Re: [Audyssey] Games from APH?
Hi Dark, Yeah, Kathy the umpire in my baseball game got us tickets to see Michael Reiss do a stand up. She also got us the tickets to lunch and chat with him first. It was pretty darn cool that he sat next to me for the lunch and chat. I told him about my games and that I was working on Homer on a Harley. BTW He said that they did not know it at the time, but that there is a Shelbyville just north of Springfield Illinois. BFN Jim The capitol of Montana is not Hanna. Bart Simpson on black board. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Games from APH?
Hi Jacob, Wow, cool. I need one of those Homer Simpson bottle openers. I've got a Homer Simpson pizza cutter that says several different things. Was bought a dancing Homer, have the entire Simpsons family and just allot of stuff that either I have bought or has been bought for me. Lots of clothes like shirt with Bart saying eat my shorts etc etc. BFN Jim Forget the Joneses I can't keep up with The Simpsons j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game Engines was Heli
Hi Philip, Yeah, I do see what you mean. For one thing we have taken two completely different approaches to the same thing. Both have advantages and disadvantages. For example, as I understand BGT what you have done is basically written a piece of middleware that wraps DirectSound, DirectInput, Sapi, ENet, etc and then registered the functionality of BGT with Angelscript allowing someone to script a game in Angelscript and depend on your middleware to handle all the low level stuff like input, speech output, sound, networking, and various other things you have built into BGT. Am I right? Well, my approach is quite a bit different. As I mentioned before originally when I wrote Genesis 3D, AKA G3D.dll, It was written in C# .NET and wrapped Microsoft's Managed DirectX, Sapi, as well as provided a number of custom .NET classes that provided an API for quick and easy game creation using the various .NET languages like C#, C++, and Visual Basic. However, once I found out that Managed DirectX was buggy and Microsoft's XNA Framework .for .NET is largely inaccessible I decided to port the engine to C++ and use the various APIs directly rather than writing a piece of middleware based on other middle ware like Managed DirectX. The current Genesis engine is written in C++, is fully object oriented, and uses a managed C++ design model. The reason I wrote it as managed code is because in theory I can take the G3D.dll library include it in A C# .NET or VB .NET project import the library and have input, speech, networking, advanced 3d calculations, etc ready to go. All I need to do is initialize the class or classes I wish to use. For example, although Streemway is not managed C++, I have written a managed wrapper for it that I can use in a Visual Basic .NET applike this. ' Import the G3D namespace import G3D ' Declare an audio class object Private audio As Audio ' Initialize audio ' and play a sound Static Sub Main() if audio.InitializeAudio(Window.IsWindowHandle()) == false then ' Show error message Close() End If ' Load and play sound audio.SoundOpen (0, fire.wav) audio.SoundPlay (0, false) End Sub Okay, this is a bit of an over simplification since I left out all of the form initialization code etc but you get the point of how easy it would be for a Visual Basic programmer to include my engine into a standard .NET application and begin using it right away to build games. Where you use something like Angelscript for programming my design is more flexable. I can obviously use C++, since that is the language the engine is written in, but I can also plug it into any .NET language like C# .NET or Visual Basic .NET and use that to build games. This would essentually give the end user a choice of language or languages to use when building games. As a long time .NET developer I happen to know that C# is hundreds of times easier than C++ and is just as good, maybe better, than using something like Angelscript. If someone like Jim Kitchen decided to upgrade to VB .NET rather than using Visual Basic 6 he could in theory use my engine to access DirectSound, DirectInput, Sapi, all via my engine in .NET. So the choice of programming language is certainly one advantage I can see as a plus here. Another advantage is base classes. I have been adding core data classes for a number of common game objects you might encounter. Since the base classes are there you can use inheritence to extend or expand the functionality of the classes without having to rewrite anything. For example, take the player class. It has all of the normal things you would expect to find like health, location, direction, point of view, etc. However, by itself it couldn't be used to create a special character like a wizard. No problem create your own class and inherit the player class like this. import G3D Class Wizard Inherits Player ' Add wizard specific code here End Class This gives a game developer all the