[Audyssey] side scrollers was: Re: The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-01 Thread dark

Hi Ian.

It's something I need to look into, but whenever I look at the setup and 
translate it just seems a lot of hassle, particularly for someone like 
myself who isn't familiar with nvda to begin with.


I also dislike the way that people have used the japanese games as basically 
an excuse to trash everything that isn't japanese, without realizing that 
japanese developers have far more by way of game creation scripting 
available to them than English speaking developers, much of which is 
accessible since it works on scripting languages created! to make rpg like 
mechanics.


All that being said I probably ought to just dive in and try the dam thing.

As regards English games however Ian, I think perhaps (particularly if 
you've been on audiogames.net),  it is possible you haven't seen what has 
been done.


BGT side scrollers are some of the easiest games to make, and I have noticed 
a fair few starting out developers creating 1D side scrollers of the hit as 
much as you can variety. This is okay as far as it goes in terms of people 
making practice games, but do not confuse these with the real thing.


perilous hearts has probably the most complex 2D layout yet in an English 
audio game with swinging vines, full 2D scanning, weapons with different 
ranges and rates of fire and a very unique Ai system for enemies, it's just 
a shame that after releasing the demo Philip I believe has changed his mind 
about the game.


Mysteries of the Ancients (or whatever Tom has the name at now), is another 
example, which uses analogue jumps that respond to button holding, a scan 
method, and features mazes and switch puzzles.


Adventure at C might be another example, since though the games ethos seems 
a bit crazy, with you fighting viruses and having all the heavy synth 
voices, and though the game is mostly 1d, it does feature a  detailed 
experience and shop sstem and even level unlocking and trophies.


I'm fairly certain that our next side scroller will push the boundaries even 
futrther provided that it is not just simply a practice game mae with the 
usual BGT code and that the developer thinks carefully about the in built 
game mechanics and the need for propper, judgement based gameplay rather 
than basic boppit style reacting.


Beware the grue!

Dark. 



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Re: [Audyssey] side scrollers

2011-09-30 Thread Thomas Ward
Hi,


Agreed. Chopper Challenge isn't really a side-scroller. It is more
general arcade, and does have something of a Space Invaders type feel
to it.

On 9/29/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Really I'd have to disagree with that last one, and say Choppe Challenge was
 more a Space Invaders Clone than anything else.

 Best Regards,
 Hayden

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Re: [Audyssey] side scrollers

2011-09-30 Thread dark
I believe I classed it as a space invaders game when writing the entry for 
audiogames.net, on the basis that even if you are only fighting one enemy, 
he's always above you and you shoot up at him avoiding the bombs he drops 
just like in space invaders.


Beware the grue!

dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 30, 2011 10:32 AM
Subject: Re: [Audyssey] side scrollers



Hi,


Agreed. Chopper Challenge isn't really a side-scroller. It is more
general arcade, and does have something of a Space Invaders type feel
to it.

On 9/29/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi,
Really I'd have to disagree with that last one, and say Choppe Challenge 
was

more a Space Invaders Clone than anything else.

Best Regards,
Hayden


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Re: [Audyssey] side scrollers

2011-09-30 Thread william lomas
can we still get dark destroyer?

On Sep 30, 2011, at 10:51 AM, dark wrote:

 I believe I classed it as a space invaders game when writing the entry for 
 audiogames.net, on the basis that even if you are only fighting one enemy, 
 he's always above you and you shoot up at him avoiding the bombs he drops 
 just like in space invaders.
 
 Beware the grue!
 
 dark.
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, September 30, 2011 10:32 AM
 Subject: Re: [Audyssey] side scrollers
 
 
 Hi,
 
 
 Agreed. Chopper Challenge isn't really a side-scroller. It is more
 general arcade, and does have something of a Space Invaders type feel
 to it.
 
 On 9/29/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Really I'd have to disagree with that last one, and say Choppe Challenge was
 more a Space Invaders Clone than anything else.
 
 Best Regards,
 Hayden
 
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Re: [Audyssey] side scrollers

2011-09-30 Thread Thomas Ward
Hi Will,

Yes, of course. Dark Destroyer is on my website. I believe it is
listed in the free games section.

Cheers!

On 9/30/11, william lomas will.d.lo...@gmail.com wrote:
 can we still get dark destroyer?

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Re: [Audyssey] side scrollers

2011-09-30 Thread burakyuksek
Chopper challange is not a side scroller I think, science invasion is not 
side scroller too. Side scroller type is jumping from pits, traps etc etc 
for me.

saygilar sevgiler.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 2:20 PM
Subject: Re: [Audyssey] side scrollers


AH thanks. I've never played hunter, but tarzan should have been obvious. 
Now that you mention pb-games, I can think of the recordings I've scene of 
the science invasion beta, that one was a side scroller as well. Also, the 
danger city beta that was on the x-site interactive website for a while 
was a side scroller, as well as chopper challenge.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 22:10:12 -0400
Subject: Re: [Audyssey] USA Games Halloween Project

Hi John,

Yeah, you did overlook a few. Off the top of my head you forgot Tarzan
Junior by PB Games, and Hunter by BSC. There is also a side-scroller
level in Pipe II although the game generally isn't really a
side-scroller throughout the entire game.

On 9/28/11, john jpcarnemo...@comcast.net wrote:
Off the top of my head:
super liam
mota
battlezome
q9
palace punch-up and kringle crash (though these two are
debateable)
and I believe I'm missing a few others.

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Re: [Audyssey] side scrollers

2011-09-30 Thread Hayden Presley
Hi,
SIdscroller does not have to include jumping ove pits. Science Invasion is
most definitely a sidescroller.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of burakyuksek
Sent: Friday, September 30, 2011 8:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] side scrollers

Chopper challange is not a side scroller I think, science invasion is not 
side scroller too. Side scroller type is jumping from pits, traps etc etc 
for me.
saygilar sevgiler.
- Original Message - 
From: john jpcarnemo...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 2:20 PM
Subject: Re: [Audyssey] side scrollers


 AH thanks. I've never played hunter, but tarzan should have been obvious. 
 Now that you mention pb-games, I can think of the recordings I've scene of

 the science invasion beta, that one was a side scroller as well. Also, the

 danger city beta that was on the x-site interactive website for a while 
 was a side scroller, as well as chopper challenge.

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Wed, 28 Sep 2011 22:10:12 -0400
 Subject: Re: [Audyssey] USA Games Halloween Project

 Hi John,

 Yeah, you did overlook a few. Off the top of my head you forgot Tarzan
 Junior by PB Games, and Hunter by BSC. There is also a side-scroller
 level in Pipe II although the game generally isn't really a
 side-scroller throughout the entire game.

 On 9/28/11, john jpcarnemo...@comcast.net wrote:
 Off the top of my head:
 super liam
 mota
 battlezome
 q9
 palace punch-up and kringle crash (though these two are
 debateable)
 and I believe I'm missing a few others.

 ---
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 list,
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Re: [Audyssey] side scrollers

2011-09-29 Thread john
AH thanks. I've never played hunter, but tarzan should have been 
obvious. Now that you mention pb-games, I can think of the 
recordings I've scene of the science invasion beta, that one was 
a side scroller as well. Also, the danger city beta that was on 
the x-site interactive website for a while was a side scroller, 
as well as chopper challenge.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 22:10:12 -0400
Subject: Re: [Audyssey] USA Games Halloween Project

Hi John,

Yeah, you did overlook a few. Off the top of my head you forgot 
Tarzan
Junior by PB Games, and Hunter by BSC. There is also a 
side-scroller

level in Pipe II although the game generally isn't really a
side-scroller throughout the entire game.

On 9/28/11, john jpcarnemo...@comcast.net wrote:
Off the top of my head:
super liam
mota
battlezome
q9
palace punch-up and kringle crash (though these two are
debateable)
and I believe I'm missing a few others.

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Re: [Audyssey] side scrollers

2011-09-29 Thread Hayden Presley
Hi,
Really I'd have to disagree with that last one, and say CHoppe Challenge was
more a Space Invaders Clone than anything else.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Thursday, September 29, 2011 6:21 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] side scrollers

AH thanks. I've never played hunter, but tarzan should have been 
obvious. Now that you mention pb-games, I can think of the 
recordings I've scene of the science invasion beta, that one was 
a side scroller as well. Also, the danger city beta that was on 
the x-site interactive website for a while was a side scroller, 
as well as chopper challenge.

 - Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 22:10:12 -0400
Subject: Re: [Audyssey] USA Games Halloween Project

Hi John,

Yeah, you did overlook a few. Off the top of my head you forgot 
Tarzan
Junior by PB Games, and Hunter by BSC. There is also a 
side-scroller
level in Pipe II although the game generally isn't really a
side-scroller throughout the entire game.

On 9/28/11, john jpcarnemo...@comcast.net wrote:
 Off the top of my head:
 super liam
 mota
 battlezome
 q9
 palace punch-up and kringle crash (though these two are
 debateable)
 and I believe I'm missing a few others.

---
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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-11-25 Thread Nicol Oosthuizen
HI  tom
I feel quite upset with your e-mail.
I am going to try and be as polite as possible.
Especially one statement in your e-mail  almost drove me to tears.
I am fedup.
Let me tell you something quickly.
A little illustration:
Some time ago, a colleague asked if she may  borrow some sugar from me.
She could actually  see on my face that I did not want to borrow it to
her.Then she said that I must just leave it.
Then with a sigh,  I eventually said that she may borrow sugar from me.
Just note what her words were:
no thank  you. Your sugar in my coffee will taste bad.
Now this is the message I want to give you, tom.
I will not say it in the same rude words that this colleague said, but
if people learn that you are fed up  with the mota development, it will
put them off to buy the game as they will likely experience it in the
game that you actually rushed to get it done with.
I myself will only  buy a game from a dev if I  know the dev really
wanted to develop the game for the vi community.
But from the spirit of your message, Tom, It seems like you do not
really enjoy to develop the game, you just want to get it done and over
with .You just want to keep 100 nagging e-mails off your case.
If you really cannot take it any further, why not rather stop
development of mota entirely?
In any event, with the new development kit of blasbay studios, blind
people should be able  to develop a game similar to mota.
I am off my soap box now. 
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Thomas Ward
Sent: 29 October 2009 04:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

Hi Yohandy,
I really wish it could be that simple. Unfortunately, a game developer 
seases to have a private life after he announces he is writing a game. 
Sooner or later someone will begin e-mailing him on a regular basis 
asking how the game is coming along, what features has he added, when is

the next beta going to be released, can he add this or that feature, you

name it. There is no escaping the constant e-mail from his customers 
unless he drops off line for a few months.
In the end it was exactly this constant unwanted mail that caused James 
North to just give up and quit. Some people wanted to know what was 
going on, some people demanded he produce a demo when they wanted it, 
some people wanted their money back, and so on. At the same time he was 
dealing with some personal matters, and no one left him alone to deal 
with his personal life let alone finish the games as he had time. Now, I

find myself in a similar situation where I don't have much of a personal

life, because I am doing this and that for the game with a constant flow

of e-mails that never quit. No matter what I add to the game, no matter 
what I do, there is someone else with a new suggestion, likes or 
dislikes what I did, and I am totally fed up with the entire project. 
However, unlike james North I'm not going to just quit.
Eventually, I may have to take your advice and just write the game my 
way and tell everyone to live with it. Since I'm a nice guy, I try to 
listen to my customers, i would hate to do it that way. Yet if I can't 
find some sort of consensus I'll do it my way and forget about it. 
Although, the consensus seams to be keep MOTA exactly as is. I'm not 
sure how i feel about that, but it does make sense.
Please Note: This email and its contents are subject to our email legal notice 
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf 

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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-11-25 Thread dark
Nicol, while I appreciate that not everyone can check their E-mails as often 
as I do, when reading old messages, please remember that conflicts may have 
been resolved sinse the first post.


As it is, I'm pleased to say Tom was able to come to a most reasonable 
position on this issue,  and has moved a long way from his initial 
frustrated wrant on the subject.


Suffice it to say, the game will be developed,  and be great!

There is however no need for you to swtart bringing up old skeletons like 
this,  which have been well dead and  berried for the last few weeks!


I'll look forward to your thoughts on the current issues discussed on the 
list.


all the best,

dark.
- Original Message - 
From: Nicol Oosthuizen noosthui...@sars.gov.za

To: gamers@audyssey.org
Sent: Wednesday, November 25, 2009 12:35 PM
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



HI  tom
I feel quite upset with your e-mail.
I am going to try and be as polite as possible.
Especially one statement in your e-mail  almost drove me to tears.
I am fedup.
Let me tell you something quickly.
A little illustration:
Some time ago, a colleague asked if she may  borrow some sugar from me.
She could actually  see on my face that I did not want to borrow it to
her.Then she said that I must just leave it.
Then with a sigh,  I eventually said that she may borrow sugar from me.
Just note what her words were:
no thank  you. Your sugar in my coffee will taste bad.
Now this is the message I want to give you, tom.
I will not say it in the same rude words that this colleague said, but
if people learn that you are fed up  with the mota development, it will
put them off to buy the game as they will likely experience it in the
game that you actually rushed to get it done with.
I myself will only  buy a game from a dev if I  know the dev really
wanted to develop the game for the vi community.
But from the spirit of your message, Tom, It seems like you do not
really enjoy to develop the game, you just want to get it done and over
with .You just want to keep 100 nagging e-mails off your case.
If you really cannot take it any further, why not rather stop
development of mota entirely?
In any event, with the new development kit of blasbay studios, blind
people should be able  to develop a game similar to mota.
I am off my soap box now.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Thomas Ward
Sent: 29 October 2009 04:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

Hi Yohandy,
I really wish it could be that simple. Unfortunately, a game developer
seases to have a private life after he announces he is writing a game.
Sooner or later someone will begin e-mailing him on a regular basis
asking how the game is coming along, what features has he added, when is

the next beta going to be released, can he add this or that feature, you

name it. There is no escaping the constant e-mail from his customers
unless he drops off line for a few months.
In the end it was exactly this constant unwanted mail that caused James
North to just give up and quit. Some people wanted to know what was
going on, some people demanded he produce a demo when they wanted it,
some people wanted their money back, and so on. At the same time he was
dealing with some personal matters, and no one left him alone to deal
with his personal life let alone finish the games as he had time. Now, I

find myself in a similar situation where I don't have much of a personal

life, because I am doing this and that for the game with a constant flow

of e-mails that never quit. No matter what I add to the game, no matter
what I do, there is someone else with a new suggestion, likes or
dislikes what I did, and I am totally fed up with the entire project.
However, unlike james North I'm not going to just quit.
Eventually, I may have to take your advice and just write the game my
way and tell everyone to live with it. Since I'm a nice guy, I try to
listen to my customers, i would hate to do it that way. Yet if I can't
find some sort of consensus I'll do it my way and forget about it.
Although, the consensus seams to be keep MOTA exactly as is. I'm not
sure how i feel about that, but it does make sense.
Please Note: This email and its contents are subject to our email legal 
notice which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf


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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-11-25 Thread Thomas Ward

Hi Nicol,
With all do respect this post is well over a month old. All of the anger 
and frustration I felt when writing that original post is long gone, 
over with, and I've moved on development. I've managed to talk it out 
with the list, and have come to a satisfactory conclusion to that 
situation. I'm much more comfortable writing MOTA knowing where to go 
with the project, and exactly what I am going to do from here on out.


Nicol Oosthuizen wrote:

HI  tom
I feel quite upset with your e-mail.
I am going to try and be as polite as possible.
Especially one statement in your e-mail  almost drove me to tears.
I am fedup.
Let me tell you something quickly.
A little illustration:
Some time ago, a colleague asked if she may  borrow some sugar from me.
She could actually  see on my face that I did not want to borrow it to
her.Then she said that I must just leave it.
Then with a sigh,  I eventually said that she may borrow sugar from me.
Just note what her words were:
no thank  you. Your sugar in my coffee will taste bad.
Now this is the message I want to give you, tom.
I will not say it in the same rude words that this colleague said, but
if people learn that you are fed up  with the mota development, it will
put them off to buy the game as they will likely experience it in the
game that you actually rushed to get it done with.
I myself will only  buy a game from a dev if I  know the dev really
wanted to develop the game for the vi community.
But from the spirit of your message, Tom, It seems like you do not
really enjoy to develop the game, you just want to get it done and over
with .You just want to keep 100 nagging e-mails off your case.
If you really cannot take it any further, why not rather stop
development of mota entirely?
In any event, with the new development kit of blasbay studios, blind
people should be able  to develop a game similar to mota.
I am off my soap box now. 
  



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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-11-25 Thread Charles Rivard
You have apparently never had to deal with the frustration he has described 
so many times in his posts dealing with the production of MOTA.  People want 
this.  People want that.  They don't want this.  They don't want that. 
When's the game going to be out?  Where's my unlock key?  Why is it taking 
so long to get the game that I bought so darned long ago?  Some want an 
eighties-style game as they were promised, while others want a more modern, 
even a 3D game instead.  If one is produced, the other side's not going to 
be pleased, and vise versa.  He is only human, and burnout is extremely 
understandable, given the frustration, irritation, and time he has spent on 
a game that isn't turning out to be the game he originally planned or the 
game he wants to produce.

Now that you're off your soap box, try producing a game like Mota under the 
conditions and pressure he has had to deal with and maybe you'll be able to 
see it from his side of the coin.  If you can do a better job, I'll get off 
of my soap box, but not until then.  By the way, I'm stating this as nicely 
as I can, rather than the way I would like to.  Thanks.

