Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread william lomas
surely we need 3d adventures though to be on a level playing field with our sighted counterparts we are way behind in the types of games we will accept as blind gamers On 26 Dec 2009, at 07:57, James Dietz wrote: I'm with dark; we need more actual 2-dimentional side-scrollers. I wouldn't

Re: [Audyssey] future of blastbay studios

2009-12-26 Thread shaun everiss
well a startrek side scroller would rock I suppose. At 12:19 p.m. 26/12/2009, you wrote: Hi, I would like to see a star wars side-scroller. Also how about a lord-of-the-rings type side scroller or some kind of fantasy with elves dwarves and wizards and the trees in lord of the rings that could

Re: [Audyssey] future of blastbay studios

2009-12-26 Thread shaun everiss
well a general scifi would be good, something more serious though, I mean we can't have cartoons all the time. At 12:37 p.m. 26/12/2009, you wrote: Hi Josh, I could certainly use ideas and concepts from these stories, but I could not use names like Star Wars or terminology like lightsabor or

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Kevin Weispfennig
To be really honest with ya, I think that we have enough side scrollers. I think we should really try to get something 3d like. - Original Message - From: James Dietz james.j.di...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, December 26, 2009 8:57 AM

Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-26 Thread Kevin Weispfennig
Hi, I actually really like that idea. Yeah, I would like to see something like that. I know its gonna be more complicated as it was programming The real Kringle Crash, though it practices. As you as the programmer, and the player. So I think that might be a good idea. Kevin - Original

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Kevin Weispfennig
Hi, Yeah, I also really like those 3D games. However if some people have problems with it they can't play it, and that would be kind of a ripp off for nothing, I guess. Though I relaly like 3D games - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers

[Audyssey] Triple J Shooter

2009-12-26 Thread Jim Kitchen
Hi, I have put version 2 of Triple J Shooter up on my web site. File name wintjs2.exe File size 2.5 meg In version 2 I made the scoring speech interuptable with the trigger or keyboard and tweaked the target areas a bit. BFN Jim Love! and Pease on Earth j...@kitchensinc.net

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread William L. Houts
I vote for another RPG, maybe text based rather than roguelike, but like Entombed having lots of classes and crafting occupations to explore. Many different spells and skills, and many different kinds and cominations of objects and artifacts,with perhaps a compelling but loosely implemented

[Audyssey] Dice roller

2009-12-26 Thread Jim Kitchen
Hi Phil, The name of the program is diceroll.exe. I have put it up on send space. It will ask you for the number of dice to roll. Then it will ask you for the number of sides on the dice. Now press the space bar to roll the dice. Pressing the space bar again will roll the dice again.

Re: [Audyssey] question on Apple II code?

2009-12-26 Thread Jim Kitchen
Hi Chastity, I saved the Oregon Trail text and was looking at it a bit. I think that it would be very easy to convert it to a VB6 sapi5 game. Allot of it would just be replacing the print statements to sapi5 speech statements. BFN Jim Love! and Pease on Earth j...@kitchensinc.net

Re: [Audyssey] Dice roller

2009-12-26 Thread Phil Vlasak
Hi Jim, Great job! I took your instructions and created a txt file and added a dice.wav that works perfectly. Your name and email address is in the text file. Now can I put it on my web site for people to download? Thanks, Phil - Original Message - From: Jim Kitchen

Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Treasurehunt I actually find rather difficult myself, due to the total lack of any sort of audio ambience or ability to place markers, -everything just looks the same to me. Shades I find significantly easier. I don't particularly mind handling the direction facing commands in something

Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Actually, the first generation of 3D games such as original doom did use the left right to turn method (one reason why audio quake has those controls), and other games like tomb rader or mario 64 use the analogue stick, --- with a short left press turning the character, and a long left hold

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread dark
I'm afraid this confuses me a litle. Thus far, the only serious side scroller we've got with full 2D vertical movement is Mota. Q9 Tarzan jr and superliam are fun games, but they aren't precisely on a level with side scrollers even of the late 1980's such as mega man or mario brothers.

