Update collision detection UpdateCollision(); // Sleep for x MS Sleep(time); } Is this an accurate assessment of how you would write your main loop and separate collision detection and movement? Cheers! On 8/18/13, Cara Quinn wrote: > Hi again John, > > Just as a follow-up to my own note here, I thought I'd add that I personally > prefer not to have collision detection called from within any movement > code. > > I think it's good practice to have your methods only doing what they say > they will. I.E. movement only moves. Collision detection only detects > collisions. > > this way if you want to move your player for some other reason than a > traditional game movement, you can always call your player's movement > methods and not need to worry about some other method getting called > somewhere to get in the way of what you'd like to do. Does this make sense? > > Your collision detection method can either report back which objects > collided, or simply call the appropriate methods on those objects that > collided with each other. > > For example, if two objects collide, then call the touch methods on each of > those objects. That way each object will do what it is supposed to when it > is touched by another object. > > Hope this helps! > > Have a great day! > > 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 forprogrammingadvice:cyntaxdifferencebetween bgt and java
hI l o l that would be funny though. r o f l have you ever seen the movie Spaceballs be for? if not you need to. bfn James -- From: "john" Sent: Sunday, August 18, 2013 4:35 PM To: "Gamers Discussion list" Subject: Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java I'm not sure I follow you here. What type of a situation are you referencing? Even if I wanted to teleport the player, I wouldn't want to teleport them into a wall. - Original Message - From: Cara Quinn Subject: Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java Hi again John, Just as a follow-up to my own note here, I thought I'd add that I personally prefer not to have collision detection called from within any movement code. I think it's good practice to have your methods only doing what they say they will. I.E. movement only moves. Collision detection only detects collisions. this way if you want to move your player for some other reason than a traditional game movement, you can always call your player's movement methods and not need to worry about some other method getting called somewhere to get in the way of what you'd like to do. Does this make sense? Your collision detection method can either report back which objects collided, or simply call the appropriate methods on those objects that collided with each other. For example, if two objects collide, then call the touch methods on each of those objects. That way each object will do what it is supposed to when it is touched by another object. Hope this helps! Have a great day! 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] does anybody know why Kitchensinc games don't work right with windows 7
Hello there The same here. I don't know why. I just play them on my xp pc. bfn James -- From: "Bryan and Chris" Sent: Sunday, August 18, 2013 8:04 AM To: "Gamers Discussion list" Subject: [Audyssey] does anybody know why Kitchensinc games don't work right with windows 7 Hi all. Does anybody know why kitchensinc games don't work correctly for windows 7. Every time I try to install them I get error messages all the time. Talk later, Bryan The Forum radio show is on a new location! To hear it just dial 641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by pound. Once you do so the show will begin. Want to hear more than one broad cast either by phone or skype? Then the advantage is for you. Call 641-7153800 then you will be asked for an access code. When you are, just punch in 2-5-6-7-5 Followed by pound. Note you don't need to type or try to enter a dash chairactor by phone. The - is just there for the people who use speech to read e-mails. In this way the speech will read it correctly. --- 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
Absolutely! Also, as I mention to Jon, I may not know what I may want later on so having your code be modular is very desirable. Especially as your game grows larger… I know you understand. :) Talk soon and have an awesome evening! Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 18, 2013, at 1:58 PM, Phil Vlasak wrote: Hi Cara, One reason to have Collision detection turned off when moving is to allow you to move through walls. In game development mode this is handy so you don't automatically pick up objects or interact with other creatures. Phil - Original Message - From: "Cara Quinn" To: "Gamers Discussion list" Sent: Sunday, August 18, 2013 4:14 PM Subject: Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java Hi again John, Just as a follow-up to my own note here, I thought I'd add that I personally prefer not to have collision detection called from within any movement code. I think it's good practice to have your methods only doing what they say they will. I.E. movement only moves. Collision detection only detects collisions. this way if you want to move your player for some other reason than a traditional game movement, you can always call your player's movement methods and not need to worry about some other method getting called somewhere to get in the way of what you'd like to do. Does this make sense? Your collision detection method can either report back which objects collided, or simply call the appropriate methods on those objects that collided with each other. For example, if two objects collide, then call the touch methods on each of those objects. That way each object will do what it is supposed to when