primary classes they need to work with, but gives them the flexability to extend the classes and functionality as needed. Not to mention the fact that doing it this way using C++, C#, or VB .NET gives you all the advanced functionality of object oriented design like pollimorphism, inheritance, etc. When I was trying out BGT one of the things I didn't like as it lacked a number of advanced language features I'm personally use to having when programming. Finally, there is he issue of cross-platform support. At this current time I have elected not to port the Genesis engine to Mac OS or to Linux just because of the effort in volved plus I've discovered to do it right I need to use OS specific libraries and toolkits. All the same if I were to create this port it would be a definite advantage over BGT as the same engine could be used on more than one platform. In terms of disadvantages Genesis 3D was designed primarily to target game developers with some programming skills in C++, C#, or VB .NET. This enables someone to
Re: [Audyssey] Angry Birds and Accessibility Standards
Hi, Well done. I really liked the article. You raised some very good points. I guess I hadn't realised no one had drafted a set of standards for game accessibility, but I guess that's not too surprising. Definitely something to think about. Cheers! On 1/26/11, Kwasi Mensah kwasi.men...@ananseproductions.com wrote: Hey everyone, My company, which is currently working on a blind accessible iphone game, has a new blog post on apply accessibility standards the popular mobile game Angry Birds. You can read it at: http://www.ananseproductions.com/angry-birds-and-accessibility-standards/ Enjoy and Thanks for any feedback! Kwasi -- -- Founder, Ananse Productions www.ananseproductions.com Games for the Rest of US --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game Engines was Heli
The one thing I really have liked about angel script is how similar it is to other languages. I switched over to BGT from vb6. It was a bit of a hassle at first, but after about 4 months with it I became very fluent. Around that time, I had to start doing some PHP work for my job, and I'm finding that the syntax between angelscript and php has some similarities which has made jumping between the languages much simpler. If I had the option to keep going in vb.net I wouldn't have challenged myself and learned something knew which would not only help my games, but my work as well. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Thursday, January 27, 2011 5:06 AM To: Philip Bennefall; Gamers Discussion list Subject: Re: [Audyssey] Game Engines was Heli Hi Philip, Yeah, I do see what you mean. For one thing we have taken two completely different approaches to the same thing. Both have advantages and disadvantages. For example, as I understand BGT what you have done is basically written a piece of middleware that wraps DirectSound, DirectInput, Sapi, ENet, etc and then registered the functionality of BGT with Angelscript allowing someone to script a game in Angelscript and depend on your middleware to handle all the low level stuff like input, speech output, sound, networking, and various other things you have built into BGT. Am I right? Well, my approach is quite a bit different. As I mentioned before originally when I wrote Genesis 3D, AKA G3D.dll, It was written in C# .NET and wrapped Microsoft's Managed DirectX, Sapi, as well as provided a number of custom .NET classes that provided an API for quick and easy game creation using the various .NET languages like C#, C++, and Visual Basic. However, once I found out that Managed DirectX was buggy and Microsoft's XNA Framework .for .NET is largely inaccessible I decided to port the engine to C++ and use the various APIs directly rather than writing a piece of middleware based on other middle ware like Managed DirectX. The current Genesis engine is written in C++, is fully object oriented, and uses a managed C++ design model. The reason I wrote it as managed code is because in theory I can take the G3D.dll library include it in A C# .NET or VB .NET project import the library and have input, speech, networking, advanced 3d calculations, etc ready to go. All I need to do is initialize the class or classes I wish to use. For example, although Streemway is not managed C++, I have written a managed wrapper for it that I can use in a Visual Basic .NET applike this. ' Import the G3D namespace import G3D ' Declare an audio class object Private audio As Audio ' Initialize audio ' and play a sound Static Sub Main() if audio.InitializeAudio(Window.IsWindowHandle()) == false then ' Show error message Close() End If ' Load and play sound audio.SoundOpen (0, fire.wav) audio.SoundPlay (0, false) End Sub Okay, this is a bit of an over simplification since I left out all of the form initialization code etc but you get the point of how easy it would be for a Visual Basic programmer to include my engine into a standard .NET application and begin