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Bryan Peterson
I totally agree with you Dark. We definitely have more 3-d or like games than we do side scrollers. Let's count 'em LOL. We have Super Liam, Q9, Tarzan Junion and Q9 and then MOTA when it's finally released. And then the side scroller level in Pipe 2. So that's definitely not more side

Re: [Audyssey] Missile Command was Triple J Shooter

2009-12-26 Thread Jim Kitchen
Hi Thomas, Yes, I remember but did not watch the Pacman cartoon. It would be cool if someone still had the instructions from the Atari Missile Command game to see if it says that your high tech missile defense station was firing a laser or anti missile missiles. I mean the name of the game

Re: [Audyssey] guess the number code

2009-12-26 Thread Jim Kitchen
Hi Shaun, I would not be able to explain so much the lines of code that dimension and set up the sound buffers etc. I just paste them in and use them. But if you like I can explain any of the lines of code. Maybe it would be better to do it off list though. BFN Jim Love! and Pease

Re: [Audyssey] OT pro tools

2009-12-26 Thread Orin
No, but the upcoming version I believe will be accessible on both Mac and Windows. On Dec 26, 2009, at 1:12 AM, Nick Helms wrote: Hi all, Just wondering if anyone on the list has used pro tools, and if so, do you find it usable with a screenreader? Reguards, and happy holidays! Nick ---

[Audyssey] future of blastbay studios

2009-12-26 Thread Josh
Hi, maybe when my son gets older and I have more time on my hands I'll maybe learn c++ or buy the game creation toolkit and make a star-wars game and give it away foor free. they can't come after me or could not com after me for giving away a free game? maybe I'll even make it open source and

Re: [Audyssey] OT pro tools

2009-12-26 Thread Scott Chesworth
Hey Orin, Accessible on Windows is news to me man. I'm not saying you're wrong, just very curious to know more if you're right. Do you have anymore info? To answer your original question though Nick it's hard to say how it'll be with a screen reader, the interface has undergone quite a few

[Audyssey] Another dice roller

2009-12-26 Thread Valiant8086
Hi. Done. I got to thinking about it and I was thinking heck, I could do that farely easily, why don't I try it. I haven't tested it very much on anything but myself, so those who try it, feel invited to let me know of oppinions. It should work ok for everyone though as I don't think it will

Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-26 Thread Valiant8086
Either that, or you could make an object or a sub or what ever it would be called that handled the speech, and call it using one line or something seemingly easy from everywhere in the code. You'd still have to change all the speech to use the new code though. I'm satisfied with the voice files

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Scott Chesworth
Personally, I'd try not to beat myself up too much if I were a developer that we're quite far behind our sighted counterparts in most genres in terms of game detail and size of maps etc. Having spent a Christmas around a selection of new PS3 titles, I've just realised how big the gap is, and it's

Re: [Audyssey] OT pro tools

2009-12-26 Thread Nick Helms
thanks guys, at least I can exchange it, as I got it as a christmas gift. On 12/26/09, Scott Chesworth scottcheswo...@gmail.com wrote: Hey Orin, Accessible on Windows is news to me man. I'm not saying you're wrong, just very curious to know more if you're right. Do you have anymore info?

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Scott Chesworth
Another thought that just occurred is that, although some of the mainstream titles are pretty playable, a fully accessible game in the music genre would be an amazing timewaster for someone like me, and perhaps not too tough for the developer. My thinking being that one of the open source efforts

Re: [Audyssey] OT pro tools

2009-12-26 Thread Scott Chesworth
Bummer Nick. From memory, you don't own a mac? I mean if Orin turns out to be right about Windows access, you'll only have a few months to wait and the upgrade to the accessible version will be cheap as chips for you. On 12/26/09, Nick Helms nick.he...@gmail.com wrote: thanks guys, at least I

Re: [Audyssey] OT pro tools

2009-12-26 Thread Nick Helms
I do not own a mac. do you think that I could exchange this copy for the new version when it is released? On 12/26/09, Scott Chesworth scottcheswo...@gmail.com wrote: Bummer Nick. From memory, you don't own a mac? I mean if Orin turns out to be right about Windows access, you'll only have a