it is touched by another object. Hope this helps! Have a great day! Cara :)--- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 18, 2013, at 12:57 AM, Cara Quinn wrote: Hi John, essentially yes, with a couple of caveats… As long as you call your collision detection every frame, you don't necessarily need to call it from within your movement methods. As long as it gets called to check your objects' positions then you're fine. Does this make sense? Also, when collisions are detected, you don't necessarily need to stop your game loop. It depends on what you'd like to have happen when you see a collision. I.E. maybe you'd just like your player to bounce back from whatever it collided with… In this case, you still want your game loop to be running so that your player's new movement will happen. If you want some special scene to happen or your game to stop immediately upon a collision, then yes, you'd want your game loop to stop when your collision happens. Does this make sense?… HTH and talk soon!… Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 17, 2013, at 6:21 AM, john wrote: I know it's been a while since this thread has been active, but I'm going through my old emails, and was wondering if I could get some more clarification on this subject. The way I'm understanding this, you would build two functions: one for collision detection and one for movement. The movement would run every time through the game loop, and would call the collision detection from within itself. The movement function would change the player's position, call the collision detection function, and if that returns safe, update the game world. Does this sound somewhat correct? Thanks, John. - Original Message - From: Cara Quinn 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. --- 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,
Re: [Audyssey] A question related to RTS games
hI Thomas I wish you would create a game in that genre. I think that would be great. bfn James -- From: "Thomas Ward" Sent: Sunday, August 18, 2013 5:19 AM To: "Gamers Discussion list" Subject: Re: [Audyssey] A question related to RTS games Hi Mohsin, Unfortunately, you are out of luck there. SoundRTS really is the only real time strategy game of its type that is accessible. It happens to be a genre of game I've been interested in developing myself when I have the time and energy to do so, but for the moment real time strategy isn't a genre of game that has lots of options for a blind gamer. Cheers! On 8/18/13, Mohsin Ali wrote: Thanx guys! @ John: Iam looking for games which come closer to soundRTS in stretegy vise and to castaways in management vise. and yes T.O.C. and T.B.(Tectical Battle) are one of my favourites but still I feel that there's something missing about other games: I have checked the games John suggested, they are present at aprone's website, right? but still they dont come close. about Galaxy ranger: I think that I might check it out and if it also does not appears as I want, then I think that I may send another E-mail, asking for pointers on devveloping one of my own. sorry guys but bordem is getting upto me. with best regards Mohsin(Eagalon) --- 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 John, I'm not referring to a specific situation but I will say that Phil brings up a great point. My point though is that since I cannot predict what I might want later on, it is a very good practice to keep your code modular. YOu want to know exactly what you are calling at any given time and exactly what it is causing to happen. As your game grows, you will find that this is becoming more and more important for you. The idea that you always know what code is doing what, is a very good idea to keep in mind. Make sense?… Thanks, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 18, 2013, at 1:35 PM, john wrote: I'm not sure I follow you here. What type of a situation are you referencing? Even if I wanted to teleport the player, I wouldn't want to teleport them into a wall. - Original Message - From: Cara Quinn 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] A question related to RTS games
Hello there I know what you are saying. I posted a similar post be for, ON turn based strategy games. I like real time to, but I can't find anything like what I had be for I went blind. I've played civ 1 through 3 or 4 and Age of empire to. It has been 3 almost 4 years now. So if you have any luck finding anything new that is worth playing keep us informed thanks. Bfn James -- From: "Mohsin Ali" Sent: Sunday, August 18, 2013 2:41 AM To: "Gamers Discussion list" Subject: Re: [Audyssey] A question related to RTS games Thanx guys! @ John: Iam looking for games which come closer to soundRTS in stretegy vise and to castaways in management vise. and yes T.O.C. and T.B.(Tectical Battle) are one of my favourites but still I feel that there's something missing about other games: I have checked the games John suggested, they are present at aprone's website, right? but still they dont come close. about Galaxy ranger: I think that I might check it out and if it also does not appears as I want, then I think that I may send another E-mail, asking for pointers on devveloping one of my own. sorry guys but bordem is getting upto me. with best regards Mohsin(Eagalon) - If you cant find a path ahead, and you dont want to return back then. you need to make a path of your own.(unonimus) -- On 8/17/13, john wrote: Thank you for mentioning TOC; I have no idea how I missed that one. - Original Message - From: Thomas Ward http://www.gmagames.com and look for Time of Conflict. 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. --- 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] help with mud client for mac.