using it right away to build games. Where you use something like Angelscript for programming my design is more flexable. I can obviously use C++, since that is the language the engine is written in, but I can also plug it into any .NET language like C# .NET or Visual Basic .NET and use that to build games. This would essentually give the end user a choice of language or languages to use when building games. As a long time .NET developer I happen to know that C# is hundreds of times easier than C++ and is just as good, maybe better, than using something like Angelscript. If someone like Jim Kitchen decided to upgrade to VB .NET rather than using Visual Basic 6 he could in theory use my engine to access DirectSound, DirectInput, Sapi, all via my engine in .NET. So the choice of programming language is certainly one advantage I can see as a plus here. Another advantage is base classes. I have been adding core data classes for a number of common game objects you might encounter. Since the base classes are there you can use inheritence to extend or expand the functionality of the classes without having to rewrite anything. For example, take the player class. It has all of the normal things you would expect to find like health, location, direction, point of view, etc. However, by itself it couldn't be used to create a special character like a wizard. No problem create your own class and inherit the player class like this. import G3D Class Wizard Inherits Player ' Add wizard specific code here End Class This gives a game developer all the primary classes they need to work with, but gives them the flexability to extend the classes and functionality as needed. Not to mention the fact that doing it this way using C++, C#, or VB .NET
[Audyssey] Homer Simpson Talking Beer Opener
Hi Jim, Homer Simpson Talking Beer Opener. Hear Homer Simpson go crazy when he doesnt get his beer! No buttons to push. Automatic sound. Fun and functional The perfect gift for any Simpsons fan Batteries included! Officially licensed Hear Homer enjoying a beer! And his reaction when he takes a drink! Retail Price: $18.95 Our Price: $8.95 http://www.talkingbottleopener.net/homerbeeropener/index.htm - Original Message - From: Jim Kitchen j...@kitchensinc.net To: Jacob Kruger Gamers@audyssey.org Sent: Thursday, January 27, 2011 4:58 AM Subject: Re: [Audyssey] Games from APH? Hi Jacob, Wow, cool. I need one of those Homer Simpson bottle openers. I've got a Homer Simpson pizza cutter that says several different things. Was bought a dancing Homer, have the entire Simpsons family and just allot of stuff that either I have bought or has been bought for me. Lots of clothes like shirt with Bart saying eat my shorts etc etc. BFN Jim --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mvc 3 recording
Well, if it was designed for us, half the world would have to be blind. Especially where Marvel is concerned; they wouldn't just let their characters in a game that'll go to a small market. Orin orin8...@gmail.com Twitter: http://www.twitter.com/orinks Skype: orin1112 On Jan 27, 2011, at 2:26 AM, Clement Chou wrote: Marvel VS. Capcom 3 and street Fighter 4 are two completely different enteties... SF 4 does not have narrated character selection. And in Marvel VS. Capcom's case, the character selection screen is the only place you get speech feedback. Sorry folks... this gimmic was not designed for us. At 11:13 PM 26/01/2011, you wrote: hmmm well this new streetfighter, I think its sf4 is it? sounds good. if all the options on the pc version speak like this and I can get the moves then hmmm. At 06:40 p.m. 27/01/2011, you wrote: Okay. So although I don't have the game yet... here's another vid from youtube of this amazing gem of a fighter.http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3 This is the vdeio footage taken from an event earlier this month... and the the match is between trophy-club and a top player from the states who goes by the alius Marn. The character names are the names of the teams they're using... and good news for all who are worried about learning selection screens, characters are announced when you select them! Enjoy... comments are welcome. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game Engines was Heli