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Yohandy, No, your situation isn't all that unique. I've often wondered why so many VI gamers have problems playing games like Shades of doom when I don't have any serious navigational issues with it. One factor could be that Shades of Doom was intentionally designed as a complex maze which

Re: [Audyssey] Missile Command was Triple J Shooter

2009-12-26 Thread Tom Randall
Hi Jim and all. I may be able to check that out as I have quite a lot of old Atari stuff around here but I am 99.9 percent sure you were firing ABM's (antibalistic missles in missile command. Like I say I will check it out. Tom -Original Message- From: gamers-boun...@audyssey.org

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Sharon, A side-scroller is a 2-dimensional game where you start on the left side of the game screen and work your way to the right side of the screen. Good examples of this style of game is Mysteries of the Ancients, Q9, and Super Liam. HTH Sharon Hooley wrote: What is a side-scroller,

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Philip, Well,keep in mind you are talking to an FPS purest hear so any opinion I give is going to be pretty bias to other opinions and views. That's not to say I wouldn't enjoy a game like you describe, but by simplifying the game it feels like a cheat to me and is unrealistic. I guess what

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Philip Bennefall
Hi Thomas, I see what you're saying and I agree for the most part, but my main difference of opinion is that realism is nice though not at any cost. If it makes it very difficult for some gamers to navigate including myself, then that is not achieving the goal that I set for myself when

Re: [Audyssey] future of blastbay studios

2009-12-26 Thread Bryan Peterson
Even that's not a guaranteer of protection. They could still order you to stop distributing the game and if you didn't they could still take some sort of action against you. Homer: Hey, uh, could you go across the street and get me a slice of pizza? Vender: No pizza. Only Khlav Kalash. -

Re: [Audyssey] Things like playing on a pool table

2009-12-26 Thread Tom Randall
Hi Jacob and all. This is a very interesting question, I do play pool quite a little bit in the real world with a couple of sighted friends. I am a total so what I have to do is to have somebody tell me where the cue ball (the white one) is and then either carefully check around for what I think

Re: [Audyssey] OT pro tools

2009-12-26 Thread Scott Chesworth
Hmm, my guess would be no, never seen it where I could return a software product and walk away with the next version as a straight swap. The upgrade cost will be cheap though, might already be decided come to think of it, it'd be worth a call to Digidesign to find out. But of course, all this

Re: [Audyssey] OT pro tools

2009-12-26 Thread Orin
Hi. http://www.maccessibility.com has a podcast on the accessibility of pro Tools on the Mac side. We know it'll be accessible on the Mac, but when they were talking they made it sound like with the way it's designed the programers won't have to go through hoops to make it accessible. On Dec

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Orin
I think the easiest thing for me when it comes to these music games is the vocals. If companies like Harminix could add talking menus to the game, especially for the career mode, that'd be helpful. At least we'd have a chance of getting through the career mode. Right now I'm stuck somewhere in

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Dark, I wouldn't go as far to say that the move to 3d FPS is just simply fashion trends. There is a lot more to FPS than just the features you mentioned. In fact, I'd go as far to say the use of the FPS format has nothing to do with features but realism. So look at this comparatively speaking

Re: [Audyssey] OT pro tools

2009-12-26 Thread Nick Helms
ah. thanks, though. On 12/26/09, Orin orin8...@gmail.com wrote: Hi. http://www.maccessibility.com has a podcast on the accessibility of pro Tools on the Mac side. We know it'll be accessible on the Mac, but when they were talking they made it sound like with the way it's designed the

Re: [Audyssey] OT pro tools

2009-12-26 Thread Jeremy Hartley
, please send E-mail to gamers-ow...@audyssey.org. __ Information from ESET NOD32 Antivirus, version of virus signature database 4717 (20091226) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Dark, Yeah, aside from jumping up to attack bats Q9 strictly moves on a 1d plane that is left to right. More traditional 2d games like MOTA at least includes an element of vertical up/down movement as well. Shades of Doom also is only 2d because there is only an x and y axis of movement.