Hi Harmony. Does tintin++ work well with VoiceOver? If so, how would I go about installing it? Thanks. Sent from my jPhone 5 On Aug 18, 2013, at 11:22 AM, Harmony Neil wrote: > If you want to pay for one, sure. If you want to use a terminal based > client, I can help you install tintin++ for which there are a couple of > soundpacks. > Which muds do you play by the way? > --- > 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 Cara, One reason to have Collision detection turned off when moving is to allow you to move through walls. In game development mode this is handy so you don't automatically pick up objects or interact with other creatures. Phil - Original Message - From: "Cara Quinn" To: "Gamers Discussion list" Sent: Sunday, August 18, 2013 4:14 PM Subject: Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java Hi again John, Just as a follow-up to my own note here, I thought I'd add that I personally prefer not to have collision detection called from within any movement code. I think it's good practice to have your methods only doing what they say they will. I.E. movement only moves. Collision detection only detects collisions. this way if you want to move your player for some other reason than a traditional game movement, you can always call your player's movement methods and not need to worry about some other method getting called somewhere to get in the way of what you'd like to do. Does this make sense? Your collision detection method can either report back which objects collided, or simply call the appropriate methods on those objects that collided with each other. For example, if two objects collide, then call the touch methods on each of those objects. That way each object will do what it is supposed to when it is touched by another object. Hope this helps! Have a great day! Cara :)--- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 18, 2013, at 12:57 AM, Cara Quinn wrote: Hi John, essentially yes, with a couple of caveats… As long as you call your collision detection every frame, you don't necessarily need to call it from within your movement methods. As long as it gets called to check your objects' positions then you're fine. Does this make sense? Also, when collisions are detected, you don't necessarily need to stop your game loop. It depends on what you'd like to have happen when you see a collision. I.E. maybe you'd just like your player to bounce back from whatever it collided with… In this case, you still want your game loop to be running so that your player's new movement will happen. If you want some special scene to happen or your game to stop immediately upon a collision, then yes, you'd want your game loop to stop when your collision happens. Does this make sense?… HTH and talk soon!… Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 17, 2013, at 6:21 AM, john wrote: I know it's been a while since this thread has been active, but I'm going through my old emails, and was wondering if I could get some more clarification on this subject. The way I'm understanding this, you would build two functions: one for collision detection and one for movement. The movement would run every time through the game loop, and would call the collision detection from within itself. The movement function would change the player's position, call the collision detection function, and if that returns safe, update the game world. Does this sound somewhat correct? Thanks, John. - Original Message - From: Cara Quinn Subject: 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 f
Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java
I'm not sure I follow you here. What type of a situation are you referencing? Even if I wanted to teleport the player, I wouldn't want to teleport them into a wall. - Original Message - From: Cara Quinn Subject: Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java Hi again John, Just as a follow-up to my own note here, I thought I'd add that I personally prefer not to have collision detection called from within any movement code. I think it's good practice to have your methods only doing what they say they will. I.E. movement only moves. Collision detection only detects collisions. this way if you want to move your player for some other reason than a traditional game movement, you can always call your player's movement methods and not need to worry about some other method getting called somewhere to get in the way of what you'd like to do. Does this make sense? Your collision detection method can either report back which objects collided, or simply call the appropriate methods on those objects that collided with each other. For example, if two objects collide, then call the touch methods on each of those objects. That way each object will do what it is supposed to when it is touched by another object. Hope this helps! Have a great day! 