---
This coming Thursday is Thanksgiving day in the United States.  Be thankful 
for, and with, friends, family, good food, and loved ones, not necessarily 
in that order.  Be like a turkey and get stuffed!!
- Original Message - 
From: Nicol Oosthuizen noosthui...@sars.gov.za
To: gamers@audyssey.org
Sent: Wednesday, November 25, 2009 2:35 AM
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS


HI  tom
I feel quite upset with your e-mail.
I am going to try and be as polite as possible.
Especially one statement in your e-mail  almost drove me to tears.
I am fedup.
Let me tell you something quickly.
A little illustration:
Some time ago, a colleague asked if she may  borrow some sugar from me.
She could actually  see on my face that I did not want to borrow it to
her.Then she said that I must just leave it.
Then with a sigh,  I eventually said that she may borrow sugar from me.
Just note what her words were:
no thank  you. Your sugar in my coffee will taste bad.
Now this is the message I want to give you, tom.
I will not say it in the same rude words that this colleague said, but
if people learn that you are fed up  with the mota development, it will
put them off to buy the game as they will likely experience it in the
game that you actually rushed to get it done with.
I myself will only  buy a game from a dev if I  know the dev really
wanted to develop the game for the vi community.
But from the spirit of your message, Tom, It seems like you do not
really enjoy to develop the game, you just want to get it done and over
with .You just want to keep 100 nagging e-mails off your case.
If you really cannot take it any further, why not rather stop
development of mota entirely?
In any event, with the new development kit of blasbay studios, blind
people should be able  to develop a game similar to mota.
I am off my soap box now.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Thomas Ward
Sent: 29 October 2009 04:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

Hi Yohandy,
I really wish it could be that simple. Unfortunately, a game developer
seases to have a private life after he announces he is writing a game.
Sooner or later someone will begin e-mailing him on a regular basis
asking how the game is coming along, what features has he added, when is

the next beta going to be released, can he add this or that feature, you

name it. There is no escaping the constant e-mail from his customers
unless he drops off line for a few months.
In the end it was exactly this constant unwanted mail that caused James
North to just give up and quit. Some people wanted to know what was
going on, some people demanded he produce a demo when they wanted it,
some people wanted their money back, and so on. At the same time he was
dealing with some personal matters, and no one left him alone to deal
with his personal life let alone finish the games as he had time. Now, I

find myself in a similar situation where I don't have much of a personal

life, because I am doing this and that for the game with a constant flow

of e-mails that never quit. No matter what I add to the game, no matter
what I do, there is someone else with a new suggestion, likes or
dislikes what I did, and I am totally fed up with the entire project.
However, unlike james North I'm not going to just quit.
Eventually, I may have to take your advice and just write the game my
way and tell everyone to live with it. Since I'm a nice guy, I try to
listen to my customers, i would hate to do it that way. Yet if I can't
find some sort of consensus I'll do it my way and forget about it.
Although, the consensus seams to be keep MOTA exactly as is. I'm not
sure how i feel about that, but it does make sense

[Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread dark

Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 1980's 
arcade style gameplay, and features such as key and door puzles, traps, 
bosses etc with fps.


In the 90's, the side scrolling genre matured and changed from the point 
scoring fests they were, into something else entirely.


Games like the Mega man, Metroid and castlevania series, the later mario 
offerings on the Snes such as super Marrio world, and games like Donkey Kong 
country,  not to mention more modern continuations of those series' on 
the Gba, pluss games like Astroboy which are entirely original.


All are side scrollers. This in no way stops them from being complex, deeply 
interesting games a long way from the likes of the original montizuma's 
revenge. Many do not feature a scoring system at all, have complex traps and 
mazes for the player, puzles to solve, and a huge variety of enemies,   
both miner and major to fight.


In audio, we already have many 80's rack up score style games, and I would 
be against having another. Why however, does this mean we have to 
automatically make the game a 3D fps affair?


What is wrong with Mota continuing along the lines it has been,   
developing into an audio evolution of the side scrolling genre, a complex 2D 
game similar to those mentioned above.


this is a genre I've had hours of fun with over the years, and would love to 
see translate into audio, as audio 2D has considderable potential which has 
been untapped.


Perhaps it is not the 80's side scroller or complete fps game you were 
invisioning,  just like the series mentioned above, it evolved.


But this is not to my mind a bad thing,  quite the opposite. While I'm 
deeply sorry you aren't a fan of the game's current direction, speaking as a 
player I certainly am, and would very much like it to continue as it is, and 
become the first complex 2D adventure in audio ever produced.


i feel quite strongly on this matter! while i wouldn't be against the fps 
idea, I equally think something very valuable in Mota would be lost.


We already have some great first person titles,  why not explore another 
avinue?


All the best,

Dark. 



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Re: [Audyssey] Side scrollers was: MOTA Side-Scrolle r vs FPS

2009-10-28 Thread matheus
hi.
i have to agree with everything you sayd here dark. i think that the way
the game is right now is really good. it's challenging, new (bekause
it's a mix of new things like random monsters / saving feature / etc)
and fun. if i really have to vote, i'd choose the fps. but i think that
finishing this game like it is now, just adding more levels, whould be
good enough.
thanks.

-Mensagem original-
De: dark d...@xgam.org
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 28 de Outubro de 2009 22:33
Assunto: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 1980's
arcade style gameplay, and features such as key and door puzles, traps,
bosses etc with fps.

In the 90's, the side scrolling genre matured and changed from the point
scoring fests they were, into something else entirely.

Games like the Mega man, Metroid and castlevania series, the later mario
offerings on the Snes such as super Marrio world, and games like Donkey Kong
country,  not to mention more modern continuations of those series' on
the Gba, pluss games like Astroboy which are entirely original.

All are side scrollers. This in no way stops them from being complex, deeply
interesting games a long way from the likes of the original montizuma's
revenge. Many do not feature a scoring system at all, have complex traps and
mazes for the player, puzles to solve, and a huge variety of enemies, 
both miner and major to fight.

In audio, we already have many 80's rack up score style games, and I would
be against having another. Why however, does this mean we have to
automatically make the game a 3D fps affair?

What is wrong with Mota continuing along the lines it has been, 
developing into an audio evolution of the side scrolling genre, a complex 2D
game similar to those mentioned above.

this is a genre I've had hours of fun with over the years, and would love to
see translate into audio, as audio 2D has considderable potential which has
been untapped.

Perhaps it is not the 80's side scroller or complete fps game you were
invisioning,  just like the series mentioned above, it evolved.

But this is not to my mind a bad thing,  quite the opposite. While I'm
deeply sorry you aren't a fan of the game's current direction, speaking as a
player I certainly am, and would very much like it to continue as it is, and
become the first complex 2D adventure in audio ever produced.

i feel quite strongly on this matter! while i wouldn't be against the fps
idea, I equally think something very valuable in Mota would be lost.

We already have some great first person titles,  why not explore another
avinue?

All the best,

Dark.


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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread peter Mahach
I'd actually agree here. we don't have to stick to one type or another. 
thjat said, gotta go.
- Original Message - 
From: matheus an...@bol.com.br

To: gamers@audyssey.org
Sent: Thursday, October 29, 2009 12:45 AM
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



hi.
i have to agree with everything you sayd here dark. i think that the way
the game is right now is really good. it's challenging, new (bekause
it's a mix of new things like random monsters / saving feature / etc)
and fun. if i really have to vote, i'd choose the fps. but i think that
finishing this game like it is now, just adding more levels, whould be
good enough.
thanks.

-Mensagem original-
De: dark d...@xgam.org
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 28 de Outubro de 2009 22:33
Assunto: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 1980's
arcade style gameplay, and features such as key and door puzles, traps,
bosses etc with fps.

In the 90's, the side scrolling genre matured and changed from the point
scoring fests they were, into something else entirely.

Games like the Mega man, Metroid and castlevania series, the later mario
offerings on the Snes such as super Marrio world, and games like Donkey 
Kong

country,  not to mention more modern continuations of those series' on
the Gba, pluss games like Astroboy which are entirely original.

All are side scrollers. This in no way stops them from being complex, 
deeply

interesting games a long way from the likes of the original montizuma's
revenge. Many do not feature a scoring system at all, have complex traps 
and

mazes for the player, puzles to solve, and a huge variety of enemies, 
both miner and major to fight.

In audio, we already have many 80's rack up score style games, and I would
be against having another. Why however, does this mean we have to
automatically make the game a 3D fps affair?

What is wrong with Mota continuing along the lines it has been, 
developing into an audio evolution of the side scrolling genre, a complex 
2D

game similar to those mentioned above.

this is a genre I've had hours of fun with over the years, and would love 
to
see translate into audio, as audio 2D has considderable potential which 
has

been untapped.

Perhaps it is not the 80's side scroller or complete fps game you were
invisioning,  just like the series mentioned above, it evolved.

But this is not to my mind a bad thing,  quite the opposite. While I'm
deeply sorry you aren't a fan of the game's current direction, speaking as 
a
player I certainly am, and would very much like it to continue as it is, 
and

become the first complex 2D adventure in audio ever produced.

i feel quite strongly on this matter! while i wouldn't be against the fps
idea, I equally think something very valuable in Mota would be lost.

We already have some great first person titles,  why not explore 
another

avinue?

All the best,

Dark.


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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Bryan Peterson
I think the issue here Dark is that MOTA was initially Monte, which was 
based off a classic 80s side scroller, which featured none of the 
challenging elements MOTA has come to embrace.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 4:33 PM
Subject: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 1980's 
arcade style gameplay, and features such as key and door puzles, traps, 
bosses etc with fps.


In the 90's, the side scrolling genre matured and changed from the point 
scoring fests they were, into something else entirely.


Games like the Mega man, Metroid and castlevania series, the later mario 
offerings on the Snes such as super Marrio world, and games like Donkey 
Kong country,  not to mention more modern continuations of those 
series' on the Gba, pluss games like Astroboy which are entirely original.


All are side scrollers. This in no way stops them from being complex, 
deeply interesting games a long way from the likes of the original 
montizuma's revenge. Many do not feature a scoring system at all, have 
complex traps and mazes for the player, puzles to solve, and a huge 
variety of enemies,   both miner and major to fight.


In audio, we already have many 80's rack up score style games, and I would 
be against having another. Why however, does this mean we have to 
automatically make the game a 3D fps affair?


What is wrong with Mota continuing along the lines it has been,   
developing into an audio evolution of the side scrolling genre, a complex 
2D game similar to those mentioned above.


this is a genre I've had hours of fun with over the years, and would love 
to see translate into audio, as audio 2D has considderable potential which 
has been untapped.


Perhaps it is not the 80's side scroller or complete fps game you were 
invisioning,  just like the series mentioned above, it evolved.


But this is not to my mind a bad thing,  quite the opposite. While I'm 
deeply sorry you aren't a fan of the game's current direction, speaking as 
a player I certainly am, and would very much like it to continue as it is, 
and become the first complex 2D adventure in audio ever produced.


i feel quite strongly on this matter! while i wouldn't be against the fps 
idea, I equally think something very valuable in Mota would be lost.


We already have some great first person titles,  why not explore 
another avinue?


All the best,

Dark.

---
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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread dark
Well, imho making the game a modern 90's style side scroller would be less 
of a major change than turning it fps,  and if the direction needs a 
change, this would be my recommendation.


Afterall,  people would stil get a side scroller,  even if it was 
not quite the side scroller they expected (as someone who bought the game, 
I'd be infinitely happy with this option).


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 10:50 PM
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS


I think the issue here Dark is that MOTA was initially Monte, which was 
based off a classic 80s side scroller, which featured none of the 
challenging elements MOTA has come to embrace.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 4:33 PM
Subject: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 
1980's arcade style gameplay, and features such as key and door puzles, 
traps, bosses etc with fps.


In the 90's, the side scrolling genre matured and changed from the point 
scoring fests they were, into something else entirely.


Games like the Mega man, Metroid and castlevania series, the later mario 
offerings on the Snes such as super Marrio world, and games like Donkey 
Kong country,  not to mention more modern continuations of those 
series' on the Gba, pluss games like Astroboy which are entirely 
original.


All are side scrollers. This in no way stops them from being complex, 
deeply interesting games a long way from the likes of the original 
montizuma's revenge. Many do not feature a scoring system at all, have 
complex traps and mazes for the player, puzles to solve, and a huge 
variety of enemies,   both miner and major to fight.


In audio, we already have many 80's rack up score style games, and I 
would be against having another. Why however, does this mean we have to 
automatically make the game a 3D fps affair?


What is wrong with Mota continuing along the lines it has been,   
developing into an audio evolution of the side scrolling genre, a complex 
2D game similar to those mentioned above.


this is a genre I've had hours of fun with over the years, and would love 
to see translate into audio, as audio 2D has considderable potential 
which has been untapped.


Perhaps it is not the 80's side scroller or complete fps game you were 
invisioning,  just like the series mentioned above, it evolved.


But this is not to my mind a bad thing,  quite the opposite. While 
I'm deeply sorry you aren't a fan of the game's current direction, 
speaking as a player I certainly am, and would very much like it to 
continue as it is, and become the first complex 2D adventure in audio 
ever produced.


i feel quite strongly on this matter! while i wouldn't be against the fps 
idea, I equally think something very valuable in Mota would be lost.


We already have some great first person titles,  why not explore 
another avinue?


All the best,

Dark.

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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Bryan Peterson
I tend to agree with that, but if we have to choose I'd say the FPS. I don't 
want to lose the clallenge that keeps me coming back.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: matheus an...@bol.com.br

To: gamers@audyssey.org
Sent: Wednesday, October 28, 2009 5:45 PM
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



hi.
i have to agree with everything you sayd here dark. i think that the way
the game is right now is really good. it's challenging, new (bekause
it's a mix of new things like random monsters / saving feature / etc)
and fun. if i really have to vote, i'd choose the fps. but i think that
finishing this game like it is now, just adding more levels, whould be
good enough.
thanks.

-Mensagem original-
De: dark d...@xgam.org
Para: Gamers Discussion list gamers@audyssey.org
Data: Quarta, 28 de Outubro de 2009 22:33
Assunto: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 1980's
arcade style gameplay, and features such as key and door puzles, traps,
bosses etc with fps.

In the 90's, the side scrolling genre matured and changed from the point
scoring fests they were, into something else entirely.

Games like the Mega man, Metroid and castlevania series, the later mario
offerings on the Snes such as super Marrio world, and games like Donkey 
Kong

country,  not to mention more modern continuations of those series' on
the Gba, pluss games like Astroboy which are entirely original.

All are side scrollers. This in no way stops them from being complex, 
deeply

interesting games a long way from the likes of the original montizuma's
revenge. Many do not feature a scoring system at all, have complex traps 
and

mazes for the player, puzles to solve, and a huge variety of enemies, 
both miner and major to fight.

In audio, we already have many 80's rack up score style games, and I would
be against having another. Why however, does this mean we have to
automatically make the game a 3D fps affair?

What is wrong with Mota continuing along the lines it has been, 
developing into an audio evolution of the side scrolling genre, a complex 
2D

game similar to those mentioned above.

this is a genre I've had hours of fun with over the years, and would love 
to
see translate into audio, as audio 2D has considderable potential which 
has

been untapped.

Perhaps it is not the 80's side scroller or complete fps game you were
invisioning,  just like the series mentioned above, it evolved.

But this is not to my mind a bad thing,  quite the opposite. While I'm
deeply sorry you aren't a fan of the game's current direction, speaking as 
a
player I certainly am, and would very much like it to continue as it is, 
and

become the first complex 2D adventure in audio ever produced.

i feel quite strongly on this matter! while i wouldn't be against the fps
idea, I equally think something very valuable in Mota would be lost.

We already have some great first person titles,  why not explore 
another

avinue?

All the best,

Dark.


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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Yohandy
and again, you guys fail to understand that Thomas is sick and tired of the 
game. I think he stated this quite clearly in his message. There's nothing 
wrong in MOTA continuing the way it's going, but there's something wrong 
with us all if we force Thomas to work on a game he started hating long ago 
for obvious reasons. Thomas, I suggest you do this and this is only my 
opinion. Make the game you wish to make, and don't update us on anything. do 
not post any betas to the list, or any progress reports. whenever the game's 
ready, then release it to the public.



- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 6:33 PM
Subject: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 1980's 
arcade style gameplay, and features such as key and door puzles, traps, 
bosses etc with fps.


In the 90's, the side scrolling genre matured and changed from the point 
scoring fests they were, into something else entirely.


Games like the Mega man, Metroid and castlevania series, the later mario 
offerings on the Snes such as super Marrio world, and games like Donkey 
Kong country,  not to mention more modern continuations of those 
series' on the Gba, pluss games like Astroboy which are entirely original.


All are side scrollers. This in no way stops them from being complex, 
deeply interesting games a long way from the likes of the original 
montizuma's revenge. Many do not feature a scoring system at all, have 
complex traps and mazes for the player, puzles to solve, and a huge 
variety of enemies,   both miner and major to fight.


In audio, we already have many 80's rack up score style games, and I would 
be against having another. Why however, does this mean we have to 
automatically make the game a 3D fps affair?


What is wrong with Mota continuing along the lines it has been,   
developing into an audio evolution of the side scrolling genre, a complex 
2D game similar to those mentioned above.


this is a genre I've had hours of fun with over the years, and would love 
to see translate into audio, as audio 2D has considderable potential which 
has been untapped.


Perhaps it is not the 80's side scroller or complete fps game you were 
invisioning,  just like the series mentioned above, it evolved.


But this is not to my mind a bad thing,  quite the opposite. While I'm 
deeply sorry you aren't a fan of the game's current direction, speaking as 
a player I certainly am, and would very much like it to continue as it is, 
and become the first complex 2D adventure in audio ever produced.


i feel quite strongly on this matter! while i wouldn't be against the fps 
idea, I equally think something very valuable in Mota would be lost.


We already have some great first person titles,  why not explore 
another avinue?


All the best,

Dark.

---
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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread dark
I fully agree that Thomas,  as the game's creater has the ultimate say 
so and should be the final authority, nor obviously should he make a game he 
doesn't want to.