Re: [Audyssey] OT pro tools

2009-12-26 Thread Nick Helms
signature database 4717 (20091226) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Dark, I beg to differ with you about Shades of Doom, Sarah, etc being 3d. Technically they are not 3d. Although they are FPS games they have 3d audio systems, but the movement still is restricted to an x/y axis. None of the games have an x, y, and z axis of movement making them only 2d in

Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Dark, As a game developer I find your comments and suggestions most helpful. So as I understand it as long as I design my game engine a long the GMA engine, which I am, including such features as place markers, visited here before announcements, and even try my best to give each room a name

Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Dark, I like the concept of an open arena type game as a free training program, but unfortunately that wouldn't be a very good example of a true 3d game. If we are talking a true 3d game keep in mind we aren't just talking north, south, east, and west directions. There has to be an element

Re: [Audyssey] Missile Command was Triple J Shooter

2009-12-26 Thread David Chittenden
Hello, Missile Command fired missiles at the target. The missile exploded, and if the attacking missiles were in the blast radius, they would be destroyed. The trick was leading the missiles and trying to get mor than one in a blast since you only had a certain number of missiles per round.

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Philip, Like I said you do whatever you personally feel comfortable with. I've learned long ago not everyone shares the same opinion or interests in games, and when programming a game a developer should always do what he/she feels comfortable with. Don't let others decide for you what you

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Scott Chesworth
Hi Philip, Another thought, though I realise I'm bombarding the thread somewhat grin. Just remembered that you were the guy who did showdown. If online gameplay was something you'd be keen on, maybe a revamped version of something along those lines would be cool with the new swanky sounds and

Re: [Audyssey] Things like playing on a pool table

2009-12-26 Thread Jacob Kruger
signature database 4717 (20091226) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com __ Information from ESET NOD32 Antivirus, version of virus signature database 4717 (20091226) __ The message was checked by ESET NOD32 Antivirus. http

[Audyssey] Targiting attacks was: The future of Blastbay Studios

2009-12-26 Thread dark
- Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, December 26, 2009 5:52 PM Subject: Re: [Audyssey] The future of Blastbay Studios Hi Yohandy, No, your situation isn't all that unique. I've often wondered

Re: [Audyssey] Things like playing on a pool table

2009-12-26 Thread Tim Kilgore
...@audyssey.org. __ Information from ESET NOD32 Antivirus, version of virus signature database 4717 (20091226) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com __ Information from ESET NOD32 Antivirus, version of virus signature database 4717 (20091226

Re: [Audyssey] OT pro tools

2009-12-26 Thread Tristan B
How is this in any way relevant to games? Just curious... -- Tristan B TrekGames.net Administrator and Maintainer Contact information: Skype: Tristanbussiere MSN: tris...@acegamesonline.net follow me on twitter http://twitter.com/blindtrek/ E-mail: theblinddj...@gmail.com or email

Re: [Audyssey] OT pro tools

2009-12-26 Thread Scott Chesworth
Ah, good question. I expect Nick was planning to use Pro Tools to record a load more demos for us showing off his progress with the flight sim stuff. On 12/26/09, Tristan B theblinddj...@gmail.com wrote: How is this in any way relevant to games? Just curious... -- Tristan B TrekGames.net

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread dark
hi tom. I admit there might be some personal bias here. the move to 3d at one stroke killed my access to the vast majority of graphical games, in fact I remember at the age of about 14 getting incredibly upset because I found mario 64 nearly impossible to play. i'd looked forward to it

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread dark
True Tom. Shades etc are 3D in the way that original Doom and wolfenstein 3D were, ie, 2D areas from a first person perspective. By the same tocan though, we thus far have only one true side scroller, - and that is Mota. If we substitute the terms first person and side scroller

Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Short answer, yes, those features are what I use exhaustively. On the other hand audio maps I'm afraid I find just incomprehensible, cool though the marauders' map in Sarah was. Even coordinates I only tend to use as a general guideline to know if I'm in the middle or at the edge of

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Charles Rivard
Only 1 2D side scroller? I suppose that Super Liam isn't two dimensional, even though you do go down below to battle the rats and jump over the fans. Is jumping over stuff considered a second dimension? Super Liam, however, is a side scroller, so MOTA is not the only one we have, right? ---

[Audyssey] mobility - Re: 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Charles Rivard
Counting steps got me nowhere, because steps aren't always the same length. Set a different pace, and you might stride more, making your number of steps less. Hmm. I wonder if this idea could, or should, be incorporated into games? If you run, you take fewer steps to get there. --- In God we

Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-26 Thread dark
Hi tom. One thing at a time! people can play many left right sterrio targiting strictly speaking 1 dimentional affairs, yet find a 2D game like shades complex, so I suggest an open arena type trainer for familiarity, --- -something I think might stil be valuable so people can

Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Scott Chesworth
Interesting point about coordinates Dark. With your taste for RPG's that tend to have a lot more number crunching and stats to take in, I'd have expected you to rely pretty heavily on those. Personally I can't make numbers relate to situations in the slightest in any game, even remembering

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread dark
well, strictly speaking charles in superliam (and Q9) you don't actually travel to other levels when you jump, you merely clear obstacles. for game mechanics pruposes there needs to be no y axis present, just a short period of time in which you are able to pass forward over the obstacle.

Re: [Audyssey] mobility - Re: 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Scott Chesworth
Definitely should, though I'd imagine programming the actual physics for it adds at least a pint of tears to a developer's day lol. It's something I'd really appreciate though, I think it'd go a long way toward making you feel like you're actually running when you're running, rather than it just

[Audyssey] using coordinates in games

2009-12-26 Thread Charles Rivard
I even find the mapping in Lone Wolf to be confusing. Sections A1 through A5, north to south, B1 through B5 north to south, OK. But break A1 into another 5 by 5 grid, and I'm lost. --- In God we trust! - Original Message - From: Scott Chesworth scottcheswo...@gmail.com To: Gamers

[Audyssey] the shields in Q9

2009-12-26 Thread Charles Rivard
Maybe I'm confused a bit on the use of the shields. As I understand it, the damage the monsters try to inflict on you is bounced back upon them when you activate a shield, and no damage is done to you while it remains active. If this is the case, you would be invincible while it is active,

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread shaun everiss
probably not jumping is in most games some 3dfps stuff like duke nukem you jump and sertainly quake has jumping in it. At 03:29 p.m. 27/12/2009, you wrote: Only 1 2D side scroller? I suppose that Super Liam isn't two dimensional, even though you do go down below to battle the rats and jump over

Re: [Audyssey] the shields in Q9

2009-12-26 Thread Scott Chesworth
Hi charles, Yup, you got it right. Other than pits, you're invinsible when a shield is active, so I suppose it's all around you because it works just as well on attacks from behind. You're free to use other weapons in conjunction with it, that way any attack from the enemy rebounds upon there

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Hayden Presley
Hi Thomas, This might be the wrong thread, but I have a question about the Genesis Engine. What, exactly, is its purpose? I did at first think it was a new computer language, but when you mentioned porting it from C #.net to C ++... What does it do that the basic languages don't? Don't mean to

Re: [Audyssey] Another dice roller

2009-12-26 Thread Valiant8086
Hi. I updated the dice roller again to fix a huge bug in the voiceover script where it would say things like seven hundred million thousand instead of just seven hundred million. Lol. It can sort of count higher than 9 digits now, but not really. it just doesn't stop in it's tracks when you

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread James Dietz
There is a lot involved in programming a computer program, especially a game. Game engines make it easier to program games, giving you pre-made objects which handle things like physics and level creation as well as lower-level details like speech and menus. On 12/26/09, Hayden Presley