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 again John, Just as a follow-up to my own note here, I thought I'd add that I personally prefer not to have collision detection called from within any movement code. I think it's good practice to have your methods only doing what they say they will. I.E. movement only moves. Collision detection only detects collisions. this way if you want to move your player for some other reason than a traditional game movement, you can always call your player's movement methods and not need to worry about some other method getting called somewhere to get in the way of what you'd like to do. Does this make sense? Your collision detection method can either report back which objects collided, or simply call the appropriate methods on those objects that collided with each other. For example, if two objects collide, then call the touch methods on each of those objects. That way each object will do what it is supposed to when it is touched by another object. Hope this helps! Have a great day! Cara :)--- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 18, 2013, at 12:57 AM, Cara Quinn wrote: Hi John, essentially yes, with a couple of caveats… As long as you call your collision detection every frame, you don't necessarily need to call it from within your movement methods. As long as it gets called to check your objects' positions then you're fine. Does this make sense? Also, when collisions are detected, you don't necessarily need to stop your game loop. It depends on what you'd like to have happen when you see a collision. I.E. maybe you'd just like your player to bounce back from whatever it collided with… In this case, you still want your game loop to be running so that your player's new movement will happen. If you want some special scene to happen or your game to stop immediately upon a collision, then yes, you'd want your game loop to stop when your collision happens. Does this make sense?… HTH and talk soon!… Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 17, 2013, at 6:21 AM, john wrote: I know it's been a while since this thread has been active, but I'm going through my old emails, and was wondering if I could get some more clarification on this subject. The way I'm understanding this, you would build two functions: one for collision detection and one for movement. The movement would run every time through the game loop, and would call the collision detection from within itself. The movement function would change the player's position, call the collision detection function, and if that returns safe, update the game world. Does this sound somewhat correct? Thanks, John. - Original Message - From: Cara Quinn 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. --- 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] help with mud client for mac.
Hi I don't mind paying for one or a free one I just want one that is really accessible and can be used without a lot of trouble. I did get tintin++ but could not work it out. It seems quite complicated to get working. I play alter eon sometimes and i'm always looking for other muds to play. Ian McNamara --- 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] Swamp Tide
S, i use that as my master plan, trigger off my voice, a player moves to help me, and pow pow pow, got um!!! -Original Message- From: Johnny Tai Sent: Sunday, August 18, 2013 5:48 PM To: 'Gamers Discussion list' Subject: Re: [Audyssey] Swamp Tide Heh even as a zombie, when I trigger a voice command it still does my human voice :) --- 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] Swamp Tide
Heh even as a zombie, when I trigger a voice command it still does my human voice :) --- 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] help with mud client for mac.
If you want to pay for one, sure. If you want to use a terminal based client, I can help you install tintin++ for which there are a couple of soundpacks. Which muds do you play by the way? --- 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] Swamp Tide
Wow, am just trying this out, it's so cool being a zombie, butwhat I don't understand is why i can't stay one as long as I like. Is there a way to switch between zombie and human in an update? Thanks from Lori. -Original Message- From: john Sent: Sunday, August 18, 2013 1:29 PM To: Jeremy Kaldobsky ; Gamers Discussion list Subject: Re: [Audyssey] Swamp Tide Wow. I haven't (and won't for a while) had time to check this out, but it sounds totally awesome. Would there be any chance you could add something where when somebody wins a match, their character on the actual game gets a random item? I feel like that would give players some long-term incentive for winning. - Original Message - From: Jeremy Kaldobsky 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] does anybody know why Kitchensinc games don't work right with windows 7
Hi, There are a couple of possible reasons. The first is if you have User Account Control, (UAC,) active you will have to run the setup by invoking it using the Run As Administrator option from the context menu in Windows Explorer. The second is if you have a 64-bit machine you need to make sure the files go to C:\Program Files (x86)\Kitchensinc and not in C:\Program Files\Kitchensinc. HTH On 8/18/13, Bryan and Chris wrote: > Hi all. Does anybody know why kitchensinc games don't work correctly > for windows 7. Every time I try to install them I get error messages > all the time. > Talk later, > Bryan > The Forum radio show is on a new location! To hear it just dial > 641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by > pound. > Once you do so the show will begin. > Want to hear more than one broad cast either by phone or skype? > Then the advantage is for you. > Call 641-7153800 then you will be asked for an access code. > When you are, just punch in 2-5-6-7-5 Followed by pound. > Note you don't need to type or try to enter a dash chairactor by phone. > The - is just there for the people who use speech to read > e-mails. In this way the speech will read it correctly. > > > --- > 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.