I do wonder though if his completely understandable tiredness with the game 
is perhaps stopping him from realizing the truly great steps Mota has been 
making in audio, as the first complex audio 2D game.


this is another reason I'm so adamant about wanting the direction of 
developement to continue as is as much as possible,  while I'm sure tom 
would make either an outstanding 80's side scroller (those of us who played 
his original Monti versions can vouch for this), or a great fps game, I'd 
not want to see what he's already achieved be lost.


Beware the grue!

Dark.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 10:58 PM
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS


and again, you guys fail to understand that Thomas is sick and tired of 
the game. I think he stated this quite clearly in his message. There's 
nothing wrong in MOTA continuing the way it's going, but there's something 
wrong with us all if we force Thomas to work on a game he started hating 
long ago for obvious reasons. Thomas, I suggest you do this and this is 
only my opinion. Make the game you wish to make, and don't update us on 
anything. do not post any betas to the list, or any progress reports. 
whenever the game's ready, then release it to the public.



- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 6:33 PM
Subject: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 
1980's arcade style gameplay, and features such as key and door puzles, 
traps, bosses etc with fps.


In the 90's, the side scrolling genre matured and changed from the point 
scoring fests they were, into something else entirely.


Games like the Mega man, Metroid and castlevania series, the later mario 
offerings on the Snes such as super Marrio world, and games like Donkey 
Kong country,  not to mention more modern continuations of those 
series' on the Gba, pluss games like Astroboy which are entirely 
original.


All are side scrollers. This in no way stops them from being complex, 
deeply interesting games a long way from the likes of the original 
montizuma's revenge. Many do not feature a scoring system at all, have 
complex traps and mazes for the player, puzles to solve, and a huge 
variety of enemies,   both miner and major to fight.


In audio, we already have many 80's rack up score style games, and I 
would be against having another. Why however, does this mean we have to 
automatically make the game a 3D fps affair?


What is wrong with Mota continuing along the lines it has been,   
developing into an audio evolution of the side scrolling genre, a complex 
2D game similar to those mentioned above.


this is a genre I've had hours of fun with over the years, and would love 
to see translate into audio, as audio 2D has considderable potential 
which has been untapped.


Perhaps it is not the 80's side scroller or complete fps game you were 
invisioning,  just like the series mentioned above, it evolved.


But this is not to my mind a bad thing,  quite the opposite. While 
I'm deeply sorry you aren't a fan of the game's current direction, 
speaking as a player I certainly am, and would very much like it to 
continue as it is, and become the first complex 2D adventure in audio 
ever produced.


i feel quite strongly on this matter! while i wouldn't be against the fps 
idea, I equally think something very valuable in Mota would be lost.


We already have some great first person titles,  why not explore 
another avinue?


All the best,

Dark.

---
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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Ryan Strunk
I think you've all forgotten just what the original demo was like. It was
nothing--and I mean nothing--like the eighties-style game it was named for.
Just because the original Monte was released in the eighties doesn't mean
that's the direction James North was planning to take his game in.

Why do I feel like we're debating constitutional law and what our
forefathers really meant?

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Wednesday, October 28, 2009 5:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

I think the issue here Dark is that MOTA was initially Monte, which was 
based off a classic 80s side scroller, which featured none of the 
challenging elements MOTA has come to embrace.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 4:33 PM
Subject: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS


 Tom, I ask you one symple question.

 Why is it you associate the side scrolling 2D perspective only with 1980's

 arcade style gameplay, and features such as key and door puzles, traps, 
 bosses etc with fps.

 In the 90's, the side scrolling genre matured and changed from the point 
 scoring fests they were, into something else entirely.

 Games like the Mega man, Metroid and castlevania series, the later mario 
 offerings on the Snes such as super Marrio world, and games like Donkey 
 Kong country,  not to mention more modern continuations of those 
 series' on the Gba, pluss games like Astroboy which are entirely original.

 All are side scrollers. This in no way stops them from being complex, 
 deeply interesting games a long way from the likes of the original 
 montizuma's revenge. Many do not feature a scoring system at all, have 
 complex traps and mazes for the player, puzles to solve, and a huge 
 variety of enemies,   both miner and major to fight.

 In audio, we already have many 80's rack up score style games, and I would

 be against having another. Why however, does this mean we have to 
 automatically make the game a 3D fps affair?

 What is wrong with Mota continuing along the lines it has been,   
 developing into an audio evolution of the side scrolling genre, a complex 
 2D game similar to those mentioned above.

 this is a genre I've had hours of fun with over the years, and would love 
 to see translate into audio, as audio 2D has considderable potential which

 has been untapped.

 Perhaps it is not the 80's side scroller or complete fps game you were 
 invisioning,  just like the series mentioned above, it evolved.

 But this is not to my mind a bad thing,  quite the opposite. While I'm

 deeply sorry you aren't a fan of the game's current direction, speaking as

 a player I certainly am, and would very much like it to continue as it is,

 and become the first complex 2D adventure in audio ever produced.

 i feel quite strongly on this matter! while i wouldn't be against the fps 
 idea, I equally think something very valuable in Mota would be lost.

 We already have some great first person titles,  why not explore 
 another avinue?

 All the best,

 Dark.

 ---
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 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Bryan Peterson
No kidding. Personally I think Thomas should continue with the game as is 
since he's so close to finishing it. But if I HAVE to choose I'd say convert 
it to an FPS. ANybody who writes our games could make the classic 89s side 
scroller at any time. So some people won't get the exact game they wanted. 
That's how life works sometimes. But ideally I'd love to see MOTA remain as 
is, a side scroller with some nonstandard elements. That's why I've come 
back with each new Beta.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, October 28, 2009 5:14 PM
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



I think you've all forgotten just what the original demo was like. It was
nothing--and I mean nothing--like the eighties-style game it was named 
for.

Just because the original Monte was released in the eighties doesn't mean
that's the direction James North was planning to take his game in.

Why do I feel like we're debating constitutional law and what our
forefathers really meant?

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Wednesday, October 28, 2009 5:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

I think the issue here Dark is that MOTA was initially Monte, which was
based off a classic 80s side scroller, which featured none of the
challenging elements MOTA has come to embrace.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 4:33 PM
Subject: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 
1980's



arcade style gameplay, and features such as key and door puzles, traps,
bosses etc with fps.

In the 90's, the side scrolling genre matured and changed from the point
scoring fests they were, into something else entirely.

Games like the Mega man, Metroid and castlevania series, the later mario
offerings on the Snes such as super Marrio world, and games like Donkey
Kong country,  not to mention more modern continuations of those
series' on the Gba, pluss games like Astroboy which are entirely 
original.


All are side scrollers. This in no way stops them from being complex,
deeply interesting games a long way from the likes of the original
montizuma's revenge. Many do not feature a scoring system at all, have
complex traps and mazes for the player, puzles to solve, and a huge
variety of enemies,   both miner and major to fight.

In audio, we already have many 80's rack up score style games, and I 
would



be against having another. Why however, does this mean we have to
automatically make the game a 3D fps affair?

What is wrong with Mota continuing along the lines it has been, 
developing into an audio evolution of the side scrolling genre, a complex
2D game similar to those mentioned above.

this is a genre I've had hours of fun with over the years, and would love
to see translate into audio, as audio 2D has considderable potential 
which



has been untapped.

Perhaps it is not the 80's side scroller or complete fps game you were
invisioning,  just like the series mentioned above, it evolved.

But this is not to my mind a bad thing,  quite the opposite. While 
I'm


deeply sorry you aren't a fan of the game's current direction, speaking 
as


a player I certainly am, and would very much like it to continue as it 
is,



and become the first complex 2D adventure in audio ever produced.

i feel quite strongly on this matter! while i wouldn't be against the fps
idea, I equally think something very valuable in Mota would be lost.

We already have some great first person titles,  why not explore
another avinue?

All the best,

Dark.

---
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the
list,
please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Thomas Ward

Hi Dark,
Yeah, i do know most of the side-scrollers you mentioned did evolve, add 
save game features, random enemies, random items, etc. You might say 
that it was inevitable to keep some of those game series going. I don't 
necessarily have a problem with those features.
It has more to do with the fact I've been put directly between the rock 
and the hard place. You got a few people on one side that are still 
complaining they didn't get the game they wantd or ordered. You have 
people on the other side who would rather I make an FPS game instead. 
Then, there are a lot like you who are asking me to keep the game 
exactly as it is. So as a developer I need to know where everybody 
stands on this issue so i can just create the game and get it done.
As for me personally I'm not a fan of going back to a classic 
side-scroller at all. there are too many good features that would be 
lost by doing so. I'd certainly prefer an FPS game myself, but I could 
live with creating the game as it is provided I'm not getting zillions 
of requests wanting this, that, and the other thing too. I just want to 
get it done and over with.



dark wrote:

Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 
1980's arcade style gameplay, and features such as key and door 
puzles, traps, bosses etc with fps.


In the 90's, the side scrolling genre matured and changed from the 
point scoring fests they were, into something else entirely.


Games like the Mega man, Metroid and castlevania series, the later 
mario offerings on the Snes such as super Marrio world, and games like 
Donkey Kong country,  not to mention more modern continuations of 
those series' on the Gba, pluss games like Astroboy which are entirely 
original.


All are side scrollers. This in no way stops them from being complex, 
deeply interesting games a long way from the likes of the original 
montizuma's revenge. Many do not feature a scoring system at all, have 
complex traps and mazes for the player, puzles to solve, and a huge 
variety of enemies,   both miner and major to fight.


In audio, we already have many 80's rack up score style games, and I 
would be against having another. Why however, does this mean we have 
to automatically make the game a 3D fps affair?


What is wrong with Mota continuing along the lines it has been,   
developing into an audio evolution of the side scrolling genre, a 
complex 2D game similar to those mentioned above.


this is a genre I've had hours of fun with over the years, and would 
love to see translate into audio, as audio 2D has considderable 
potential which has been untapped.


Perhaps it is not the 80's side scroller or complete fps game you were 
invisioning,  just like the series mentioned above, it evolved.


But this is not to my mind a bad thing,  quite the opposite. While 
I'm deeply sorry you aren't a fan of the game's current direction, 
speaking as a player I certainly am, and would very much like it to 
continue as it is, and become the first complex 2D adventure in audio 
ever produced.


i feel quite strongly on this matter! while i wouldn't be against the 
fps idea, I equally think something very valuable in Mota would be lost.


We already have some great first person titles,  why not explore 
another avinue?


All the best,

Dark.



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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread dark

Hello Tom.

Well in that case, I'd personally very much agree with what Matheus said 
earlier.


Add in the extra levels, and produce the game as a complex side scroller.

With the genesis engine the possibility always exists of creating an fps 
game at some point in the future when you wish to,  on the other hand, 
your probably not going to want to touch side scrollers with a barge pole 
after this is done!



For those who want an 80's game, --- well this way at least they get a side 
scroller, allbeit a 90's one instead of an 80's one,  also you could 
considder re-branding the last sable six level long beta of montizuma's 
return with a new name and giving it out to people who buy Mota.


that way people are getting a full scale 90's side scroller, and six levels 
of an 80's one,  which to my mind is a pretty good deal!


Beware the grue!

Dark. 



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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Thomas Ward

Hi Yohandy,
I really wish it could be that simple. Unfortunately, a game developer 
seases to have a private life after he announces he is writing a game. 
Sooner or later someone will begin e-mailing him on a regular basis 
asking how the game is coming along, what features has he added, when is 
the next beta going to be released, can he add this or that feature, you 
name it. There is no escaping the constant e-mail from his customers 
unless he drops off line for a few months.
In the end it was exactly this constant unwanted mail that caused James 
North to just give up and quit. Some people wanted to know what was 
going on, some people demanded he produce a demo when they wanted it, 
some people wanted their money back, and so on. At the same time he was 
dealing with some personal matters, and no one left him alone to deal 
with his personal life let alone finish the games as he had time. Now, I 
find myself in a similar situation where I don't have much of a personal 
life, because I am doing this and that for the game with a constant flow 
of e-mails that never quit. No matter what I add to the game, no matter 
what I do, there is someone else with a new suggestion, likes or 
dislikes what I did, and I am totally fed up with the entire project. 
However, unlike james North I'm not going to just quit.
Eventually, I may have to take your advice and just write the game my 
way and tell everyone to live with it. Since I'm a nice guy, I try to 
listen to my customers, i would hate to do it that way. Yet if I can't 
find some sort of consensus I'll do it my way and forget about it. 
Although, the consensus seams to be keep MOTA exactly as is. I'm not 
sure how i feel about that, but it does make sense.


Yohandy wrote:
and again, you guys fail to understand that Thomas is sick and tired 
of the game. I think he stated this quite clearly in his message. 
There's nothing wrong in MOTA continuing the way it's going, but 
there's something wrong with us all if we force Thomas to work on a 
game he started hating long ago for obvious reasons. Thomas, I suggest 
you do this and this is only my opinion. Make the game you wish to 
make, and don't update us on anything. do not post any betas to the 
list, or any progress reports. whenever the game's ready, then release 
it to the public.



- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 6:33 PM
Subject: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 
1980's arcade style gameplay, and features such as key and door 
puzles, traps, bosses etc with fps.


In the 90's, the side scrolling genre matured and changed from the 
point scoring fests they were, into something else entirely.


Games like the Mega man, Metroid and castlevania series, the later 
mario offerings on the Snes such as super Marrio world, and games 
like Donkey Kong country,  not to mention more modern 
continuations of those series' on the Gba, pluss games like Astroboy 
which are entirely original.


All are side scrollers. This in no way stops them from being complex, 
deeply interesting games a long way from the likes of the original 
montizuma's revenge. Many do not feature a scoring system at all, 
have complex traps and mazes for the player, puzles to solve, and a 
huge variety of enemies,   both miner and major to fight.


In audio, we already have many 80's rack up score style games, and I 
would be against having another. Why however, does this mean we have 
to automatically make the game a 3D fps affair?


What is wrong with Mota continuing along the lines it has been,   
developing into an audio evolution of the side scrolling genre, a 
complex 2D game similar to those mentioned above.


this is a genre I've had hours of fun with over the years, and would 
love to see translate into audio, as audio 2D has considderable 
potential which has been untapped.


Perhaps it is not the 80's side scroller or complete fps game you 
were invisioning,  just like the series mentioned above, it evolved.


But this is not to my mind a bad thing,  quite the opposite. 
While I'm deeply sorry you aren't a fan of the game's current 
direction, speaking as a player I certainly am, and would very much 
like it to continue as it is, and become the first complex 2D 
adventure in audio ever produced.


i feel quite strongly on this matter! while i wouldn't be against the 
fps idea, I equally think something very valuable in Mota would be lost.


We already have some great first person titles,  why not explore 
another avinue?


All the best,

Dark.

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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Ryan Strunk
Yeah no. James North had issues way worse than the community hounding him.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, October 28, 2009 9:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

Hi Yohandy,
I really wish it could be that simple. Unfortunately, a game developer 
seases to have a private life after he announces he is writing a game. 
Sooner or later someone will begin e-mailing him on a regular basis 
asking how the game is coming along, what features has he added, when is 
the next beta going to be released, can he add this or that feature, you 
name it. There is no escaping the constant e-mail from his customers 
unless he drops off line for a few months.
In the end it was exactly this constant unwanted mail that caused James 
North to just give up and quit. Some people wanted to know what was 
going on, some people demanded he produce a demo when they wanted it, 
some people wanted their money back, and so on. At the same time he was 
dealing with some personal matters, and no one left him alone to deal 
with his personal life let alone finish the games as he had time. Now, I 
find myself in a similar situation where I don't have much of a personal 
life, because I am doing this and that for the game with a constant flow 
of e-mails that never quit. No matter what I add to the game, no matter 
what I do, there is someone else with a new suggestion, likes or 
dislikes what I did, and I am totally fed up with the entire project. 
However, unlike james North I'm not going to just quit.
Eventually, I may have to take your advice and just write the game my 
way and tell everyone to live with it. Since I'm a nice guy, I try to 
listen to my customers, i would hate to do it that way. Yet if I can't 
find some sort of consensus I'll do it my way and forget about it. 
Although, the consensus seams to be keep MOTA exactly as is. I'm not 
sure how i feel about that, but it does make sense.

Yohandy wrote:
 and again, you guys fail to understand that Thomas is sick and tired 
 of the game. I think he stated this quite clearly in his message. 
 There's nothing wrong in MOTA continuing the way it's going, but 
 there's something wrong with us all if we force Thomas to work on a 
 game he started hating long ago for obvious reasons. Thomas, I suggest 
 you do this and this is only my opinion. Make the game you wish to 
 make, and don't update us on anything. do not post any betas to the 
 list, or any progress reports. whenever the game's ready, then release 
 it to the public.


 - Original Message - From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, October 28, 2009 6:33 PM
 Subject: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS


 Tom, I ask you one symple question.

 Why is it you associate the side scrolling 2D perspective only with 
 1980's arcade style gameplay, and features such as key and door 
 puzles, traps, bosses etc with fps.

 In the 90's, the side scrolling genre matured and changed from the 
 point scoring fests they were, into something else entirely.

 Games like the Mega man, Metroid and castlevania series, the later 
 mario offerings on the Snes such as super Marrio world, and games 
 like Donkey Kong country,  not to mention more modern 
 continuations of those series' on the Gba, pluss games like Astroboy 
 which are entirely original.

 All are side scrollers. This in no way stops them from being complex, 
 deeply interesting games a long way from the likes of the original 
 montizuma's revenge. Many do not feature a scoring system at all, 
 have complex traps and mazes for the player, puzles to solve, and a 
 huge variety of enemies,   both miner and major to fight.

 In audio, we already have many 80's rack up score style games, and I 
 would be against having another. Why however, does this mean we have 
 to automatically make the game a 3D fps affair?