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
I like this game idea and who ever said another role play game needs to re assess where we are as blind gamers. The problem is rpg and side scrollers are so past what we need now. Let's get up to somewhat in the 21st century. I want a 3d first person shooter or fighter game. -Original

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
Thomas: I agree with you. The problem is blind community want something to beat and they say in one word they want challenging but in fact they want challenging but beatable and beatable is not something first person 3d. I personally have been pushing and want something like that. If some

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
Thomas well said and I concur. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Saturday, December 26, 2009 1:09 PM To: Gamers Discussion list Subject: Re: [Audyssey] The future of Blastbay Studios Dark, I wouldn't

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
Thomas: Again well said I want the same -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Saturday, December 26, 2009 12:06 PM To: Gamers Discussion list Subject: Re: [Audyssey] The future of Blastbay Studios Hi

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
Thomas/Phillip: I hope you both come out with this and for those who want to stay with simple 2 dimensional games then they have a ton of games out there already. Let's move ahead and see what can be developed. -Original Message- From: gamers-boun...@audyssey.org

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
Please no more side scrollers. First person and 3d way to go -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall Sent: Friday, December 25, 2009 2:33 PM To: A public mailing list for Blastbay Studios. Cc: Gamers

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Bryan Peterson
RPG's and like games are still produced in the mainstream market, so no they aren't so past what we need. There's still room for all these types of genres. Homer: Hey, uh, could you go across the street and get me a slice of pizza? Vender: No pizza. Only Khlav Kalash. - Original Message

[Audyssey] Genesis Engine was The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Hayden, Genesis is a game engine I am rewriting in C++. Basically, that means it is a piece of software that contains all of the core components of a game such as input, audio, game physics, game menus, etc. All of the core functionality is contained in the engine, but to create new games

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Bryan Peterson
I disagree completely. You talk about not limiting ourselves to one genre but yet you want Philip to do just that. There's plenty of room for more of every type of genre. Homer: Hey, uh, could you go across the street and get me a slice of pizza? Vender: No pizza. Only Khlav Kalash. -

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Charles, MOTA isn't the only side-scroller we have, but it is the only one that takes full advantage of a 2d environment. In Q9 and Super Liam there is jumping, but other than that they take no real consideration of the 2d environment they are written for. I really don't consider jumping

Re: [Audyssey] using coordinates in games

2009-12-26 Thread Thomas Ward
Hi Charles, It is the same concept but on a smaller scale. A sector like a-1 1-1 is the bottom corner of the map. In sector 1-1 substitute the first one with a and you have the same thing. No big deal. Smile. Charles Rivard wrote: I even find the mapping in Lone Wolf to be confusing.

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread William L. Houts
I suggested another RPG and I don't need to reassess anything. Anyway, why not a 3D shooter with RPG elements? That could satisfy everybody. Maybe something like HEXXEN for the blind, if you remember that game. --Bill - Original Message - From: mike maslo

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread clement chou
All about the competition eh? lol. That's okay, me too. Onine play would be good especially for something like shodown... but it should be a bit of a faster pace as well, since the actual sport is a lot more aggressive. lol. - Original Message - From: Scott Chesworth

Re: [Audyssey] Missile Command was Triple J Shooter

2009-12-26 Thread Jim Kitchen
Hi Tom, Thanks, I was pretty sure that was the case as well. You know because like you said they exploded and took out any incoming missiles within range. BFN - Original Message - Hi Jim and all. I may be able to check that out as I have quite a lot of old Atari stuff around here

Re: [Audyssey] Dice roller

2009-12-26 Thread Jim Kitchen
Hi Phil, Cool, I'm glad that the dice roller program is what you were looking for. Like the little book record keeper and simple Blind Chit Chat See and Say programs, I was not really planning on supporting the dice roller program, but other than that, sure, if you think it is ok to put on

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread Jim Kitchen
Hi Thomas, Not A FPS game, but isn't Lone Wolf truly 3d with 360 degrees and the depth of the ocean. Again not a FPS but all of the airplanes and bullets in Puppy 1 have constantly changing X, Y and Z coordinates. I drove a car until I was 21 and could still see until I was about 31. I do

Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Well scot, for me the number crunching is always subordinate to the game and the exploration of that game, --- so working out the best weapon and stratogy in a numerical rpg system helps because I can then go more places and do more things, not just fight stronger monsters. coordinates I

Re: [Audyssey] using coordinates in games

2009-12-26 Thread dark
I find lone wolf in general confusing, --- coordinates system, calculation of angles for weapons etc, it's a nightmare! I've had some very fun missions, but only with considderable work, and only when i feel like a challenge, --- pluss mission 4 is about my limit! I'm not sorry i bought

Re: [Audyssey] the shields in Q9

2009-12-26 Thread dark
The shields are forcefields, and therefore offer full scale protection and yes, using your club to bash skulls is often a good way of taking out lots of enemies while using a shield. Beware the grue! Dark. - Original Message - From: Charles Rivard woofer...@sbcglobal.net To:

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread dark
Quake is indeed 3D, sinse you have catwalks, stairs, and jumping, which all play a large effect upon the game, and you can for instance jump down from above on someone with your axe. beware the grue! Dark. - Original Message - From: shaun everiss shau...@xtra.co.nz To: Charles Rivard

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread dark
One comment Mike. sinse there is! only one audio rpg thus far, and only in beta phase, how can you find rpgs boring? if your judging the entire rpg genre by online text affairs, you've only got the tip of the iceberg there, and the very limited, often pvp focused, and not

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread dark
Accept space invaders games, please no more! ;D. beware the grue! Dark. - Original Message - From: Bryan Peterson bpeterson2...@cableone.net To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, December 27, 2009 1:32 AM Subject: Re: [Audyssey] The future of Blastbay

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread dark
Well said bill. I'd much rather have something with complex mechanics and explorable areas, in however many dimentions, jthan just another action kill fest requiring only the reflex parts of the brain! beware the grue! Dark. - Original Message - From: William L. Houts

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread dark
True about lw, I'm not sure about puppy 1 I'm afraid though, sinse you obviously can't go forward or backwards. Beware the grue! Dark. - Original Message - From: Jim Kitchen j...@kitchensinc.net To: Thomas Ward Gamers@audyssey.org Sent: Sunday, December 27, 2009 2:15 AM Subject:

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread James Dietz
Tom, I look forward to see how you're going to approach a fully 3d game. I'm not sure it can be as viseral as it is for the sighted because 3d sound technology isn't really at a level where it's easy to distinguish whether something is above or below you (unless you have one of those fancy 8.1

Re: [Audyssey] Targiting attacks was: The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Dark, Actually, that is exactly one of the things I intend on upgrading in Mysteries of the Ancients once I complete converting the Genesis Engine to C++. It stands to reason since harpies are flying enemies they should attack from the air and swoop down or fire attacks from the air.

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
Why another rpg though? Isn't that played out? -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of William L. Houts Sent: Saturday, December 26, 2009 8:07 PM To: Gamers Discussion list Subject: Re: [Audyssey] The future of Blastbay

[Audyssey] FPS VS Side-Scrollers was The future of Blastbay Studios

2009-12-26 Thread Thomas Ward
Hi Dark, As I said a lot has to do with experience and personal opinion. You don't feel First Person or Third Person games trump side-scrollers, because you don't share the same experience and enjoyment of those styles of games I have. This debate is similar to the one Che had when he

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
They are boring. We have Tom's game and we had super lium. That if I remember right a side scroller or maybe I am confused. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: Saturday, December 26, 2009 8:45 PM To: Gamers

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
Why does a first person game have to be all about kill? Why can't it be more than just that? There is extremely narrow sighted in my opinion. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: Saturday, December 26, 2009 8:49

Re: [Audyssey] The future of Blastbay Studios

2009-12-26 Thread mike maslo
We need first person games. I wish Thomas would have followed through with his first intent in making it such. However now that it is a true side scroller we have to wait for a new game which demonstrates all of the possibilities. -Original Message- From: gamers-boun...@audyssey.org

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