[Audyssey] help with mud client for mac.
Hi all, is mudder still the best mud client out there for mac. If so how do I set it up so it best works with voice over. thanks very much. Ian McNamara --- 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] does anybody know why Kitchensinc games don't work right with windows 7
Without an idea of what the error messages are, no. Can you provide details? -- If guns kill people, writing implements cause grammatical and spelling errors! - Original Message - From: "Bryan and Chris" To: "Gamers Discussion list" Sent: Sunday, August 18, 2013 7:04 AM Subject: [Audyssey] does anybody know why Kitchensinc games don't work right with windows 7 Hi all. Does anybody know why kitchensinc games don't work correctly for windows 7. Every time I try to install them I get error messages all the time. Talk later, Bryan The Forum radio show is on a new location! To hear it just dial 641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by pound. Once you do so the show will begin. Want to hear more than one broad cast either by phone or skype? Then the advantage is for you. Call 641-7153800 then you will be asked for an access code. When you are, just punch in 2-5-6-7-5 Followed by pound. Note you don't need to type or try to enter a dash chairactor by phone. The - is just there for the people who use speech to read e-mails. In this way the speech will read it correctly. --- 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] Swamp Tide
Wow. I haven't (and won't for a while) had time to check this out, but it sounds totally awesome. Would there be any chance you could add something where when somebody wins a match, their character on the actual game gets a random item? I feel like that would give players some long-term incentive for winning. - Original Message - From: Jeremy Kaldobsky TrueZombie (listed in order by name length, from shortest to longest) for helping me work out the bugs tonight! As you guys may remember, it only took me half a day out of the 2 days I set aside for repairing the Swamp records. I used the other day and a half, plus a bit of debugging tonight, to put together a little add-on game for Swamp. This little game uses the Swamp sounds and map files, but it plays a bit differently. I present to you, the rough stress-test beta of Swamp Tide. Just toss this file into your existing Swamp folder and run it. Eventually this will be sort of tied into the Swamp client, but for now this will work. When you run the program it will automatically connect you, using the last name you signed in to Swamp with. No worrying about your hard earned equipment, because it won't be going with you into Swamp Tide. Everything will be waiting for you when you get back. For this test, only the most basic mechanics are working. When players join the server, you spawn as a zombie. Elsewhere there will be humans that you must hunt down and kill. Any zombies that die will simply respawn again, but any humans that die will respawn as zombies themselves! Once there is only 1 human left, or none if someone disconnects, the game match ends and the server starts up a new one. Every player is spawned as a human, equipped with a random weapon. There will be 1 starting zombie who is the winner of the last match, or randomly chosen if the winner disconnected. Any humans who have melee weapons will find that they swing much slower than in normal Swamp, and any humans with guns will be limited to precious little ammunition. Make each round count soldier! Zombies will randomly growl, and humans will randomly say phrases, but it is much less likely than growling. This is a fun way to give away your position to anyone within ear shot, hehe. Randomly swinging your melee weapon as you walk is not as good of an idea in Swamp Tide, since the noise pretty much tells every zombie player where to find their next meal. Chat and whispers won't work between species, so the opposing team can not hear what you type. Have fun, and hopefully the stress goes well. I can pretty easily add in the other features once I know these are working. Other features include zombie upgrades so that you grow into the stronger zombies as you kill humans, other random weapons for humans to start with, and ways for humans to get extra ammo. www.kaldobsky.com/audiogames/tidetest.zip Enjoy. P.S. I forgot to mention that the game requires 3 people to function properly. So if you happen to get on and there are less than 3 players, it won't end the match to start up a new one. It will start playing the matches as soon as a 3rd person joins though. --- 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.