Hi Thomas, Yes, I can see where you are coming from in terms of flexibility of languages. BGT could also be made into a dll relatively easily, but I have not yet had a lot of requests for this and since I am comfortable with C++ syntax for my own development, AngelScript was a good choice for me. AngelScript does support polymorphism through something called interfaces, as well as normal single inheritance. I primarily wrote BGT for my own use, and I wanted an all in one solution that was portable and that I could take with me on a flash drive for example with no complicated installations. Code::Blocks and Visual Studio are horrible to install, if you ask me. BGT can be taken anywhere, and you can run your scripts even without actually installing the engine; it works perfectly if distributed in a zip file on a USB memory stick. This is one of the advantages I can see with a dedicated solution rather than a piece of middleware, though as we have already established both of these have their advantages and disadvantages. Kind regards, Philip Bennefall - Original Message - From: Thomas Ward thomasward1...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 12:05 PM Subject: Re: [Audyssey] Game Engines was Heli Hi Philip, Yeah, I do see what you mean. For one thing we have taken two completely different approaches to the same thing. Both have advantages and disadvantages. For example, as I understand BGT what you have done is basically written a piece of middleware that wraps DirectSound, DirectInput, Sapi, ENet, etc and then registered the functionality of BGT with Angelscript allowing someone to script a game in Angelscript and depend on your middleware to handle all the low level stuff like input, speech output, sound, networking, and various other things you have built into BGT. Am I right? Well, my approach is quite a bit different. As I mentioned before originally when I wrote Genesis 3D, AKA G3D.dll, It was written in C# .NET and wrapped Microsoft's Managed DirectX, Sapi, as well as provided a number of custom .NET classes that provided an API for quick and easy game creation using the various .NET languages like C#, C++, and Visual Basic. However, once I found out that Managed DirectX was buggy and Microsoft's XNA Framework .for .NET is largely inaccessible I decided to port the engine to C++ and use the various APIs directly rather than writing a piece of middleware based on other middle ware like Managed DirectX. The current Genesis engine is written in C++, is fully object oriented, and uses a managed C++ design model. The reason I wrote it as managed code is because in theory I can take the G3D.dll library include it in A C# .NET or VB .NET project import the library and have input, speech, networking, advanced 3d calculations, etc ready to go. All I need to do is initialize the class or classes I wish to use. For example, although Streemway is not managed C++, I have written a managed wrapper for it that I can use in a Visual Basic .NET applike this. ' Import the G3D namespace import G3D ' Declare an audio class object Private audio As Audio ' Initialize audio ' and play a sound Static Sub Main() if audio.InitializeAudio(Window.IsWindowHandle()) == false then ' Show error message Close() End If ' Load and play sound audio.SoundOpen (0, fire.wav) audio.SoundPlay (0, false) End Sub Okay, this is a bit of an over simplification since I left out all of the form initialization code etc but you get the point of how easy it would be for a Visual Basic programmer to include my engine into a standard .NET application and begin using it right away to build games. Where you use something like Angelscript for programming my design is more flexable. I can obviously use C++, since that is the language the engine is written in, but I can also plug it into any .NET language like C# .NET or Visual Basic .NET and use that to build games. This would essentually give the end user a choice of language or languages to use when building games. As a long time .NET developer I happen to know that C# is hundreds of times easier than C++ and is just as good, maybe better, than using something like Angelscript. If someone like Jim Kitchen decided to upgrade to VB .NET rather than using Visual Basic 6 he could in theory use my engine to access DirectSound, DirectInput, Sapi, all via my engine in .NET. So the choice of programming language is certainly one advantage I can see as a plus here. Another advantage is base classes. I have been adding core data classes for a number of common game objects you might encounter. Since the base classes are there you can use inheritence to extend or expand the functionality of the classes without having to rewrite anything. For example, take the player class. It has all of the normal things you would expect to find like health, location, direction, point of view, etc. However, by
Re: [Audyssey] Game Engines was Heli
Hi Philip, Hmmm...Well, my opinion here was pretty much based on viewing the BGT documentation and a brief glance at the Angelscript docs. It just seamed while Angelscript is powerful as a scripting language it seamed to me to be somewhat limited compared to a full blown programming language in some respects. However, in an engine like BGT it doesn't have to be a full blown programming language to get the job done. As for Visual Studio, Codeblocks, etc you are absolutely right. Besides having to install the IDES, which is a pain in the butt by themselves, there are all the various SDKs you need like the .NET Framework or the Windows Platform SDK. Either one of those will eat a huge chunk of your hard drive space in and of themselves. That's one reason I decided to create G3D as a dll file. Once I get it stable and ready for redistirbution other than general upgrades most of the time i won't nneed the Windos Platform SDK, DirectX SDK, or any of that since my library will handle that stuff for me. However, there are advantages to something like BGT that can fit on a thunb drive without any external compilers, IDES, etc. hard to say which I like better. Smile. On 1/27/11, Philip Bennefall phi...