 What is wrong with Mota continuing along the lines it has been,   
 developing into an audio evolution of the side scrolling genre, a 
 complex 2D game similar to those mentioned above.

 this is a genre I've had hours of fun with over the years, and would 
 love to see translate into audio, as audio 2D has considderable 
 potential which has been untapped.

 Perhaps it is not the 80's side scroller or complete fps game you 
 were invisioning,  just like the series mentioned above, it evolved.

 But this is not to my mind a bad thing,  quite the opposite. 
 While I'm deeply sorry you aren't a fan of the game's current 
 direction, speaking as a player I certainly am, and would very much 
 like it to continue as it is, and become the first complex 2D 
 adventure in audio ever produced.

 i feel quite strongly on this matter! while i wouldn't be against the 
 fps idea, I equally think something very valuable

Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Bryan Peterson
Well if you want my opinion I'd say keep the game going as is if that's at 
all possible.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 28, 2009 7:49 PM
Subject: Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS



Hi Dark,
Yeah, i do know most of the side-scrollers you mentioned did evolve, add 
save game features, random enemies, random items, etc. You might say that 
it was inevitable to keep some of those game series going. I don't 
necessarily have a problem with those features.
It has more to do with the fact I've been put directly between the rock 
and the hard place. You got a few people on one side that are still 
complaining they didn't get the game they wantd or ordered. You have 
people on the other side who would rather I make an FPS game instead. 
Then, there are a lot like you who are asking me to keep the game exactly 
as it is. So as a developer I need to know where everybody stands on this 
issue so i can just create the game and get it done.
As for me personally I'm not a fan of going back to a classic 
side-scroller at all. there are too many good features that would be lost 
by doing so. I'd certainly prefer an FPS game myself, but I could live 
with creating the game as it is provided I'm not getting zillions of 
requests wanting this, that, and the other thing too. I just want to get 
it done and over with.



dark wrote:

Tom, I ask you one symple question.

Why is it you associate the side scrolling 2D perspective only with 
1980's arcade style gameplay, and features such as key and door puzles, 
traps, bosses etc with fps.


In the 90's, the side scrolling genre matured and changed from the point 
scoring fests they were, into something else entirely.


Games like the Mega man, Metroid and castlevania series, the later mario 
offerings on the Snes such as super Marrio world, and games like Donkey 
Kong country,  not to mention more modern continuations of those 
series' on the Gba, pluss games like Astroboy which are entirely 
original.


All are side scrollers. This in no way stops them from being complex, 
deeply interesting games a long way from the likes of the original 
montizuma's revenge. Many do not feature a scoring system at all, have 
complex traps and mazes for the player, puzles to solve, and a huge 
variety of enemies,   both miner and major to fight.


In audio, we already have many 80's rack up score style games, and I 
would be against having another. Why however, does this mean we have to 
automatically make the game a 3D fps affair?


What is wrong with Mota continuing along the lines it has been,   
developing into an audio evolution of the side scrolling genre, a complex 
2D game similar to those mentioned above.


this is a genre I've had hours of fun with over the years, and would love 
to see translate into audio, as audio 2D has considderable potential 
which has been untapped.


Perhaps it is not the 80's side scroller or complete fps game you were 
invisioning,  just like the series mentioned above, it evolved.


But this is not to my mind a bad thing,  quite the opposite. While 
I'm deeply sorry you aren't a fan of the game's current direction, 
speaking as a player I certainly am, and would very much like it to 
continue as it is, and become the first complex 2D adventure in audio 
ever produced.


i feel quite strongly on this matter! while i wouldn't be against the fps 
idea, I equally think something very valuable in Mota would be lost.


We already have some great first person titles,  why not explore 
another avinue?


All the best,

Dark.



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Re: [Audyssey] Side scrollers was: MOTA Side-Scroller vs FPS

2009-10-28 Thread Thomas Ward

Hi Ryan,
Indeed he did. I'm truly glad I am not quite in his situation. I really 
can't blame him for getting out of the accesible game business. However, 
I do believe it might have been handled better.


Ryan Strunk wrote:

Yeah no. James North had issues way worse than the community hounding him.
  



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Re: [Audyssey] Side-scrollers was super liam versus danger city

2009-08-06 Thread peter Mahach
yeah especially now that there are so many fps's. what I like about side 
scrollers is that you don't have to worry about being lost or anything like 
that.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, August 06, 2009 6:58 AM
Subject: [Audyssey] Side-scrollers was super liam versus danger city



Hi Charles,
Interesting you bring that issue up. One of the big questions I get asked 
from time to time is will I be making any more side-scrollers. While I've 
personally had mmy heart set on writing a big 3d FPS type game engine it 
seams quite a few here like side-scrollers. Many feel as you do that there 
aren't enough of them out there to satisfy the market. I will admit the 
idea of bringing back some of the classics like Castlevania, Double 
dragon, or Megaman would be kind of cool.


Charles Rivard wrote:
I don't understand your meaning when you state: I heard the intro to 
level2 which does not exist, although I have not played the game.  I do 
like Super Liam.  I think it is a good game of a kind that there just 
aren't enough of. By that, I mean side scrollers.


---
Shepherds are the best beasts.



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Re: [Audyssey] Side-scrollers was super liam versus danger city

2009-08-06 Thread Bryan Peterson
I tend to agree actually. I like 3-D games but I do feel there could be many 
more side scrollers.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.
- Original Message - 
From: peter Mahach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 06, 2009 1:13 AM
Subject: Re: [Audyssey] Side-scrollers was super liam versus danger city


yeah especially now that there are so many fps's. what I like about side 
scrollers is that you don't have to worry about being lost or anything 
like that.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, August 06, 2009 6:58 AM
Subject: [Audyssey] Side-scrollers was super liam versus danger city



Hi Charles,
Interesting you bring that issue up. One of the big questions I get asked 
from time to time is will I be making any more side-scrollers. While I've 
personally had mmy heart set on writing a big 3d FPS type game engine it 
seams quite a few here like side-scrollers. Many feel as you do that 
there aren't enough of them out there to satisfy the market. I will admit 
the idea of bringing back some of the classics like Castlevania, Double 
dragon, or Megaman would be kind of cool.


Charles Rivard wrote:
I don't understand your meaning when you state: I heard the intro to 
level2 which does not exist, although I have not played the game.  I do 
like Super Liam.  I think it is a good game of a kind that there just 
aren't enough of. By that, I mean side scrollers.


---
Shepherds are the best beasts.



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Re: [Audyssey] Side-scrollers was super liam versus danger city

2009-08-06 Thread shaun everiss
well I must say you are right on that one.
However there are not many 3d fps type games either.
At 04:58 p.m. 6/08/2009, you wrote:
Hi Charles,
Interesting you bring that issue up. One of the big questions I get asked from 
time to time is will I be making any more side-scrollers. While I've 
personally had mmy heart set on writing a big 3d FPS type game engine it seams 
quite a few here like side-scrollers. Many feel as you do that there aren't 
enough of them out there to satisfy the market. I will admit the idea of 
bringing back some of the classics like Castlevania, Double dragon, or Megaman 
would be kind of cool.

Charles Rivard wrote:
I don't understand your meaning when you state: I heard the intro to level2 
which does not exist, although I have not played the game.  I do like Super 
Liam.  I think it is a good game of a kind that there just aren't enough of. 
By that, I mean side scrollers.

---
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Re: [Audyssey] Side-scrollers was super liam versus danger city

2009-08-06 Thread Thomas Ward

Hi Peter,
Yeah, side-scrollers are easier to navigate, but at the expense of more 
elaborate level designs. Since side-scrollers are only 2 dimmensional in 
nature there is only four directions to choose from: left, right, up, 
and down. As a developer I find that pretty limiting when it comes down 
to creating new and possibly different level layouts.
For example, one common problem I noticed with classic side-scrollers is 
sooner or later the levels would repete one another. In a game like 
Super Mario Brothers you would start in an above ground level, then go 
to an underground level, have an underwater level here and there, and a 
castle level. Then, the entire sequence would repete over again. After a 
while the sequence would all be the same, and I found it sort of boring 
to be playing the same basic levels over and over again. I'm trying not 
to do this in Mysteries of the Ancients.
Although, one game that wasn't afflicted with this problem was Megaman. 
The developers did a good job on verying each level so that it didn't 
feel like the same old content being tossed at you over and over again. 
Each world had different enemies, different traps, and every boss was 
different. This is where Super Liam shines because it uses the same 
basic format or formula that Megaman did.
As for myself I've been doing lots of research on level layouts, been 
reading classic side-scroller walkthroughs trying to get ideas for new 
and interesting levels for the game. Like Megaman I don't want to loop 
the same level and same content over and over again until the final boss 
battle. I want each level to be somewhat unique  and stand on its own.

Smile.



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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-25 Thread shaun everiss
oh man, can't wait for the next updates.
At 01:53 p.m. 25/03/2008, you wrote:
Hi Charles,
You bet. Not only are the monsters going to be meaner, but I am thinking 
of a couple of other nasties. I have one trap that is especially nasty 
in mind.
All I can say is Angela Summers, yes she's back, will have her hands 
full with this new list of monsters and traps. They are deadlier, 
smarter, and obviously more dificult.

Charles Rivard wrote:
 Smarter and more aggressive monsters that attack as soon as you enter a 
 room??  oo how terrible!  However, oo, what! fun!
   


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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread will lomas
but randomness can't be implemented in these games, am i right?
so that means that once the snake is in level 2 after taking four  
steps, he'll always be there, so what's the point

On 23 Mar 2008, at 23:28, Thomas Ward wrote:

 Hi Bryan,
 I couldn't agree with you more. For Will or anyone to play one or two
 side-scrollers and say all side-scrollers are boring just only proves
 that the person hasn't had much exposure to them. The truth is some
 side-scrollers were very difficult and fun in the 1980's.
 One of my favorites, Double Dragon, was pretty much your average walk
 along beat-m-up, but it was fun. It was especially fun if you were  
 just
 in a peed off mood. Grab a bat from one of the thugs and beat him
 unconscious. If you were attacked by a bunch of enemies you could whip
 them with a series of well placed punches, kicks, and jumps. It was
 really fun when you knocked them off of platforms, bridges, or off
 cliffs. Enemy falls to his doom. Good bye mother huncher.
 In terms of side-scrollers like Castlevania they were unmatched in
 replay value. The battle with Dracula was worth every cent of the  
 game.
 The way he would die and then come back to life in another  form was
 cool. Dracula was also tough to beat because you would hit him with a
 weapon, he'd vanish, and reappear somewhere else ready to vamp your  
 rear
 end. The fire balls he would hurl your way were pretty nasty.
 The other thing I liked about the original Castlevania is there were  
 all
 kinds of different monsters from skeletons, knights, dragons, mummies,
 etc. Each gave their own unique combat style and baddy toughness to  
 the
 game. I hated taking on the mummies just because they wouldn't die  
 with
 just any weapon. You needed holy water to get rid of them. If you  
 used a
 leather whip or a throwing dagger you were dead meat. When you were
 attacked by 3 to 5 of the mummies at once you were toast.Although, I  
 do
 remember there was this one area you could jump onto above the  
 mummies,
 they couldn't climb up after you, and if you had the holy water you
 could dump it on them, and say by by to the creeps.




 Bryan Peterson wrote:
 That's not the point. The point is that you can't just play Monte  
 and then
 say all side scrollers are too easy. And it's Castlevania, not Castle
 Whatchamacallit.
 Time is an illusion, lunchtime doubly so.



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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Willem
No, you are not.
it could be implimented, but in monti, random placement just wasn't 
implimented to make the game nearer to the origional.
- Original Message - 
From: will lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 24, 2008 4:14 AM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


 but randomness can't be implemented in these games, am i right?
 so that means that once the snake is in level 2 after taking four
 steps, he'll always be there, so what's the point



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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Thomas Ward
Hi Bryan,
Yes, I also loved he original Castlevania theme music. The first level 
music really put in the mood of monster hunting. The Dracula theme song 
was also pretty cool.
When it comes down to it the original NES games usually did have good 
music. Mario Brothers, Castlevania, Double Dragon, Megaman, TMNT, you 
name it were cool just to listen to.

Bryan Peterson wrote:
 Ah yes, Castlevania. The music was rockin', too. My favorite was the theme 
 in level 1.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Bryan Peterson
Exactly. In fact I have a lot of .nsf sound files on my laptop from various 
games. The .nsf format is really cool since it's the actual game sound 
format, complete with the game's sfx in many cases. Before nsf the only way 
you could get even close to the right sound was either to have the game 
itself or play Midi files using a really really bad sound card in your PC.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 23, 2008 8:10 PM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


 Hi Bryan,
 Yes, I also loved he original Castlevania theme music. The first level
 music really put in the mood of monster hunting. The Dracula theme song
 was also pretty cool.
 When it comes down to it the original NES games usually did have good
 music. Mario Brothers, Castlevania, Double Dragon, Megaman, TMNT, you
 name it were cool just to listen to.

 Bryan Peterson wrote:
 Ah yes, Castlevania. The music was rockin', too. My favorite was the 
 theme
 in level 1.
 Time is an illusion, lunchtime doubly so.



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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Thomas Ward
Hi Will,
Not true. There are all kinds of areas where randomization can be used 
in side-scrollers. The reason it wasn't used in the Montezuma's Revenge 
game engine is simply that Michael Feir, Charles, and a few  others 
wanted the game to be along the lines of the Atari classic.
Even if a snake is staticly placed in room x there are ways to make your 
encounter more challenging. One the developer can make the snake mor 
agressive and combat oriented. Two, the developer can use random hit 
point damage and defense to make the battle more random and realistic. 
Three, the developer might use a random generator to have the monster 
appear or not appear in that room at all per game.
Currently, I am working on a totally new collection of monsters for the 
new side-scroller. These new monsters won't be as stupid as the 
Montezuma's Revenge monsters were. The Monte monsters basicly moved back 
and forth and attacked if you were in range. They were basically passive 
until you were in range. The new monsters will be more agressive. The 
second you enter a room with monsters in it they will  start attacking 
you with what ever weapon they have. No single swing from a sword or 
shot from your gun will kill them. It will be a battle. There are 
different weapons being introduced into the game and some weapons will 
be more effective than others.

will lomas wrote:
 but randomness can't be implemented in these games, am i right?
 so that means that once the snake is in level 2 after taking four  
 steps, he'll always be there, so what's the point
   


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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Bryan Peterson
Very neat. I assume we'll need all new keys for it though. Hopefully by the 
time it's ready I'll be more financially stable and can buy it if I have to.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 24, 2008 9:20 AM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


 Hi Will,
 Not true. There are all kinds of areas where randomization can be used
 in side-scrollers. The reason it wasn't used in the Montezuma's Revenge
 game engine is simply that Michael Feir, Charles, and a few  others
 wanted the game to be along the lines of the Atari classic.
 Even if a snake is staticly placed in room x there are ways to make your
 encounter more challenging. One the developer can make the snake mor
 agressive and combat oriented. Two, the developer can use random hit
 point damage and defense to make the battle more random and realistic.
 Three, the developer might use a random generator to have the monster
 appear or not appear in that room at all per game.
 Currently, I am working on a totally new collection of monsters for the
 new side-scroller. These new monsters won't be as stupid as the
 Montezuma's Revenge monsters were. The Monte monsters basicly moved back
 and forth and attacked if you were in range. They were basically passive
 until you were in range. The new monsters will be more agressive. The
 second you enter a room with monsters in it they will  start attacking
 you with what ever weapon they have. No single swing from a sword or
 shot from your gun will kill them. It will be a battle. There are
 different weapons being introduced into the game and some weapons will
 be more effective than others.

 will lomas wrote:
 but randomness can't be implemented in these games, am i right?
 so that means that once the snake is in level 2 after taking four
 steps, he'll always be there, so what's the point



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 If you have any questions or concerns regarding the management of the 
 list,
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Charles Rivard
Smarter and more aggressive monsters that attack as soon as you enter a 
room??  oo how terrible!  However, oo, what! fun!

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 24, 2008 8:20 AM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


 Hi Will,
 Not true. There are all kinds of areas where randomization can be used
 in side-scrollers. The reason it wasn't used in the Montezuma's Revenge
 game engine is simply that Michael Feir, Charles, and a few  others
 wanted the game to be along the lines of the Atari classic.
 Even if a snake is staticly placed in room x there are ways to make your
 encounter more challenging. One the developer can make the snake mor
 agressive and combat oriented. Two, the developer can use random hit
 point damage and defense to make the battle more random and realistic.
 Three, the developer might use a random generator to have the monster
 appear or not appear in that room at all per game.
 Currently, I am working on a totally new collection of monsters for the
 new side-scroller. These new monsters won't be as stupid as the
 Montezuma's Revenge monsters were. The Monte monsters basicly moved back
 and forth and attacked if you were in range. They were basically passive
 until you were in range. The new monsters will be more agressive. The
 second you enter a room with monsters in it they will  start attacking
 you with what ever weapon they have. No single swing from a sword or
 shot from your gun will kill them. It will be a battle. There are
 different weapons being introduced into the game and some weapons will
 be more effective than others.

 will lomas wrote:
 but randomness can't be implemented in these games, am i right?
 so that means that once the snake is in level 2 after taking four
 steps, he'll always be there, so what's the point



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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Thomas Ward
Hi Charles,
You bet. Not only are the monsters going to be meaner, but I am thinking 
of a couple of other nasties. I have one trap that is especially nasty 
in mind.
All I can say is Angela Summers, yes she's back, will have her hands 
full with this new list of monsters and traps. They are deadlier, 
smarter, and obviously more dificult.

Charles Rivard wrote:
 Smarter and more aggressive monsters that attack as soon as you enter a 
 room??  oo how terrible!  However, oo, what! fun!
   