[Audyssey] does anybody know why Kitchensinc games don't work right with windows 7
Hi all. Does anybody know why kitchensinc games don't work correctly for windows 7. Every time I try to install them I get error messages all the time. Talk later, Bryan The Forum radio show is on a new location! To hear it just dial 641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by pound. Once you do so the show will begin. Want to hear more than one broad cast either by phone or skype? Then the advantage is for you. Call 641-7153800 then you will be asked for an access code. When you are, just punch in 2-5-6-7-5 Followed by pound. Note you don't need to type or try to enter a dash chairactor by phone. The - is just there for the people who use speech to read e-mails. In this way the speech will read it correctly. --- 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] A question related to RTS games
Hi Mohsin, Unfortunately, you are out of luck there. SoundRTS really is the only real time strategy game of its type that is accessible. It happens to be a genre of game I've been interested in developing myself when I have the time and energy to do so, but for the moment real time strategy isn't a genre of game that has lots of options for a blind gamer. Cheers! On 8/18/13, Mohsin Ali wrote: > Thanx guys! > > @ John: > Iam looking for games which come closer to soundRTS in stretegy vise > and to castaways in management vise. > > and yes T.O.C. and T.B.(Tectical Battle) are one of my favourites but > still I feel that there's something missing > > > > about other games: > > I have checked the games John suggested, they are present at aprone's > website, right? but still they dont come close. > > about Galaxy ranger: > > I think that I might check it out and if it also does not appears as I > want, then I think that I may send another E-mail, asking for pointers > on devveloping one of my own. > > > sorry guys but bordem is getting upto me. > > > with best regards > > > Mohsin(Eagalon) --- 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] Swamp Tide
on that note jeremy. I'd like a way to set your char when you die, I'd like a way to choose my resporn point when I die. right now I tried to get to map2. That was fine, I mostly got there, but died in the sewers. I ended up on map 2. However I really want to be back on map1, because I really don't want to stay on map2 all day long. I don't have the power to force myself back to map1 however, I never made it to map2, in fact it would be good if you never made it to somewhere you died back in the map you came from since I was still in the sewers. right now if at all possible I'd like to have my char crashmaster resporn back at map1 when I next load, until I can find a way to get to map2 without going down big time and get the courage to navigate the sewers, well. You could just empty my char records and I can restart that char I guess. At 07:47 PM 8/18/2013, you wrote: I'm going to do a stress test of some code during the night as I sleep. Special thanks goes out to Saul, Jessicat, and TrueZombie (listed in order by name length, from shortest to longest) for helping me work out the bugs tonight! As you guys may remember, it only took me half a day out of the 2 days I set aside for repairing the Swamp records. I used the other day and a half, plus a bit of debugging tonight, to put together a little add-on game for Swamp. This little game uses the Swamp sounds and map files, but it plays a bit differently. I present to you, the rough stress-test beta of Swamp Tide. Just toss this file into your existing Swamp folder and run it. Eventually this will be sort of tied into the Swamp client, but for now this will work. When you run the program it will automatically connect you, using the last name you signed in to Swamp with. No worrying about your hard earned equipment, because it won't be going with you into Swamp Tide. Everything will be waiting for you when you get back. For this test, only the most basic mechanics are working. When players join the server, you spawn as a zombie. Elsewhere there will be humans that you must hunt down and kill. Any zombies that die will simply respawn again, but any humans that die will respawn as zombies themselves! Once there is only 1 human left, or none if someone disconnects, the game match ends and the server starts up a new one. Every player is spawned as a human, equipped with a random weapon. There will be 1 starting zombie who is the winner of the last match, or randomly chosen if the winner disconnected. Any humans who have melee weapons will find that they swing much slower than in normal Swamp, and any humans with guns will be limited to precious little ammunition. Make each round count soldier! Zombies will randomly growl, and humans will randomly say phrases, but it is much less likely than growling. This is a fun way to give away your position to anyone within ear shot, hehe. Randomly swinging your melee weapon as you walk is not as good of an idea in Swamp Tide, since the noise pretty much tells every zombie player where to find their next meal. Chat and whispers won't work between species, so the opposing team can not hear what you type. Have fun, and