@blastbay.com wrote: Hi Thomas, Yes, I can see where you are coming from in terms of flexibility of languages. BGT could also be made into a dll relatively easily, but I have not yet had a lot of requests for this and since I am comfortable with C++ syntax for my own development, AngelScript was a good choice for me. AngelScript does support polymorphism through something called interfaces, as well as normal single inheritance. I primarily wrote BGT for my own use, and I wanted an all in one solution that was portable and that I could take with me on a flash drive for example with no complicated installations. Code::Blocks and Visual Studio are horrible to install, if you ask me. BGT can be taken anywhere, and you can run your scripts even without actually installing the engine; it works perfectly if distributed in a zip file on a USB memory stick. This is one of the advantages I can see with a dedicated solution rather than a piece of middleware, though as we have already established both of these have their advantages and disadvantages. Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game Engines was Heli
Hi Liam, Well, that is one of the main reasons I generally tell new programmers to try a language like Java, C#, C++, etc that use a c-style syntax and programming methodology. What you learn from one can most generally be applied to another programming language. For example, when I started learning C-Sharp in 2003 I was already quite familiar with Java and C++. With my previous experience and training it made learning C-Sharp a snap because C-Sharp is extremely similar to Java in some respects. Were I a Visual Basic 6 programmer the transition would have been much more difficult since Visual Basic and C-Sharp had little in common. With Angelscript, as you pointed out, it does use a c-style syntax and methodology. Coming from a Visual Basic background the learning curve is steeper. However, if you learn Angelscript a lot of the syntax and so on will carry over to Java, C-Sharp, C++, Perl, Flash, and so on making your transition easier in the long run. Cheers! On 1/27/11, Liam Erven liamer...@gmail.com wrote: The one thing I really have liked about angel script is how similar it is to other languages. I switched over to BGT from vb6. It was a bit of a hassle at first, but after about 4 months with it I became very fluent. Around that time, I had to start doing some PHP work for my job, and I'm finding that the syntax between angelscript and php has some similarities which has made jumping between the languages much simpler. If I had the option to keep going in vb.net I wouldn't have challenged myself and learned something knew which would not only help my games, but my work as well. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Homer Simpson Talking Beer Opener
Oh my, what will they invent next!? Phil how's about a whole range of talking Peeves items for the home, including a high-powered electric kettle, which if a burgler comes to your door will quite scream Attack, attack and get them with boiling water. Smile - Original Message - From: Phil Vlasak p...@pcsgames.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 12:27 PM Subject: [Audyssey] Homer Simpson Talking Beer Opener Hi Jim, Homer Simpson Talking Beer Opener. Hear Homer Simpson go crazy when he doesnt get his beer! No buttons to push. Automatic sound. Fun and functional The perfect gift for any Simpsons fan Batteries included! Officially licensed Hear Homer enjoying a beer! And his reaction when he takes a drink! Retail Price: $18.95 Our Price: $8.95 http://www.talkingbottleopener.net/homerbeeropener/index.htm - Original Message - From: Jim Kitchen j...@kitchensinc.net To: Jacob Kruger Gamers@audyssey.org Sent: Thursday, January 27, 2011 4:58 AM Subject: Re: [Audyssey] Games from APH? Hi Jacob, Wow, cool. I need one of those Homer Simpson bottle openers. I've got a Homer Simpson pizza cutter that says several different things. Was bought a dancing Homer, have the entire Simpsons family and just allot of stuff that either I have bought or has been bought for me. Lots of clothes like shirt with Bart saying eat my shorts etc etc. BFN Jim --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game Engines was Heli