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[Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-23 Thread Thomas Ward
Hi Bryan,
I couldn't agree with you more. For Will or anyone to play one or two 
side-scrollers and say all side-scrollers are boring just only proves 
that the person hasn't had much exposure to them. The truth is some 
side-scrollers were very difficult and fun in the 1980's.
One of my favorites, Double Dragon, was pretty much your average walk 
along beat-m-up, but it was fun. It was especially fun if you were just 
in a peed off mood. Grab a bat from one of the thugs and beat him 
unconscious. If you were attacked by a bunch of enemies you could whip 
them with a series of well placed punches, kicks, and jumps. It was 
really fun when you knocked them off of platforms, bridges, or off 
cliffs. Enemy falls to his doom. Good bye mother huncher.
In terms of side-scrollers like Castlevania they were unmatched in 
replay value. The battle with Dracula was worth every cent of the game. 
The way he would die and then come back to life in another  form was 
cool. Dracula was also tough to beat because you would hit him with a 
weapon, he'd vanish, and reappear somewhere else ready to vamp your rear 
end. The fire balls he would hurl your way were pretty nasty.
The other thing I liked about the original Castlevania is there were all 
kinds of different monsters from skeletons, knights, dragons, mummies, 
etc. Each gave their own unique combat style and baddy toughness to the 
game. I hated taking on the mummies just because they wouldn't die with 
just any weapon. You needed holy water to get rid of them. If you used a 
leather whip or a throwing dagger you were dead meat. When you were 
attacked by 3 to 5 of the mummies at once you were toast.Although, I do 
remember there was this one area you could jump onto above the mummies, 
they couldn't climb up after you, and if you had the holy water you 
could dump it on them, and say by by to the creeps.




Bryan Peterson wrote:
 That's not the point. The point is that you can't just play Monte and then 
 say all side scrollers are too easy. And it's Castlevania, not Castle 
 Whatchamacallit.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-23 Thread Bryan Peterson
Ah yes, Castlevania. The music was rockin', too. My favorite was the theme 
in level 1.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 23, 2008 5:28 PM
Subject: [Audyssey] Side-scrollers was MOTA Beta 2.


 Hi Bryan,
 I couldn't agree with you more. For Will or anyone to play one or two
 side-scrollers and say all side-scrollers are boring just only proves
 that the person hasn't had much exposure to them. The truth is some
 side-scrollers were very difficult and fun in the 1980's.
 One of my favorites, Double Dragon, was pretty much your average walk
 along beat-m-up, but it was fun. It was especially fun if you were just
 in a peed off mood. Grab a bat from one of the thugs and beat him
 unconscious. If you were attacked by a bunch of enemies you could whip
 them with a series of well placed punches, kicks, and jumps. It was
 really fun when you knocked them off of platforms, bridges, or off
 cliffs. Enemy falls to his doom. Good bye mother huncher.
 In terms of side-scrollers like Castlevania they were unmatched in
 replay value. The battle with Dracula was worth every cent of the game.
 The way he would die and then come back to life in another  form was
 cool. Dracula was also tough to beat because you would hit him with a
 weapon, he'd vanish, and reappear somewhere else ready to vamp your rear
 end. The fire balls he would hurl your way were pretty nasty.
 The other thing I liked about the original Castlevania is there were all
 kinds of different monsters from skeletons, knights, dragons, mummies,
 etc. Each gave their own unique combat style and baddy toughness to the
 game. I hated taking on the mummies just because they wouldn't die with
 just any weapon. You needed holy water to get rid of them. If you used a
 leather whip or a throwing dagger you were dead meat. When you were
 attacked by 3 to 5 of the mummies at once you were toast.Although, I do
 remember there was this one area you could jump onto above the mummies,
 they couldn't climb up after you, and if you had the holy water you
 could dump it on them, and say by by to the creeps.




 Bryan Peterson wrote:
 That's not the point. The point is that you can't just play Monte and 
 then
 say all side scrollers are too easy. And it's Castlevania, not Castle
 Whatchamacallit.
 Time is an illusion, lunchtime doubly so.



 ---
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[Audyssey] side scrollers was re: quality games re: rail racer

2007-08-06 Thread blind guy
Hello,
Speaking of side scrollers, is sl2 ever going to be made? I beat sl1
and am not waiting for sl2, I also wanted to know if anyone else made
or is planning to make something similar to sl? That was a fantastic
kind of game; if a dev could make something similar...

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Re: [Audyssey] side scrollers was re: quality games re: rail racer

2007-08-06 Thread Thomas Ward
Hi,
Well, I've been looking over differen possabilities for side-scrollers 
besides Monty. They are relatively easy to make, and now that I have 
code from Monty working on a second one of some sort would take allot 
less time.


blind guy wrote:
 Hello,
 Speaking of side scrollers, is sl2 ever going to be made? I beat sl1
 and am not waiting for sl2, I also wanted to know if anyone else made
 or is planning to make something similar to sl? That was a fantastic
 kind of game; if a dev could make something similar...
   


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Re: [Audyssey] side scrollers was re: quality games re: rail racer

2007-08-06 Thread blind guy
Hello thomas. That would be cool to make side scrollers, as I always
loved them and always will.

On 8/6/07, Thomas Ward [EMAIL PROTECTED] wrote:
 Hi,
 Well, I've been looking over differen possabilities for side-scrollers
 besides Monty. They are relatively easy to make, and now that I have
 code from Monty working on a second one of some sort would take allot
 less time.


 blind guy wrote:
  Hello,
  Speaking of side scrollers, is sl2 ever going to be made? I beat sl1
  and am not waiting for sl2, I also wanted to know if anyone else made
  or is planning to make something similar to sl? That was a fantastic
  kind of game; if a dev could make something similar...
 


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-20 Thread Ken the Crazy
It's a supermario type game.  It's called moosic candidate 3.  Anybody tried 
this one online yet?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Ken the Crazy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 19, 2007 2:07 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


I have had no probs with the game, but you might want to modify the number
 of lives.
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 18, 2007 3:38 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 thanks thom. I'll give it a try.


 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 18, 2007 2:26 AM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Dark,
 According to my last account all you need for that game is the Python
 interpretor and a few extra Python modules which the game requires. I
 have bunch of Python stuff on my system, and it isn't going to blow your
 system up. I even scratch out quick and dirty apps in Python myself so
 it is a cool scripting language.


 Dark wrote:
 Hi ken.

 I did rather fancy the game, but I'm always wary of installing random
 stuff
 onto my Pc if I'm not sure what it does, and it seemed you have to
 install
 things in order to run Python applications to play the Moosic game.

 If I'm just beeing obverly anxious here, please let me know and I'll be
 glad
 to have a bash at the game.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-20 Thread Petr Bláha
I vote for FPS games. Playing of games such as Jedi knight etc would be 
something absolutely amazing.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Monday, April 16, 2007 4:31 AM
Subject: [Audyssey] Side-scrollers vs FPS games.


 Hi all,
 Over the weekend I've been doing allot of thinking about the Monty game
 engine which I had design to be generic enough to be applied to new
 side-scrollers. However, it seams that many of you are really into the
 FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
 I know years ago side-scrollers were hugely popular in the sighted
 gaming market and has produced some of the most popular games of all
 time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman, 
 etc...
 I know from working on Monty they are relatively easy to make, adapt to
 audio, and generally easy to learn and play.
 However, as sighted game technology has advanced the First Person
 Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
 very popular, and for the most part many sighted games are usually some
 sort of FPS game and side-scrollers aren't what they use to be.
 So my question is when I complete Montezuma's Revenge and Raceway would
 you like me to continue to produce side-scrollers using the Monty 2D
 game engine, or update the Monty engine to support more 3D FPS styles of
 play.
 If we go with side-scrollers I can concieve of many clones of classic
 side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
 In addition since there is more or less an engine I could create new
 interesting side-scrollers like a Star Wars one where you explore the
 death star kill storm troopers, gather items for points, and battle it
 out with Vader or the Emperor. Just an idea like that.
 If we go with FPS, (First Person Shooters,) then we can have games that
 are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
 Obviously things are more realistic, and navigation is harder to get
 since we visually can't see it. Though, it seams games like Sarah and
 SOD are hugely popular, and I'm uncertain as to which type of style the
 community really likes best.
 Do you guys like FPS better or side-scrollers.
 Cheers.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-20 Thread carl
sorry but what game is this
- Original Message - 
From: Ken the Crazy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, April 19, 2007 7:07 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


I have had no probs with the game, but you might want to modify the number
 of lives.
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 18, 2007 3:38 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 thanks thom. I'll give it a try.


 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 18, 2007 2:26 AM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Dark,
 According to my last account all you need for that game is the Python
 interpretor and a few extra Python modules which the game requires. I
 have bunch of Python stuff on my system, and it isn't going to blow your
 system up. I even scratch out quick and dirty apps in Python myself so
 it is a cool scripting language.


 Dark wrote:
 Hi ken.

 I did rather fancy the game, but I'm always wary of installing random
 stuff
 onto my Pc if I'm not sure what it does, and it seemed you have to
 install
 things in order to run Python applications to play the Moosic game.

 If I'm just beeing obverly anxious here, please let me know and I'll be
 glad
 to have a bash at the game.



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 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-19 Thread Ken the Crazy
I have had no probs with the game, but you might want to modify the number 
of lives.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 18, 2007 3:38 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 thanks thom. I'll give it a try.


 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, April 18, 2007 2:26 AM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Dark,
 According to my last account all you need for that game is the Python
 interpretor and a few extra Python modules which the game requires. I
 have bunch of Python stuff on my system, and it isn't going to blow your
 system up. I even scratch out quick and dirty apps in Python myself so
 it is a cool scripting language.


 Dark wrote:
 Hi ken.

 I did rather fancy the game, but I'm always wary of installing random
 stuff
 onto my Pc if I'm not sure what it does, and it seemed you have to
 install
 things in order to run Python applications to play the Moosic game.

 If I'm just beeing obverly anxious here, please let me know and I'll be
 glad
 to have a bash at the game.



 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-18 Thread Dark
thanks thom. I'll give it a try.


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, April 18, 2007 2:26 AM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Dark,
 According to my last account all you need for that game is the Python
 interpretor and a few extra Python modules which the game requires. I
 have bunch of Python stuff on my system, and it isn't going to blow your
 system up. I even scratch out quick and dirty apps in Python myself so
 it is a cool scripting language.


 Dark wrote:
 Hi ken.

 I did rather fancy the game, but I'm always wary of installing random 
 stuff
 onto my Pc if I'm not sure what it does, and it seemed you have to 
 install
 things in order to run Python applications to play the Moosic game.

 If I'm just beeing obverly anxious here, please let me know and I'll be 
 glad
 to have a bash at the game.



 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-17 Thread Niko C
In a mud I play, I had to kill a monster. I was given a location and I went 
there. I was looking around for a little but still couldn't find it. Then, I 
went back to where I was told to start looking. The train station. I walked 
around and one of the places was a ticket booth. I had an idea. I tried 
buying a ticket and sure  enough, I was given one. I went back to where the 
conductor was standing and told him board. Sure enough, I was in the 
train. I started giving my ticket to conductors and they kept giving it back 
until I found the right conductor. Sure enough, I found myself in the dark 
tunnel where I was to find the monster. It wasn't obvious but I just had to 
work it out. It should be the same thing in an audio game. Maybe make the 
door beep or something but have it to where you can not past until you are 
done fighting.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 7:55 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Soren,
 I certainly don't have any issues with developing full 3D FPS games, but
 they do pose some access issues for some accessible gamers. Here is an
 example of the kinds of concerns I would have.
 In the SW game I've been drafting you have to enter the hutt palace
 through the basement level. Ok, once you are in there are two exits out
 of the basement. A stone door which is locked and nearly imposible to
 cut through, or you can exit via the Rancor's den. Not hard, you say.
 Well, if you choose to exit through the Rancor's den you have to  fight
 the Rancor, and then force jump to the ledge above where you will find a
 door that is not locked where they drop prisoners and slaves in to the
 den to be eaten. Well, I've been thinking over and over how to signify
 to the player where to exit from without making it to obvious, but give
 enough info to let them know they have to leap up to find exits, or jump
 down to find secret areas, etc.
 There is nothing like this in the accessible games market, and I do
 wonder if this is to complex for the average gamer.


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-17 Thread Ken the Crazy
black cat?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 6:26 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Niko.

 side scrollers are actually stil being developed, and some of them are
 pretty complex. I've already mentioned the veutiful Jo series, then there 
 is
 Mega man Zx for the nintendo Ds, Mega man Starforce, and Smash Brothers
 brawl coming out on the wii very soon.

 also, I repeat, complexity is independent of viewpoint.

 Not all side scrollers are simple marrio type affairs,  - take the
 Castlevania series. They started as basic run jump and hit monsters 
 (though
 stil with fairly complex vertical axis exploration), and ended up highly
 complex games that boarder on being rpg's with stats, magic spells, huge
 amounts of exploration etc.

 also, the space invaders games you mention are not actually side 
 scrollers,
 sinse they don't actually involve any exploration or scrolling. Classic 
 pipe
 is also not a side scroller for the same reason.

 The only side scrollers thus far ar Treasuremania, Superliam, Tarzan Jr, 
 and
 some sections of Pipe2. Danger city would have been had it been finished,
 but all these games do noT MAKE EXTENSIVE USE OF the vertical scrolling
 which main stream side scrollers have used from the beginning, this is why 
 i
 regard Monti as such an important step in audio game developement.

 FOR Fps GAMES there IS Packman talks, Dyna man, Shades of doom, Sarah,
 Technoshock, Monkey business, Quake (and obviously Jedi Quake), the symple
 game Black cat, and probably Gma tank commander as well (at least from a
 perspective point of view).

 I'm not saying I have anything against Fps games, and would certainly like
 to see more of them developed, just pointing out the imballence here.

 All the best,

 Dark.


 - Original Message - 
 From: Niko C [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 11:58 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Let me name a fiew side-scrollers:
 Dark destroyer
 Trupanum
 Alian outback
 (Which I don't even know if you can call those real side-scrollers.)
 Super Liam
 Danger City
 Montizuma's Revenge
 Parts of pipe2 blast chamber and clasic pipe.
 Tarsan Jr.

 FPS games:
 shades of doom
 gtc
 quake
 Really can't think of too many more
 Monkey Business
 Sara.
 Yeah, that's pretty much it.

 You all say we don't have enough side-scrolers. We need to get with the
 picture. It's past the 1990s. Games need to be more complex. Noone makes
 side-scrollers anymore. Sighted people don't buy them and neither would 
 I.
 Sure you see people find an old side-scroller and want to play it but
 that's
 not what sells on the shelves and I think that people need to realize 
 that
 a
 quick and easy game isn't always the way to go.

 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 12:23 AM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi thom.

 while I can fully appreciate that people enjoy the 3D fps games (I'm
 quite
 a
 fan of Sarah and Shades myself), i do also think that it's very much
 worth
 exploring the accessibility of as wide a variety of game types as
 possible, - including the 2D platformer.

 while there are some great 3D fps audio games, -- and hopefully, 
 with
 the Gma engine more on the way, there aren't many 2D side scrolling
 platformers -- only Superliam and Tarzan Jr come to mind, and while
 both
 are great games (Liam's voice acting is highly! amusing), I believe
 they've
 only scratched the surface of what's possible in audio 2D platformers,
 particularly with respect to the vertical axiss and exploration.

 It would deffinately imho be a good thing if as well as Monti, the likes
 of
 Mega man, Marrio, Castlevania and Prince of persia could be created in
 audio, - perhaps leading the way to creating some of the more
 complicated Y axiss games like Turrican or Metroid.

 You also mention double Dragon in the list, so perhaps your engine could
 also create 2D walk along beat em ups like Streets of rage, Final fight
 or
 Golden Axe, which is another game genre that hasn't yet been converted
 into
 audio.

 So personally, I'd advise going for the 2D game developement in the name
 of
 increased diversity, and bringing classics into audio, though as Charles
 says, if your engine could work both ways that'd be great, - though 
 I
 expect that would be a much more difficult proposition from a 
 programming
 point of view.

 Btw, I highly approve of your starwars game idea, it actually reminds me
 of
 the Super starwars games on the Snes, - some of my favourites. I
 particularly enjoyed the ability

Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-17 Thread Ron Schamerhorn
Hi Tom


  This would be I believe *gasps* showing my age again the original, 
which I remember from the Coleco Vision.

Ron

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 11:25 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


Hi Ron,
Which version of DK was this. There have been several versions of DK
over the years.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-17 Thread Ken the Crazy
Have you tried the Moosik game?  It's written in Python and can even be 
altered any way you like.  There is even an online death match game 
included.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 9:20 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


I don't see anything wrong with sidescrollers myself. I'd love to play an
 accessible version of super mario. I love that game. in fact I have a 
 super
 nintendo here and still play it from time to time. I actually memorized 
 the
 layout of many of the levels, especially in super mario world. I'm able to
 complete the first two worlds. Not bad for a blind person. grin.




 -

 For an amazing video gaming site containing original soundtracks, game 
 art,
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 8:15 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Yohandy,
 Yeah, both is an exceptable answer. The purpose here is merely to obtain
 weather the engine should be developed more for 3D FPS style games in
 mind or if I could use this existing engine to continue producing 2D
 arcade and side-scroller games.
 It just seams to me 3D FPS shooters are much more popular than
 side-scrollers, but that could simply be do to a lack of availability of
 them in the blind market.
 Certainly side-scrollers like Megaman, Double dragon, Mario, where
 adictive in their day, but I've gotten a number of complaints from those
 wanting new, as in newer sighted trends, instead of reproducing game
 classics that have fallen out of fassion witht the sighted market which
 has played them to death, but have never been available for us.


 Yohandy wrote:
 Ouch, that's tough. I like both actually.



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 It has removed 8540 spam emails to date.
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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-17 Thread Yohandy
Lol. I had my 10 year old sister play the game and she beat it in about a 
minute her first time. was hilarious. Also sighted folk have an advantage, 
as they don't have to worry about the panning issues we experience with the 
game. By the time you hear a creature near you, they've already seen it long 
ago. Also I let my friend play it, and he didn't like the graphics. figures 
huh? The concept is really cool though. has the game been updated?