hopefully the stress goes well. I can pretty easily add in the other features once I know these are working. Other features include zombie upgrades so that you grow into the stronger zombies as you kill humans, other random weapons for humans to start with, and ways for humans to get extra ammo. www.kaldobsky.com/audiogames/tidetest.zip Enjoy. P.S. I forgot to mention that the game requires 3 people to function properly. So if you happen to get on and there are less than 3 players, it won't end the match to start up a new one. It will start playing the matches as soon as a 3rd person joins though. --- 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 John, essentially yes, with a couple of caveats… As long as you call your collision detection every frame, you don't necessarily need to call it from within your movement methods. As long as it gets called to check your objects' positions then you're fine. Does this make sense? Also, when collisions are detected, you don't necessarily need to stop your game loop. It depends on what you'd like to have happen when you see a collision. I.E. maybe you'd just like your player to bounce back from whatever it collided with… In this case, you still want your game loop to be running so that your player's new movement will happen. If you want some special scene to happen or your game to stop immediately upon a collision, then yes, you'd want your game loop to stop when your collision happens. Does this make sense?… HTH and talk soon!… Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 17, 2013, at 6:21 AM, john wrote: I know it's been a while since this thread has been active, but I'm going through my old emails, and was wondering if I could get some more clarification on this subject. The way I'm understanding this, you would build two functions: one for collision detection and one for movement. The movement would run every time through the game loop, and would call the collision detection from within itself. The movement function would change the player's position, call the collision detection function, and if that returns safe, update the game world. Does this sound somewhat correct? Thanks, John. - Original Message - From: Cara Quinn 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.
[Audyssey] Swamp Tide
I'm going to do a stress test of some code during the night as I sleep. Special thanks goes out to Saul, Jessicat, and TrueZombie (listed in order by name length, from shortest to longest) for helping me work out the bugs tonight! As you guys may remember, it only took me half a day out of the 2 days I set aside for repairing the Swamp records. I used the other day and a half, plus a bit of debugging tonight, to put together a little add-on game for Swamp. This little game uses the Swamp sounds and map files, but it plays a bit differently. I present to you, the rough stress-test beta of Swamp Tide. Just toss this file into your existing Swamp folder and run it. Eventually this will be sort of tied into the Swamp client, but for now this will work. When you run the program it will automatically connect you, using the last name you signed in to Swamp with. No worrying about your hard earned equipment, because it won't be going with you into Swamp Tide. Everything will be waiting for you when you get back. For this test, only the most basic mechanics are working. When players join the server, you spawn as a zombie. Elsewhere there will be humans that you must hunt down and kill. Any zombies that die will simply respawn again, but any humans that die will respawn as zombies themselves! Once there is only 1 human left, or none if someone disconnects, the game match ends and the server starts up a new one. Every player is spawned as a human, equipped with a random weapon. There will be 1 starting zombie who is the winner of the last match, or randomly chosen if the winner disconnected. Any humans who have melee weapons will find that they swing much slower than in normal Swamp, and any humans with guns will be limited to precious little ammunition. Make each round count soldier! Zombies will randomly growl, and humans will randomly say phrases, but it is much less likely than growling. This is a fun way to give away your position to anyone within ear shot, hehe. Randomly swinging your melee weapon as you walk is not as good of an idea in Swamp Tide, since the noise pretty much tells every zombie player where to find their next meal. Chat and whispers won't work between species, so the opposing team can not hear what you type. Have fun, and hopefully the stress goes well. I can pretty easily add in the other features once I know these are working. Other features include zombie upgrades so that you grow into the stronger zombies as you kill humans, other random weapons for humans to start with, and ways for humans to get extra ammo. www.kaldobsky.com/audiogames/tidetest.zip Enjoy. P.S. I forgot to mention that the game requires 3 people to function properly. So if you happen to get on and there are less than 3 players, it won't end the match to start up a new one. It will start playing the matches as soon as a 3rd person joins though. --- 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.