Hi Thomas, I don't know when you last viewed the BGT documentation but until fairly recently, the more advanced object oriented parts of the language were not covered at all in the tutorial. AngelScript has inheritance, polymorphism through interfaces, overloaded functions and class operators, and even such things as function pointers. So while not quite a programming language it comes very close while stil being extremely simple, and I would never go back to writing actualg ame logic in C++ again. I'm all for using C++ where speed/performance is concerned, but equally as convinced that high level game logic should be written in a high level language. And since I am not a fan of .net, I ended up using a scripting solution. This way I don't even have to initialize anything, no need to open a device, set up DirectInput or even worry about creating the window or setting up the timer threading model, all this is done behind the scenes for you. Similarly, everything is properly destroyed even if a script exception occurs. Kind regards, Philip Bennefall - Original Message - From: Thomas Ward thomasward1...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 4:42 PM Subject: Re: [Audyssey] Game Engines was Heli Hi Philip, Hmmm...Well, my opinion here was pretty much based on viewing the BGT documentation and a brief glance at the Angelscript docs. It just seamed while Angelscript is powerful as a scripting language it seamed to me to be somewhat limited compared to a full blown programming language in some respects. However, in an engine like BGT it doesn't have to be a full blown programming language to get the job done. As for Visual Studio, Codeblocks, etc you are absolutely right. Besides having to install the IDES, which is a pain in the butt by themselves, there are all the various SDKs you need like the .NET Framework or the Windows Platform SDK. Either one of those will eat a huge chunk of your hard drive space in and of themselves. That's one reason I decided to create G3D as a dll file. Once I get it stable and ready for redistirbution other than general upgrades most of the time i won't nneed the Windos Platform SDK, DirectX SDK, or any of that since my library will handle that stuff for me. However, there are advantages to something like BGT that can fit on a thunb drive without any external compilers, IDES, etc. hard to say which I like better. Smile. On 1/27/11, Philip Bennefall phi...@blastbay.com wrote: Hi Thomas, Yes, I can see where you are coming from in terms of flexibility of languages. BGT could also be made into a dll relatively easily, but I have not yet had a lot of requests for this and since I am comfortable with C++ syntax for my own development, AngelScript was a good choice for me. AngelScript does support polymorphism through something called interfaces, as well as normal single inheritance. I primarily wrote BGT for my own use, and I wanted an all in one solution that was portable and that I could take with me on a flash drive for example with no complicated installations. Code::Blocks and Visual Studio are horrible to install, if you ask me. BGT can be taken anywhere, and you can run your scripts even without actually installing the engine; it works perfectly if distributed in a zip file on a USB memory stick. This is one of the advantages I can see with a dedicated solution rather than a piece of middleware, though as we have already established both of these have their advantages and disadvantages. Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] my feedback re: MOTA Last Minute Comments
Hi Nicol, Nicol wrote: Yes I agree, it will fit the story line if monsters and items are not random. In shades of doom, monsters and items are never random. My reply: Actually, in Shades of Doom enemy monsters and items are randomly placed around the level. The monsters and items don't usually show up in the same room from game to game. There are, however, a few exceptions to this rule like the mutant human with the semi-automatic in the elevator room, the blob in the toilet, the blob in the packing crate, etc that are not randomly placed. I suppose if I updated my random placement code to work like Shades of Doom does there wouldn't be a problem with it. Nicol wrote: As for arcade mode or not, I personally feel the game should have at least 3 lives. When I played games like pack man, Mario brothers and load runner on a gaming console as a child with the assistance of sighted friends, these games all had more than one life. My reply: Well, the reason the classic platform games like those you mentioned above had three or more lives is do to hardware restrictions. There was no hard drive, thumb drive, or anything else to save games to so they gave you multiple lives instead of the ability to save checkpoints. In a lot of modern games instead of a save menu or multiple lives they have automatic checkpoints. If you die you are given the option to reload from your last saved checkpoint. This doesn't make it any easier because it just gives you more chances to try and get past a certain trap, enemy, etc that you might be stuck on. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mvc 3 recording