-

For an amazing video gaming site containing original soundtracks, game art, 
etc, go here.

http://gh.ffshrine.org?r=16426


- Original Message - 
From: Ken the Crazy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 17, 2007 11:38 AM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Have you tried the Moosik game?  It's written in Python and can even be
 altered any way you like.  There is even an online death match game
 included.
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message - 
 From: Yohandy [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 9:20 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


I don't see anything wrong with sidescrollers myself. I'd love to play an
 accessible version of super mario. I love that game. in fact I have a
 super
 nintendo here and still play it from time to time. I actually memorized
 the
 layout of many of the levels, especially in super mario world. I'm able 
 to
 complete the first two worlds. Not bad for a blind person. grin.




 -

 For an amazing video gaming site containing original soundtracks, game
 art,
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 8:15 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Yohandy,
 Yeah, both is an exceptable answer. The purpose here is merely to obtain
 weather the engine should be developed more for 3D FPS style games in
 mind or if I could use this existing engine to continue producing 2D
 arcade and side-scroller games.
 It just seams to me 3D FPS shooters are much more popular than
 side-scrollers, but that could simply be do to a lack of availability of
 them in the blind market.
 Certainly side-scrollers like Megaman, Double dragon, Mario, where
 adictive in their day, but I've gotten a number of complaints from those
 wanting new, as in newer sighted trends, instead of reproducing game
 classics that have fallen out of fassion witht the sighted market which
 has played them to death, but have never been available for us.


 Yohandy wrote:
 Ouch, that's tough. I like both actually.



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 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
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 any subscription changes via the web.


 -- 
 I am using the free version of SPAMfighter for private users.
 It has removed 8540 spam emails to date.
 Paying users do not have this message in their emails.
 Get the free SPAMfighter here: http://www.spamfighter.com/len



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-17 Thread Dark
Hi ken.

I did rather fancy the game, but I'm always wary of installing random stuff 
onto my Pc if I'm not sure what it does, and it seemed you have to install 
things in order to run Python applications to play the Moosic game.

If I'm just beeing obverly anxious here, please let me know and I'll be glad 
to have a bash at the game.

Beware the Groosic!

Dark.
- Original Message - 
From: Ken the Crazy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 17, 2007 4:34 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 black cat?
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.

 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 6:26 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Niko.

 side scrollers are actually stil being developed, and some of them are
 pretty complex. I've already mentioned the veutiful Jo series, then there
 is
 Mega man Zx for the nintendo Ds, Mega man Starforce, and Smash Brothers
 brawl coming out on the wii very soon.

 also, I repeat, complexity is independent of viewpoint.

 Not all side scrollers are simple marrio type affairs,  - take the
 Castlevania series. They started as basic run jump and hit monsters
 (though
 stil with fairly complex vertical axis exploration), and ended up highly
 complex games that boarder on being rpg's with stats, magic spells, huge
 amounts of exploration etc.

 also, the space invaders games you mention are not actually side
 scrollers,
 sinse they don't actually involve any exploration or scrolling. Classic
 pipe
 is also not a side scroller for the same reason.

 The only side scrollers thus far ar Treasuremania, Superliam, Tarzan Jr,
 and
 some sections of Pipe2. Danger city would have been had it been finished,
 but all these games do noT MAKE EXTENSIVE USE OF the vertical scrolling
 which main stream side scrollers have used from the beginning, this is 
 why
 i
 regard Monti as such an important step in audio game developement.

 FOR Fps GAMES there IS Packman talks, Dyna man, Shades of doom, Sarah,
 Technoshock, Monkey business, Quake (and obviously Jedi Quake), the 
 symple
 game Black cat, and probably Gma tank commander as well (at least from a
 perspective point of view).

 I'm not saying I have anything against Fps games, and would certainly 
 like
 to see more of them developed, just pointing out the imballence here.

 All the best,

 Dark.


 - Original Message - 
 From: Niko C [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 11:58 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Let me name a fiew side-scrollers:
 Dark destroyer
 Trupanum
 Alian outback
 (Which I don't even know if you can call those real side-scrollers.)
 Super Liam
 Danger City
 Montizuma's Revenge
 Parts of pipe2 blast chamber and clasic pipe.
 Tarsan Jr.

 FPS games:
 shades of doom
 gtc
 quake
 Really can't think of too many more
 Monkey Business
 Sara.
 Yeah, that's pretty much it.

 You all say we don't have enough side-scrolers. We need to get with the
 picture. It's past the 1990s. Games need to be more complex. Noone makes
 side-scrollers anymore. Sighted people don't buy them and neither would
 I.
 Sure you see people find an old side-scroller and want to play it but
 that's
 not what sells on the shelves and I think that people need to realize
 that
 a
 quick and easy game isn't always the way to go.

 - Original Message - 
 From: Dark [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 12:23 AM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi thom.

 while I can fully appreciate that people enjoy the 3D fps games (I'm
 quite
 a
 fan of Sarah and Shades myself), i do also think that it's very much
 worth
 exploring the accessibility of as wide a variety of game types as
 possible, - including the 2D platformer.

 while there are some great 3D fps audio games, -- and hopefully,
 with
 the Gma engine more on the way, there aren't many 2D side scrolling
 platformers -- only Superliam and Tarzan Jr come to mind, and while
 both
 are great games (Liam's voice acting is highly! amusing), I believe
 they've
 only scratched the surface of what's possible in audio 2D platformers,
 particularly with respect to the vertical axiss and exploration.

 It would deffinately imho be a good thing if as well as Monti, the 
 likes
 of
 Mega man, Marrio, Castlevania and Prince of persia could be created in
 audio, - perhaps leading the way to creating some of the more
 complicated Y axiss games like Turrican or Metroid.

 You also mention double Dragon in the list, so perhaps your engine 
 could
 also create 2D walk along beat em ups like Streets of rage, Final fight
 or
 Golden

Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-17 Thread Dark
Nothing wrong with original dk (though the country games are my personal 
favourites), original Dk has had so many re-releases it's not funny, - I 
first played a port for the Bbc micro back in the late 80's, then later had 
the Gameboy version using the super gameboy adapter for the snes.

it's even just had a gameboy advanced remake as part of the Nes classics 
series I believe, so even modern teenaged gamers can try it out.

this is why an accessible version would be such a good thing, sinse Dk is 
such a pervasive game, and introduced a litle character called Mario that 
some people might have heard of ;D.

Beware the barrel chucking Grue!

Dark.
- Original Message - 
From: Ron Schamerhorn [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, April 17, 2007 5:29 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Tom


  This would be I believe *gasps* showing my age again the original,
 which I remember from the Coleco Vision.

 Ron

 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, April 16, 2007 11:25 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Ron,
 Which version of DK was this. There have been several versions of DK
 over the years.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-17 Thread Thomas Ward
Hi Dark,
According to my last account all you need for that game is the Python 
interpretor and a few extra Python modules which the game requires. I 
have bunch of Python stuff on my system, and it isn't going to blow your 
system up. I even scratch out quick and dirty apps in Python myself so 
it is a cool scripting language.
 

Dark wrote:
 Hi ken.

 I did rather fancy the game, but I'm always wary of installing random stuff 
 onto my Pc if I'm not sure what it does, and it seemed you have to install 
 things in order to run Python applications to play the Moosic game.

 If I'm just beeing obverly anxious here, please let me know and I'll be glad 
 to have a bash at the game.
   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Dark
Hi thom.

while I can fully appreciate that people enjoy the 3D fps games (I'm quite a 
fan of Sarah and Shades myself), i do also think that it's very much worth 
exploring the accessibility of as wide a variety of game types as 
possible, - including the 2D platformer.

while there are some great 3D fps audio games, -- and hopefully, with 
the Gma engine more on the way, there aren't many 2D side scrolling 
platformers -- only Superliam and Tarzan Jr come to mind, and while both 
are great games (Liam's voice acting is highly! amusing), I believe they've 
only scratched the surface of what's possible in audio 2D platformers, 
particularly with respect to the vertical axiss and exploration.

It would deffinately imho be a good thing if as well as Monti, the likes of 
Mega man, Marrio, Castlevania and Prince of persia could be created in 
audio, - perhaps leading the way to creating some of the more 
complicated Y axiss games like Turrican or Metroid.

You also mention double Dragon in the list, so perhaps your engine could 
also create 2D walk along beat em ups like Streets of rage, Final fight or 
Golden Axe, which is another game genre that hasn't yet been converted into 
audio.

So personally, I'd advise going for the 2D game developement in the name of 
increased diversity, and bringing classics into audio, though as Charles 
says, if your engine could work both ways that'd be great, - though I 
expect that would be a much more difficult proposition from a programming 
point of view.

Btw, I highly approve of your starwars game idea, it actually reminds me of 
the Super starwars games on the Snes, - some of my favourites. I 
particularly enjoyed the ability to use certain cheat codes so that I could 
do crazy things, such as taking out Darth Vader and the emperor with Wickit 
the E-wock or chuey, or having Han solo go through Yoda's training on 
Dagobar.

Beware the grue!

Dark. 


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread shaun everiss
both really, older games with side scrolers, in terms of playability though fps 
would be better.
At 02:31 p.m. 16/04/2007, you wrote:
Hi all,
Over the weekend I've been doing allot of thinking about the Monty game 
engine which I had design to be generic enough to be applied to new 
side-scrollers. However, it seams that many of you are really into the 
FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
I know years ago side-scrollers were hugely popular in the sighted 
gaming market and has produced some of the most popular games of all 
time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman, etc...
I know from working on Monty they are relatively easy to make, adapt to 
audio, and generally easy to learn and play.
However, as sighted game technology has advanced the First Person 
Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be 
very popular, and for the most part many sighted games are usually some 
sort of FPS game and side-scrollers aren't what they use to be.
So my question is when I complete Montezuma's Revenge and Raceway would 
you like me to continue to produce side-scrollers using the Monty 2D 
game engine, or update the Monty engine to support more 3D FPS styles of 
play.
If we go with side-scrollers I can concieve of many clones of classic 
side-scrollers like Double Dragon, Mario, Megaman, etc being produced. 
In addition since there is more or less an engine I could create new 
interesting side-scrollers like a Star Wars one where you explore the 
death star kill storm troopers, gather items for points, and battle it 
out with Vader or the Emperor. Just an idea like that.
If we go with FPS, (First Person Shooters,) then we can have games that 
are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes. 
Obviously things are more realistic, and navigation is harder to get 
since we visually can't see it. Though, it seams games like Sarah and 
SOD are hugely popular, and I'm uncertain as to which type of style the 
community really likes best.
Do you guys like FPS better or side-scrollers.
Cheers.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Luke Yelavich
On Mon, Apr 16, 2007 at 12:31:29PM EST, Thomas Ward wrote:
 Hi all,
 Over the weekend I've been doing allot of thinking about the Monty game 
 engine which I had design to be generic enough to be applied to new 
 side-scrollers. However, it seams that many of you are really into the 
 FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.

Having played both side scrollers and FPS games in audio and visually, 
I'd personally say side scrollers, as it is often quite difficult to get 
a user emerced in an audio FPS game, without having to go through a 
tutorial of some kind, or asking for help. I also believe that 
constantly having to check available options in an FPS game slows the 
game play down somewhat. Visual FPS games sometimes have 
interfaces/dialogs that need to be read, but especially when it comes to 
weapons/powers to be used, in visual games, it is possible simply to 
toggle through the available items, or press a number to jump directly 
to a particular item.

As has also previously been said, there is still much to be explored 
when it comes to side scrollers., yet at the same time, there is 
probably also just as much to be explored in FPS games, particularly 
when it comes to navigation. If a simple weapon/power toggle option was 
in place, as mentioned above, and there was less of a reliance on menus, 
I think the gameplay would flow a little more, and make the game more 
emersive.

My two cents.
-- 
Luke Yelavich
GPG key: 0xD06320CE 
 (http://www.themuso.com/themuso-gpg-key.txt)
Email  MSN: [EMAIL PROTECTED]
Jabber: [EMAIL PROTECTED]

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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Davy Kager
I don't have a favourite genre, I just have things that I absolutely hate 
(like bop-it style parts in games). For example, I really like to shoot 
around in SOD with most of the cheats turned on, but I like Super Liam and 
Pipe2 as well. Sidescrollers are way more relaxed than FPS's. If there's 
many stuff that you have to take care of, a full 3D environment could be too 
big. Try to be original and don't always look at those mainstream things.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Monday, April 16, 2007 4:31 AM
Subject: [Audyssey] Side-scrollers vs FPS games.


Hi all,
Over the weekend I've been doing allot of thinking about the Monty game
engine which I had design to be generic enough to be applied to new
side-scrollers. However, it seams that many of you are really into the
FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
I know years ago side-scrollers were hugely popular in the sighted
gaming market and has produced some of the most popular games of all
time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman, etc...
I know from working on Monty they are relatively easy to make, adapt to
audio, and generally easy to learn and play.
However, as sighted game technology has advanced the First Person
Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
very popular, and for the most part many sighted games are usually some
sort of FPS game and side-scrollers aren't what they use to be.
So my question is when I complete Montezuma's Revenge and Raceway would
you like me to continue to produce side-scrollers using the Monty 2D
game engine, or update the Monty engine to support more 3D FPS styles of
play.
If we go with side-scrollers I can concieve of many clones of classic
side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
In addition since there is more or less an engine I could create new
interesting side-scrollers like a Star Wars one where you explore the
death star kill storm troopers, gather items for points, and battle it
out with Vader or the Emperor. Just an idea like that.
If we go with FPS, (First Person Shooters,) then we can have games that
are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
Obviously things are more realistic, and navigation is harder to get
since we visually can't see it. Though, it seams games like Sarah and
SOD are hugely popular, and I'm uncertain as to which type of style the
community really likes best.
Do you guys like FPS better or side-scrollers.
Cheers.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Casey
I love some of the classic side scroller games, but I also like the fPS 
games. I think at least for the short term I'd like some side strollers, 
especially if they were based the classics!


Casey



- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, April 15, 2007 10:31 PM
Subject: [Audyssey] Side-scrollers vs FPS games.


Hi all,
Over the weekend I've been doing allot of thinking about the Monty game
engine which I had design to be generic enough to be applied to new
side-scrollers. However, it seams that many of you are really into the
FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
I know years ago side-scrollers were hugely popular in the sighted
gaming market and has produced some of the most popular games of all
time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman, etc...
I know from working on Monty they are relatively easy to make, adapt to
audio, and generally easy to learn and play.
However, as sighted game technology has advanced the First Person
Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
very popular, and for the most part many sighted games are usually some
sort of FPS game and side-scrollers aren't what they use to be.
So my question is when I complete Montezuma's Revenge and Raceway would
you like me to continue to produce side-scrollers using the Monty 2D
game engine, or update the Monty engine to support more 3D FPS styles of
play.
If we go with side-scrollers I can concieve of many clones of classic
side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
In addition since there is more or less an engine I could create new
interesting side-scrollers like a Star Wars one where you explore the
death star kill storm troopers, gather items for points, and battle it
out with Vader or the Emperor. Just an idea like that.
If we go with FPS, (First Person Shooters,) then we can have games that
are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
Obviously things are more realistic, and navigation is harder to get
since we visually can't see it. Though, it seams games like Sarah and
SOD are hugely popular, and I'm uncertain as to which type of style the
community really likes best.
Do you guys like FPS better or side-scrollers.
Cheers.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Ken the Crazy
There are lots of FPS games out there--I'd love to see more side scrollers 
because if I want action, all I have to do is go forward in the game and 
find some, where in an FPS game you have to look through all kinds of rooms 
and maybe find a new one once in a while.  I like FPS games, but I do wish 
there were more side scrollers.  There is an Atari game I used to like where 
the Adats ran toward your base and you were in a ship, and enemy ships were 
all around.  It was a side scroller, but you could go up and down a little 
to shoot the ships which were not all positioned the same vertically.  Also, 
you had to stop the ship's horizontal movement and go down to restock 
weapons at the base.  Sometimes, the star wars theme song would play and 
you'd be going very fast and shooting faster too, and it only took one hit 
to blow up a ship instead of the ten it usually took.  I miss that game, 
even though I never really could play it well as a blind person.  Also, I'd 
like to be able to play Donkey Kong, and though I know it's not a side 
scroller, frogger.  Qbert would be interesting too.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, April 15, 2007 10:31 PM
Subject: [Audyssey] Side-scrollers vs FPS games.


 Hi all,
 Over the weekend I've been doing allot of thinking about the Monty game
 engine which I had design to be generic enough to be applied to new
 side-scrollers. However, it seams that many of you are really into the
 FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
 I know years ago side-scrollers were hugely popular in the sighted
 gaming market and has produced some of the most popular games of all
 time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman, 
 etc...
 I know from working on Monty they are relatively easy to make, adapt to
 audio, and generally easy to learn and play.
 However, as sighted game technology has advanced the First Person
 Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
 very popular, and for the most part many sighted games are usually some
 sort of FPS game and side-scrollers aren't what they use to be.
 So my question is when I complete Montezuma's Revenge and Raceway would
 you like me to continue to produce side-scrollers using the Monty 2D
 game engine, or update the Monty engine to support more 3D FPS styles of
 play.
 If we go with side-scrollers I can concieve of many clones of classic
 side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
 In addition since there is more or less an engine I could create new
 interesting side-scrollers like a Star Wars one where you explore the
 death star kill storm troopers, gather items for points, and battle it
 out with Vader or the Emperor. Just an idea like that.
 If we go with FPS, (First Person Shooters,) then we can have games that
 are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
 Obviously things are more realistic, and navigation is harder to get
 since we visually can't see it. Though, it seams games like Sarah and
 SOD are hugely popular, and I'm uncertain as to which type of style the
 community really likes best.
 Do you guys like FPS better or side-scrollers.
 Cheers.