Didn't mean the gtame itself. lol. I meant characters getting announced when you select them... At 04:32 AM 27/01/2011, you wrote: Well, if it was designed for us, half the world would have to be blind. Especially where Marvel is concerned; they wouldn't just let their characters in a game that'll go to a small market. Orin orin8...@gmail.com Twitter: http://www.twitter.com/orinks Skype: orin1112 On Jan 27, 2011, at 2:26 AM, Clement Chou wrote: Marvel VS. Capcom 3 and street Fighter 4 are two completely different enteties... SF 4 does not have narrated character selection. And in Marvel VS. Capcom's case, the character selection screen is the only place you get speech feedback. Sorry folks... this gimmic was not designed for us. At 11:13 PM 26/01/2011, you wrote: hmmm well this new streetfighter, I think its sf4 is it? sounds good. if all the options on the pc version speak like this and I can get the moves then hmmm. At 06:40 p.m. 27/01/2011, you wrote: Okay. So although I don't have the game yet... here's another vid from youtube of this amazing gem of a fighter.http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3 This is the vdeio footage taken from an event earlier this month... and the the match is between trophy-club and a top player from the states who goes by the alius Marn. The character names are the names of the teams they're using... and good news for all who are worried about learning selection screens, characters are announced when you select them! Enjoy... comments are welcome. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Angry Birds and Accessibility Standards
Loved it. - Original Message - From: Kwasi Mensah kwasi.men...@ananseproductions.com To: gamers@audyssey.org Sent: Wednesday, January 26, 2011 3:14 PM Subject: [Audyssey] Angry Birds and Accessibility Standards Hey everyone, My company, which is currently working on a blind accessible iphone game, has a new blog post on apply accessibility standards the popular mobile game Angry Birds. You can read it at: http://www.ananseproductions.com/angry-birds-and-accessibility-standards/ Enjoy and Thanks for any feedback! Kwasi -- -- Founder, Ananse Productions www.ananseproductions.com Games for the Rest of US --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mvc 3 recording
Can't seem to download the thing. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 5:24 PM Subject: Re: [Audyssey] mvc 3 recording Didn't mean the gtame itself. lol. I meant characters getting announced when you select them... At 04:32 AM 27/01/2011, you wrote: Well, if it was designed for us, half the world would have to be blind. Especially where Marvel is concerned; they wouldn't just let their characters in a game that'll go to a small market. Orin orin8...@gmail.com Twitter: http://www.twitter.com/orinks Skype: orin1112 On Jan 27, 2011, at 2:26 AM, Clement Chou wrote: Marvel VS. Capcom 3 and street Fighter 4 are two completely different enteties... SF 4 does not have narrated character selection. And in Marvel VS. Capcom's case, the character selection screen is the only place you get speech feedback. Sorry folks... this gimmic was not designed for us. At 11:13 PM 26/01/2011, you wrote: hmmm well this new streetfighter, I think its sf4 is it? sounds good. if all the options on the pc version speak like this and I can get the moves then hmmm. At 06:40 p.m. 27/01/2011, you wrote: Okay. So although I don't have the game yet... here's another vid from youtube of this amazing gem of a fighter.http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3 This is the vdeio footage taken from an event earlier this month... and the the match is between trophy-club and a top player from the states who goes by the alius Marn. The character names are the names of the teams they're using... and good news for all who are worried about learning selection screens, characters are announced when you select them! Enjoy... comments are welcome. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] RSW strategy game
Hi, 2 Things. First, is this game about phelosiphy and RS? Second, I have know idea about your talking about. What is the game about exactly? - Original Message - From: Zachary Kline zkl...@speedpost.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 3:57 AM Subject: Re: [Audyssey] RSW strategy game Hello, I've just signed up for my first game. I'm eager to see how it turns out, and will pass along any accessibility suggestions if I feel they're warranted. This sort of game is right up my alley, so I'm looking forward to the challenge. Out of interest, how did you stumble upon this list? It's rare for sighted people to pop up out of the woodwork, as it were. All the best, Zack. On Jan 26, 2011, at 12:34 PM, David Rose wrote: Greetings gamers, I'm the developer of RSW, an independent multiplayer strategy game. It's an homage to the classic play-by-mail games of the 1970's and 1980's, and it can still be played exactly as those games were played (though by email instead of postal mail). I develop this game in my free time, just because it makes me happy to do so. Although it wasn't specifically designed for the visually