 ___
 Gamers mailing list .. Gamers@audyssey.org
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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web. 


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Ken the Crazy
Side strollers?  Boy you're spell checker scrhrhrhrhrhrhrhrhewed you up that 
time!  Hehe haha!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Casey [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 10:29 AM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


I love some of the classic side scroller games, but I also like the fPS
 games. I think at least for the short term I'd like some side strollers,
 especially if they were based the classics!


 Casey



 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Sunday, April 15, 2007 10:31 PM
 Subject: [Audyssey] Side-scrollers vs FPS games.


 Hi all,
 Over the weekend I've been doing allot of thinking about the Monty game
 engine which I had design to be generic enough to be applied to new
 side-scrollers. However, it seams that many of you are really into the
 FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
 I know years ago side-scrollers were hugely popular in the sighted
 gaming market and has produced some of the most popular games of all
 time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman, 
 etc...
 I know from working on Monty they are relatively easy to make, adapt to
 audio, and generally easy to learn and play.
 However, as sighted game technology has advanced the First Person
 Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
 very popular, and for the most part many sighted games are usually some
 sort of FPS game and side-scrollers aren't what they use to be.
 So my question is when I complete Montezuma's Revenge and Raceway would
 you like me to continue to produce side-scrollers using the Monty 2D
 game engine, or update the Monty engine to support more 3D FPS styles of
 play.
 If we go with side-scrollers I can concieve of many clones of classic
 side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
 In addition since there is more or less an engine I could create new
 interesting side-scrollers like a Star Wars one where you explore the
 death star kill storm troopers, gather items for points, and battle it
 out with Vader or the Emperor. Just an idea like that.
 If we go with FPS, (First Person Shooters,) then we can have games that
 are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
 Obviously things are more realistic, and navigation is harder to get
 since we visually can't see it. Though, it seams games like Sarah and
 SOD are hugely popular, and I'm uncertain as to which type of style the
 community really likes best.
 Do you guys like FPS better or side-scrollers.
 Cheers.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Dark
Hi ken.

If I can wrap my head around audio game maker, audio Donkey kong (or 
something like), is one game I have a pretty well thought out idea for, 
however whether or not it'll be possible for me to do will depend upon the 
Agm.

Beware the grue!

Dark. 


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Dark
Hmmm, I'm slightly confused. in what way are 3D fps games inherently more 
advanced than side scrollers?

surely, how advanced, aka how complex a game is, depends upon many other 
factors than it's design?

an Fps game could be as Symple as Dyna man or Packman talks (though stil 
most fun), and in the main
stream markit, side scrollers have done some amazingly complex things, -  
like Veutiful Jo on the Gc which allows you to slowdown and speed up time I 
believe.

but as has been said, the Fps style has been explored a lot more in audio 
than the side scrolling style thus far.

Beware the grue!

Dark.
- Original Message - 
From: Søren Jensen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 5:15 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


Hi Thomas.

Always more, more and more FPS (3D games.) These are more realistic, and you
can make more advanced games.

Best regards Søren.
Mail  MSN:
[EMAIL PROTECTED]
Webside:
http://www.coolfortheblind.dk
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Monday, April 16, 2007 4:31 AM
Subject: [Audyssey] Side-scrollers vs FPS games.


 Hi all,
 Over the weekend I've been doing allot of thinking about the Monty game
 engine which I had design to be generic enough to be applied to new
 side-scrollers. However, it seams that many of you are really into the
 FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
 I know years ago side-scrollers were hugely popular in the sighted
 gaming market and has produced some of the most popular games of all
 time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman,
 etc...
 I know from working on Monty they are relatively easy to make, adapt to
 audio, and generally easy to learn and play.
 However, as sighted game technology has advanced the First Person
 Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
 very popular, and for the most part many sighted games are usually some
 sort of FPS game and side-scrollers aren't what they use to be.
 So my question is when I complete Montezuma's Revenge and Raceway would
 you like me to continue to produce side-scrollers using the Monty 2D
 game engine, or update the Monty engine to support more 3D FPS styles of
 play.
 If we go with side-scrollers I can concieve of many clones of classic
 side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
 In addition since there is more or less an engine I could create new
 interesting side-scrollers like a Star Wars one where you explore the
 death star kill storm troopers, gather items for points, and battle it
 out with Vader or the Emperor. Just an idea like that.
 If we go with FPS, (First Person Shooters,) then we can have games that
 are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
 Obviously things are more realistic, and navigation is harder to get
 since we visually can't see it. Though, it seams games like Sarah and
 SOD are hugely popular, and I'm uncertain as to which type of style the
 community really likes best.
 Do you guys like FPS better or side-scrollers.
 Cheers.



 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Niko C
go fps all the way!

- Original Message - 
From: Yohandy [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 15, 2007 9:12 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Ouch, that's tough. I like both actually.



 -

 For an amazing video gaming site containing original soundtracks, game 
 art,
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Sunday, April 15, 2007 10:31 PM
 Subject: [Audyssey] Side-scrollers vs FPS games.


 Hi all,
 Over the weekend I've been doing allot of thinking about the Monty game
 engine which I had design to be generic enough to be applied to new
 side-scrollers. However, it seams that many of you are really into the
 FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
 I know years ago side-scrollers were hugely popular in the sighted
 gaming market and has produced some of the most popular games of all
 time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman,
 etc...
 I know from working on Monty they are relatively easy to make, adapt to
 audio, and generally easy to learn and play.
 However, as sighted game technology has advanced the First Person
 Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
 very popular, and for the most part many sighted games are usually some
 sort of FPS game and side-scrollers aren't what they use to be.
 So my question is when I complete Montezuma's Revenge and Raceway would
 you like me to continue to produce side-scrollers using the Monty 2D
 game engine, or update the Monty engine to support more 3D FPS styles of
 play.
 If we go with side-scrollers I can concieve of many clones of classic
 side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
 In addition since there is more or less an engine I could create new
 interesting side-scrollers like a Star Wars one where you explore the
 death star kill storm troopers, gather items for points, and battle it
 out with Vader or the Emperor. Just an idea like that.
 If we go with FPS, (First Person Shooters,) then we can have games that
 are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
 Obviously things are more realistic, and navigation is harder to get
 since we visually can't see it. Though, it seams games like Sarah and
 SOD are hugely popular, and I'm uncertain as to which type of style the
 community really likes best.
 Do you guys like FPS better or side-scrollers.
 Cheers.



 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Niko C
Let me name a fiew side-scrollers:
Dark destroyer
Trupanum
Alian outback
(Which I don't even know if you can call those real side-scrollers.)
Super Liam
Danger City
Montizuma's Revenge
Parts of pipe2 blast chamber and clasic pipe.
Tarsan Jr.

FPS games:
shades of doom
gtc
quake
Really can't think of too many more
Monkey Business
Sara.
Yeah, that's pretty much it.

You all say we don't have enough side-scrolers. We need to get with the 
picture. It's past the 1990s. Games need to be more complex. Noone makes 
side-scrollers anymore. Sighted people don't buy them and neither would I. 
Sure you see people find an old side-scroller and want to play it but that's 
not what sells on the shelves and I think that people need to realize that a 
quick and easy game isn't always the way to go.

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 12:23 AM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi thom.

 while I can fully appreciate that people enjoy the 3D fps games (I'm quite 
 a
 fan of Sarah and Shades myself), i do also think that it's very much worth
 exploring the accessibility of as wide a variety of game types as
 possible, - including the 2D platformer.

 while there are some great 3D fps audio games, -- and hopefully, with
 the Gma engine more on the way, there aren't many 2D side scrolling
 platformers -- only Superliam and Tarzan Jr come to mind, and while 
 both
 are great games (Liam's voice acting is highly! amusing), I believe 
 they've
 only scratched the surface of what's possible in audio 2D platformers,
 particularly with respect to the vertical axiss and exploration.

 It would deffinately imho be a good thing if as well as Monti, the likes 
 of
 Mega man, Marrio, Castlevania and Prince of persia could be created in
 audio, - perhaps leading the way to creating some of the more
 complicated Y axiss games like Turrican or Metroid.

 You also mention double Dragon in the list, so perhaps your engine could
 also create 2D walk along beat em ups like Streets of rage, Final fight or
 Golden Axe, which is another game genre that hasn't yet been converted 
 into
 audio.

 So personally, I'd advise going for the 2D game developement in the name 
 of
 increased diversity, and bringing classics into audio, though as Charles
 says, if your engine could work both ways that'd be great, - though I
 expect that would be a much more difficult proposition from a programming
 point of view.

 Btw, I highly approve of your starwars game idea, it actually reminds me 
 of
 the Super starwars games on the Snes, - some of my favourites. I
 particularly enjoyed the ability to use certain cheat codes so that I 
 could
 do crazy things, such as taking out Darth Vader and the emperor with 
 Wickit
 the E-wock or chuey, or having Han solo go through Yoda's training on
 Dagobar.

 Beware the grue!

 Dark.


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Dark
why?
- Original Message - 
From: Niko C [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 11:40 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 go fps all the way!

 - Original Message - 
 From: Yohandy [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, April 15, 2007 9:12 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Ouch, that's tough. I like both actually.



 -

 For an amazing video gaming site containing original soundtracks, game
 art,
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Sunday, April 15, 2007 10:31 PM
 Subject: [Audyssey] Side-scrollers vs FPS games.


 Hi all,
 Over the weekend I've been doing allot of thinking about the Monty game
 engine which I had design to be generic enough to be applied to new
 side-scrollers. However, it seams that many of you are really into the
 FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
 I know years ago side-scrollers were hugely popular in the sighted
 gaming market and has produced some of the most popular games of all
 time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman,
 etc...
 I know from working on Monty they are relatively easy to make, adapt to
 audio, and generally easy to learn and play.
 However, as sighted game technology has advanced the First Person
 Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
 very popular, and for the most part many sighted games are usually some
 sort of FPS game and side-scrollers aren't what they use to be.
 So my question is when I complete Montezuma's Revenge and Raceway would
 you like me to continue to produce side-scrollers using the Monty 2D
 game engine, or update the Monty engine to support more 3D FPS styles of
 play.
 If we go with side-scrollers I can concieve of many clones of classic
 side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
 In addition since there is more or less an engine I could create new
 interesting side-scrollers like a Star Wars one where you explore the
 death star kill storm troopers, gather items for points, and battle it
 out with Vader or the Emperor. Just an idea like that.
 If we go with FPS, (First Person Shooters,) then we can have games that
 are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
 Obviously things are more realistic, and navigation is harder to get
 since we visually can't see it. Though, it seams games like Sarah and
 SOD are hugely popular, and I'm uncertain as to which type of style the
 community really likes best.
 Do you guys like FPS better or side-scrollers.
 Cheers.



 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


 -- 
 I am using the free version of SPAMfighter for private users.
 It has removed 8271 spam emails to date.
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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Yohandy,
Yeah, both is an exceptable answer. The purpose here is merely to obtain 
weather the engine should be developed more for 3D FPS style games in 
mind or if I could use this existing engine to continue producing 2D 
arcade and side-scroller games.
It just seams to me 3D FPS shooters are much more popular than 
side-scrollers, but that could simply be do to a lack of availability of 
them in the blind market.
Certainly side-scrollers like Megaman, Double dragon, Mario, where 
adictive in their day, but I've gotten a number of complaints from those 
wanting new, as in newer sighted trends, instead of reproducing game 
classics that have fallen out of fassion witht the sighted market which 
has played them to death, but have never been available for us.


Yohandy wrote:
 Ouch, that's tough. I like both actually.
   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Mich,
Yeah, FPS games like SOD are fun, but there is allot of work that goes 
into one of those games let alone allot of them.
For a small company like USA Games it is quicker to produce two or three 
side-scrollers than one FPS game.


Mich wrote:
 hi tom and all. i persenley like FPS like Sod. from Mich Verrier from New 
 Liskeard Ontario Canada.
   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Dark,
Yeah, doing both in the same engine isn't a good idea as I spelled out 
in another email just a while ago.
There is a huge number of side-scrollers that never made it to 
accessible production, haven't been explored, but then again there isn't 
much room for randomness in side-scrollers.
You basically know when you get to area x that the giant you fought the 
last time is there, but then again the same is true for most FPS games 
so lack of random locations of things is not that big a deal I suppose.


Dark wrote:
 Hi thom.

 while I can fully appreciate that people enjoy the 3D fps games (I'm quite a 
 fan of Sarah and Shades myself), i do also think that it's very much worth 
 exploring the accessibility of as wide a variety of game types as 
 possible, - including the 2D platformer.

 while there are some great 3D fps audio games, -- and hopefully, with 
 the Gma engine more on the way, there aren't many 2D side scrolling 
 platformers -- only Superliam and Tarzan Jr come to mind, and while both 
 are great games (Liam's voice acting is highly! amusing), I believe they've 
 only scratched the surface of what's possible in audio 2D platformers, 
 particularly with respect to the vertical axiss and exploration.

 It would deffinately imho be a good thing if as well as Monti, the likes of 
 Mega man, Marrio, Castlevania and Prince of persia could be created in 
 audio, - perhaps leading the way to creating some of the more 
 complicated Y axiss games like Turrican or Metroid.

 You also mention double Dragon in the list, so perhaps your engine could 
 also create 2D walk along beat em ups like Streets of rage, Final fight or 
 Golden Axe, which is another game genre that hasn't yet been converted into 
 audio.

 So personally, I'd advise going for the 2D game developement in the name of 
 increased diversity, and bringing classics into audio, though as Charles 
 says, if your engine could work both ways that'd be great, - though I 
 expect that would be a much more difficult proposition from a programming 
 point of view.

 Btw, I highly approve of your starwars game idea, it actually reminds me of 
 the Super starwars games on the Snes, - some of my favourites. I 
 particularly enjoyed the ability to use certain cheat codes so that I could 
 do crazy things, such as taking out Darth Vader and the emperor with Wickit 
 the E-wock or chuey, or having Han solo go through Yoda's training on 
 Dagobar.

 Beware the grue!

 Dark. 


 ___
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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
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 any subscription changes via the web.

   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Mich
hi tom well I do understand how much work go's in to putting out the games 
and I am not knocking the work that usa games does or any other gaming 
companies for that madder. I was just simply stating my opinion of what 
sorts of games I would like to see more of. I would how ever like to see a 
super mario brothers game though for the blind since I remember quite well 
playing that for hours when I had my sight. from Mich Verrier from New 
Liskeard Ontario Canada.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 8:21 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Mich,
 Yeah, FPS games like SOD are fun, but there is allot of work that goes
 into one of those games let alone allot of them.
 For a small company like USA Games it is quicker to produce two or three
 side-scrollers than one FPS game.


 Mich wrote:
 hi tom and all. i persenley like FPS like Sod. from Mich Verrier from New
 Liskeard Ontario Canada.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Yohandy
I don't see anything wrong with sidescrollers myself. I'd love to play an 
accessible version of super mario. I love that game. in fact I have a super 
nintendo here and still play it from time to time. I actually memorized the 
layout of many of the levels, especially in super mario world. I'm able to 
complete the first two worlds. Not bad for a blind person. grin.




-

For an amazing video gaming site containing original soundtracks, game art, 
etc, go here.

http://gh.ffshrine.org?r=16426


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, April 16, 2007 8:15 PM
Subject: Re: [Audyssey] Side-scrollers vs FPS games.


 Hi Yohandy,
 Yeah, both is an exceptable answer. The purpose here is merely to obtain
 weather the engine should be developed more for 3D FPS style games in
 mind or if I could use this existing engine to continue producing 2D
 arcade and side-scroller games.
 It just seams to me 3D FPS shooters are much more popular than
 side-scrollers, but that could simply be do to a lack of availability of
 them in the blind market.
 Certainly side-scrollers like Megaman, Double dragon, Mario, where
 adictive in their day, but I've gotten a number of complaints from those
 wanting new, as in newer sighted trends, instead of reproducing game
 classics that have fallen out of fassion witht the sighted market which
 has played them to death, but have never been available for us.


 Yohandy wrote:
 Ouch, that's tough. I like both actually.



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 visit
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 any subscription changes via the web. 


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Shaun,
I don't know. FPS games I tend to be more difficult to master just 
because you have to determine the layout of the mazes, and I've noticed 
audio discriptions of the layouts isn't always up to the task.
A classic example here when I first started playing Sarah I didn't have 
a clue that the snoring sound was a door. Even now knowing it I have 
troubles entering and exiting them adding to allot of personal frustration.
Oh, I like Sarah well enough to be sure, but I see areas where 
navigation could be improved some.


shaun everiss wrote:
 both really, older games with side scrolers, in terms of playability though 
 fps would be better.
   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Luke,
Yeah, weapon toggles and power toggles are very easy to create. 
Although, menus have never bothered me much.
I'm right now interested in seeing which style of play is both easier 
and more desirable by blind gamers. As has been pointed out 
side-scrollers have not been explored much in our community, and 
naivagation is much easier to acomplish.


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Davy,
My thoughts exactly. The Bop It style game such as Bop It, ESP Whoop 
Ass, Spanker, etc are ok for a rainy day, but I loose interest after a 
couple of rounds.
You are correct full 3D FPS engines are a serious complication for a 
single developer. It can be done, but it is usually a huge project.
The side-scroller games can typically be made much much faster 
especially with a substantial  amount of code already written.

Davy Kager wrote:
 I don't have a favourite genre, I just have things that I absolutely hate 
 (like bop-it style parts in games). For example, I really like to shoot 
 around in SOD with most of the cheats turned on, but I like Super Liam and 
 Pipe2 as well. Sidescrollers are way more relaxed than FPS's. If there's 
 many stuff that you have to take care of, a full 3D environment could be too 
 big. Try to be original and don't always look at those mainstream things.
   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Soren,
I certainly don't have any issues with developing full 3D FPS games, but 
they do pose some access issues for some accessible gamers. Here is an 
example of the kinds of concerns I would have.
In the SW game I've been drafting you have to enter the hutt palace 
through the basement level. Ok, once you are in there are two exits out 
of the basement. A stone door which is locked and nearly imposible to 
cut through, or you can exit via the Rancor's den. Not hard, you say.
 Well, if you choose to exit through the Rancor's den you have to  fight 
the Rancor, and then force jump to the ledge above where you will find a 
door that is not locked where they drop prisoners and slaves in to the 
den to be eaten. Well, I've been thinking over and over how to signify 
to the player where to exit from without making it to obvious, but give 
enough info to let them know they have to leap up to find exits, or jump 
down to find secret areas, etc.
 There is nothing like this in the accessible games market, and I do 
wonder if this is to complex for the average gamer.


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Ken,
Well, more complex side-scrollers have more directions than just going 
forward such as climbing up or down, and moving left and right. However, 
even then the navigation is pretty easy.
As far as the game you mentioned it was
Star Wars Empire Strikes Back, (ESB,) and one of my childhood favorites.
ESB wasn't a side-scroller, but a fun game all the same. That is an 
example of a fun game I could quickly build with the 2D game engine and 
put out in two or three months.


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Ken,
Yeah, Donkey Kong is a pretty easy side-scroller to recreate. All the 
levels were the same, and basically you did is jump over barrells until 
you reached the top of the screen where you could fight Donkey Kong himself.
After you knocked him down the game would start over only harder and it 
would add invisible barrels or flames etc.


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Niko,
Actually, Dark Destroyer, Troopenum, Aliens In the Outback, Judgement 
Day, and other similar games are what is are called virtical scrollers. 
The idea that items are falling from the sky and you have to shoot them 
before they hit or land. Those types of games have trully been driven 
into the ground.
Super Liam is a side-scroller, but lacks some of the more complex 
elements of newer side-scrollers or the complexity found in some of the 
classics.
Contrary to popular thinking side-scrollers are still being produced 
such as Mario and Megaman which are a little more updated, better made 
than NES 1, series but still exist.
It just happens the FPS games like Resident Evil happen to get more 
coverage, and perhaps sighted trends and desired have changed over the 
passed few years.
Since this is a research project your opinions are valuable to me, but I 
would just like to say FPS games are light years more difficult to 
produce so going FPS all the way might not be possible unless you want 
games to come out over long periods of time.



Niko C wrote:
 Let me name a fiew side-scrollers:
 Dark destroyer
 Trupanum
 Alian outback
 (Which I don't even know if you can call those real side-scrollers.)
 Super Liam
 Danger City
 Montizuma's Revenge
 Parts of pipe2 blast chamber and clasic pipe.
 Tarsan Jr.

 FPS games:
 shades of doom
 gtc
 quake
 Really can't think of too many more
 Monkey Business
 Sara.
 Yeah, that's pretty much it.

 You all say we don't have enough side-scrolers. We need to get with the 
 picture. It's past the 1990s. Games need to be more complex. Noone makes 
 side-scrollers anymore. Sighted people don't buy them and neither would I. 
 Sure you see people find an old side-scroller and want to play it but that's 
 not what sells on the shelves and I think that people need to realize that a 
 quick and easy game isn't always the way to go.
   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Dark,
Yes, side-scrollers can have some advanced elements, and unique 
challenges of there own. Case in point platforms that vanish or move so 
you have to time your jumps to get them just in time.
In the Smirf's side-scroller I can remember you would have a drop off to 
jump over. jumping over wasn't the worst part. As you did bats would 
dive at you and contacting them would kill you. So the jump and the bats 
together made that trap kind of tough to cross successfully every time.
As for the bit about FPS games

inherently more advanced it is true to some degree. Shades of Doom is light 
years more complex and probably has better replay value than Monty. However, 
Monty is not designed to do those things. Instead the idea is to compete fore 
scores, and for good old fun and entertainment without allot of additional 
complexity. 
One thing that escapes allot of gamers attention FPS games like Resident Evil, 
great game, take way way more work to produce.
A game like Resident evil would take a dev like me a good three or four years 
to produce on my current schedule.




Dark wrote:
 Hmmm, I'm slightly confused. in what way are 3D fps games inherently more 
 advanced than side scrollers?

 surely, how advanced, aka how complex a game is, depends upon many other 
 factors than it's design?

 an Fps game could be as Symple as Dyna man or Packman talks (though stil 
 most fun), and in the main
 stream markit, side scrollers have done some amazingly complex things, -  
 like Veutiful Jo on the Gc which allows you to slowdown and speed up time I 
 believe.

 but as has been said, the Fps style has been explored a lot more in audio 
 than the side scrolling style thus far.

 Beware the grue!

 Dark.
   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Dark,
Good point about virtical scrolling. SL is a grat FPS game, but being 
able to climb things is one area that was left out.
In Ledgend of Kage you could climb up vines or trees to fight enemies 
above you or jump down to the grass to fight enemies on the ground. In 
the castle Kage could fight enemies on the ground floor and work his way 
up to the top of the  wall to fight one of the miner bosses.
These are classic side-scroller elements blind side-scrollers don't have.
As far as complexity goes good side-scrollers had just much advance play 
or complexity in areas as FPS games. Anyone here try fighting Drakula in 
Castlevania?
Well let me just say if you killed him he could transform and come at 
you in another shape until you finally destroyed him. Among his other 
powers was apparation and casting fire balls at you from all different 
directions. He was hard to beat.


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Mich,
Yeah, I know. Just wanted everyone to know in advance that FPS games 
while desirable are a step above side-scroller in complexity to create.


Mich wrote:
 hi tom well I do understand how much work go's in to putting out the games 
 and I am not knocking the work that usa games does or any other gaming 
 companies for that madder. I was just simply stating my opinion of what 
 sorts of games I would like to see more of. I would how ever like to see a 
 super mario brothers game though for the blind since I remember quite well 
 playing that for hours when I had my sight. from Mich Verrier from New 
 Liskeard Ontario Canada.
   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Yohandy,
It seams to me the issue of side-scroller vs FPS seams to be drawn along 
age boundries.
All of us who played classic Nentendo games or remember them have no 
quoms about new side-scrollers.
I don't see anything wrong with them either as I played them all through 
my childhood.
I think it is safe to say most of us like FPS games, but the younger 
croud seams more interrested in FPS because that is what their peers are 
playing. They haven't aged to the point the older croud has gotten to 
that point in life where peer's opinions don't matter that much. When 
you reach age 30 being cool or in such and such a croud just doesn't matter.



Yohandy wrote:
 I don't see anything wrong with sidescrollers myself. I'd love to play an 
 accessible version of super mario. I love that game. in fact I have a super 
 nintendo here and still play it from time to time. I actually memorized the 
 layout of many of the levels, especially in super mario world. I'm able to 
 complete the first two worlds. Not bad for a blind person. grin.

   


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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-16 Thread Thomas Ward
Hi Yohandy,
For the sake of discussion I think when talking about some of these 
games such as Donkey Kong it is important to tell others what version is 
being discussed. Donkey Kong I was talking about was the original Atari 
classic.
The newer Donkey Kongs like DK Country and DK 64 had allot more added to 
them.
In terms of fun DK Country and DK 64 were awesome, and the original game 
is a bit boring in comparison.



Yohandy wrote:
 Well, I know that the donkey kongs I plays such as donkey kong country 1 2 
 and 3 for the Super nintendo were nothing like that. I still have those as 
 well.




 -

 For an amazing video gaming site containing original soundtracks, game art, 
 etc, go here.

 http://gh.ffshrine.org?r=16426


 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list 
 gamers@audyssey.org
 Sent: Monday, April 16, 2007 10:05 PM
 Subject: Re: [Audyssey] Side-scrollers vs FPS games.


   
 Hi Ken,
 Yeah, Donkey Kong is a pretty easy side-scroller to recreate. All the
 levels were the same, and basically you did is jump over barrells until
 you reached the top of the screen where you could fight Donkey Kong 
 himself.
 After you knocked him down the game would start over only harder and it
 would add invisible barrels or flames etc.


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[Audyssey] Side-scrollers vs FPS games.

2007-04-15 Thread Thomas Ward
Hi all,
Over the weekend I've been doing allot of thinking about the Monty game 
engine which I had design to be generic enough to be applied to new 
side-scrollers. However, it seams that many of you are really into the 
FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
I know years ago side-scrollers were hugely popular in the sighted 
gaming market and has produced some of the most popular games of all 
time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman, etc...
I know from working on Monty they are relatively easy to make, adapt to 
audio, and generally easy to learn and play.
However, as sighted game technology has advanced the First Person 
Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be 
very popular, and for the most part many sighted games are usually some 
sort of FPS game and side-scrollers aren't what they use to be.
So my question is when I complete Montezuma's Revenge and Raceway would 
you like me to continue to produce side-scrollers using the Monty 2D 
game engine, or update the Monty engine to support more 3D FPS styles of 
play.
If we go with side-scrollers I can concieve of many clones of classic 
side-scrollers like Double Dragon, Mario, Megaman, etc being produced. 
In addition since there is more or less an engine I could create new 
interesting side-scrollers like a Star Wars one where you explore the 
death star kill storm troopers, gather items for points, and battle it 
out with Vader or the Emperor. Just an idea like that.
If we go with FPS, (First Person Shooters,) then we can have games that 
are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes. 
Obviously things are more realistic, and navigation is harder to get 
since we visually can't see it. Though, it seams games like Sarah and 
SOD are hugely popular, and I'm uncertain as to which type of style the 
community really likes best.
Do you guys like FPS better or side-scrollers.
Cheers.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-15 Thread Yohandy
Ouch, that's tough. I like both actually.



-

For an amazing video gaming site containing original soundtracks, game art, 
etc, go here.

http://gh.ffshrine.org?r=16426


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, April 15, 2007 10:31 PM
Subject: [Audyssey] Side-scrollers vs FPS games.


 Hi all,
 Over the weekend I've been doing allot of thinking about the Monty game
 engine which I had design to be generic enough to be applied to new
 side-scrollers. However, it seams that many of you are really into the
 FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
 I know years ago side-scrollers were hugely popular in the sighted
 gaming market and has produced some of the most popular games of all
 time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman, 
 etc...
 I know from working on Monty they are relatively easy to make, adapt to
 audio, and generally easy to learn and play.
 However, as sighted game technology has advanced the First Person
 Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
 very popular, and for the most part many sighted games are usually some
 sort of FPS game and side-scrollers aren't what they use to be.
 So my question is when I complete Montezuma's Revenge and Raceway would
 you like me to continue to produce side-scrollers using the Monty 2D
 game engine, or update the Monty engine to support more 3D FPS styles of
 play.
 If we go with side-scrollers I can concieve of many clones of classic
 side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
 In addition since there is more or less an engine I could create new
 interesting side-scrollers like a Star Wars one where you explore the
 death star kill storm troopers, gather items for points, and battle it
 out with Vader or the Emperor. Just an idea like that.
 If we go with FPS, (First Person Shooters,) then we can have games that
 are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
 Obviously things are more realistic, and navigation is harder to get
 since we visually can't see it. Though, it seams games like Sarah and
 SOD are hugely popular, and I'm uncertain as to which type of style the
 community really likes best.
 Do you guys like FPS better or side-scrollers.
 Cheers.



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Re: [Audyssey] Side-scrollers vs FPS games.

2007-04-15 Thread Charles Rivard
I prefer side scrollers because, well, how many of them are there for us? 
If you upgrade the engine, could it be used to produce both types of games? 
If so, I think that would be the way to go.  I do like the side scroller 
games due to their ease of navigation.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Sunday, April 15, 2007 9:31 PM
Subject: [Audyssey] Side-scrollers vs FPS games.


 Hi all,
 Over the weekend I've been doing allot of thinking about the Monty game
 engine which I had design to be generic enough to be applied to new
 side-scrollers. However, it seams that many of you are really into the
 FPS type games such as Shades of Doom, Sarah, Monkey Business, etc.
 I know years ago side-scrollers were hugely popular in the sighted
 gaming market and has produced some of the most popular games of all
 time like Mario, Double Dragon, Legend of Kage, Castlevania, Megaman, 
 etc...
 I know from working on Monty they are relatively easy to make, adapt to
 audio, and generally easy to learn and play.
 However, as sighted game technology has advanced the First Person
 Shooter was born. Games like Quake, Jedi Knight, Doom, etc began to be
 very popular, and for the most part many sighted games are usually some
 sort of FPS game and side-scrollers aren't what they use to be.
 So my question is when I complete Montezuma's Revenge and Raceway would
 you like me to continue to produce side-scrollers using the Monty 2D
 game engine, or update the Monty engine to support more 3D FPS styles of
 play.
 If we go with side-scrollers I can concieve of many clones of classic
 side-scrollers like Double Dragon, Mario, Megaman, etc being produced.
 In addition since there is more or less an engine I could create new
 interesting side-scrollers like a Star Wars one where you explore the
 death star kill storm troopers, gather items for points, and battle it
 out with Vader or the Emperor. Just an idea like that.
 If we go with FPS, (First Person Shooters,) then we can have games that
 are like Elete Force, Jedi Knight, Quake, etc with 3D worlds and mazes.
 Obviously things are more realistic, and navigation is harder to get
 since we visually can't see it. Though, it seams games like Sarah and
 SOD are hugely popular, and I'm uncertain as to which type of style the
 community really likes best.
 Do you guys like FPS better or side-scrollers.
 Cheers.



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 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 



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Re: [Audyssey] Side-Scrollers vs FPS.

2007-03-25 Thread Thomas Ward
Hi Lisa,
Part of that is do to the fact virtual 3D audio isn't as perfect as real 
3D audio in life. In order to reconstruct it you truly need 3D earphones 
or a set of 5 speakers spaced equally around yourself to  get the real 
sound of the FPS environment. It can get pretty expensive for some 
gamers so using stereo headphones and regular speakers won't cut it.
I thought about doing my FPS titles in a true 3D environment rather than 
2D as is SOD and Sarah, but that would add an element of complication 
for most users. In addition to the left, right, forward and  back, you 
would also have up and down directions which really would or could get 
confusing.


Lisa Leonardi wrote:
 Exactly. I often find myself getting lost when I play shades of doom. I 
 really like the game, enough to have purchassed it, but having to keep my 
 bearings while at the same time trying to keep from getting killed can be 
 difficult at times. Luckily, with shades of doom, i can at least tell if a 
 monster is behind me because of the additional music that plays. But I do 
 have that problem sometimes distinguishing if an object or door is in front 
 or behind.

 Lisa
   


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Re: [Audyssey] Side-Scrollers vs FPS.

2007-03-24 Thread Lisa Leonardi
Exactly. I often find myself getting lost when I play shades of doom. I 
really like the game, enough to have purchassed it, but having to keep my 
bearings while at the same time trying to keep from getting killed can be 
difficult at times. Luckily, with shades of doom, i can at least tell if a 
monster is behind me because of the additional music that plays. But I do 
have that problem sometimes distinguishing if an object or door is in front 
or behind.

Lisa
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 23, 2007 4:53 PM
Subject: [Audyssey] Side-Scrollers vs FPS.


 Hi Lisa,
 Agreed. Side-scrollers are inherently much easier for us since we are
 only interested in for general directions up, down, left, and right. It
 is also easier to pinpoint where an item is as we can here it left or
 right and only need to walk or jump in that general direction to grab
 it. I really like this style of game play. Sure it is only 2D, but they
 are easy to play and are a throwback to when games were all about fun
 and not heavy graphics and sound.
 I would like to write more side-scrollers, but it does seam there are
 some that feel they have no value any more.
 FPS games on the other hand are great, but they really are harder to
 play. Games like Sarah and Shades of Doom are far more harder when it
 comes to figuring out the levels and finding where things are, and I
 even have a hard time figuring out if an item, is in front or behind me,
 and that is something I don't like about FPS.


 Lisa Leonardi wrote:
 Plus, the games in the 21st century are almost solely focussed on the
 graphical nature of the game. I, for one, am looking forward to another 
 side
 scroller. Though I do have one or two of them, I don't find the games 
 with
 the ability to turn in any direction as enjoyable. I like them, but I
 constantly feel like I'm in a maze. Where the sighted can look at the 
 whole
 picture of the thing, and recognize where they are in relation to other
 things, we have to rely on maybe a scan or coordinates. So, I can't wait 
 for
 Monty.

 Lisa



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[Audyssey] Side-Scrollers vs FPS.

2007-03-23 Thread Thomas Ward
Hi Lisa,
Agreed. Side-scrollers are inherently much easier for us since we are 
only interested in for general directions up, down, left, and right. It 
is also easier to pinpoint where an item is as we can here it left or 
right and only need to walk or jump in that general direction to grab  
it. I really like this style of game play. Sure it is only 2D, but they 
are easy to play and are a throwback to when games were all about fun 
and not heavy graphics and sound.
I would like to write more side-scrollers, but it does seam there are 
some that feel they have no value any more.
FPS games on the other hand are great, but they really are harder to 
play. Games like Sarah and Shades of Doom are far more harder when it 
comes to figuring out the levels and finding where things are, and I 
even have a hard time figuring out if an item, is in front or behind me, 
and that is something I don't like about FPS.


Lisa Leonardi wrote:
 Plus, the games in the 21st century are almost solely focussed on the 
 graphical nature of the game. I, for one, am looking forward to another side 
 scroller. Though I do have one or two of them, I don't find the games with 
 the ability to turn in any direction as enjoyable. I like them, but I 
 constantly feel like I'm in a maze. Where the sighted can look at the whole 
 picture of the thing, and recognize where they are in relation to other 
 things, we have to rely on maybe a scan or coordinates. So, I can't wait for 
 Monty.

 Lisa
   


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