impaired, the fact that it retains the classic text-based interface makes it perfectly suited to allow visually-impaired players to compete equally with the sighted. (There is also a modern graphical client for those who prefer accessing the game in that way, but the game is fully functional via old-school turn reports and order sheets.) As a game, RSW isn't for everyone, but for detail-oriented people it can be very thrilling. It's turn-based, with turn times highly configurable and typically ranging from three to seven days per turn. Successful gameplay involves a lot of communication with other players; diplomacy and interaction are very important elements of the game (though there are also game variants that eliminate this communication). The game population is fairly small right now--about 10-20 active players--but I'm trying to spread the word and grow the player base, which will hopefully lead to more exciting games for everyone. If you think you might be interested, I'd love for you to check it out! Also, I'd love to know if there are problems accessing the website or the email interface. You can visit the website at http://rswgame.com , or if you prefer using email, send an email message with just the word hello in the body of the message (not the subject) to r...@rswgame.com . Thanks! David --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Angry Birds and Accessibility Standards
quite nice. Out of curiosity, what will your game be about? - Original Message - From: Kwasi Mensah kwasi.men...@ananseproductions.com To: gamers@audyssey.org Sent: Wednesday, January 26, 2011 4:14 PM Subject: [Audyssey] Angry Birds and Accessibility Standards Hey everyone, My company, which is currently working on a blind accessible iphone game, has a new blog post on apply accessibility standards the popular mobile game Angry Birds. You can read it at: http://www.ananseproductions.com/angry-birds-and-accessibility-standards/ Enjoy and Thanks for any feedback! Kwasi -- -- Founder, Ananse Productions www.ananseproductions.com Games for the Rest of US --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. __ Information from ESET Smart Security, version of virus signature database 5266 (20100709) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 5266 (20100709) __ The message was checked by ESET Smart Security. 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 subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] mvc 3 recording
Here's the link again... it should work. http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3 At 10:21 AM 27/01/2011, you wrote: Can't seem to download the thing. - Original Message - From: Clement Chou chou.clem...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 5:24 PM Subject: Re: [Audyssey] mvc 3 recording Didn't mean the gtame itself. lol. I meant characters getting announced when you select them... At 04:32 AM 27/01/2011, you wrote: Well, if it was designed for us, half the world would have to be blind. Especially where Marvel is concerned; they wouldn't just let their characters in a game that'll go to a small market. Orin orin8...@gmail.com Twitter: http://www.twitter.com/orinks Skype: orin1112 On Jan 27, 2011, at 2:26 AM, Clement Chou wrote: Marvel VS. Capcom 3 and street Fighter 4 are two completely different enteties... SF 4 does not have narrated character selection. And in Marvel VS. Capcom's case, the character selection screen is the only place you get speech feedback. Sorry folks... this gimmic was not designed for us. At 11:13 PM 26/01/2011, you wrote: hmmm well this new streetfighter, I think its sf4 is it? sounds good. if all the options on the pc version speak like this and I can get the moves then hmmm. At 06:40 p.m. 27/01/2011, you wrote: Okay. So although I don't have the game yet... here's another vid from youtube of this amazing gem of a fighter.http://dl.dropbox.com/u/3394499/MvC3%20at%20CES%202011%20-%20TrophyClub%28MODOK_Ammy_Morri%29%20vs%20Marn%28Zero_Viper_Dante_Doom%29.mp3 This is the vdeio footage taken from an event earlier this month... and the the match is between trophy-club and a top player from the states who goes by the alius Marn. The character names are the names of the teams they're using... and good news for all who are worried about learning selection screens, characters are announced when you select them! Enjoy... comments are welcome. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to
Re: [Audyssey] RSW strategy game
Hi, How does one base a game off of philosophy? And what is RS? Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Shiny protector Sent: Thursday, January 27, 2011 12:26 PM To: Gamers Discussion list Subject: Re: [Audyssey] RSW strategy game Hi, 2 Things. First, is this game about phelosiphy and RS? Second, I have know idea about your talking about. What is the game about exactly? - Original Message - From: Zachary Kline zkl...@speedpost.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 3:57 AM Subject: Re: [Audyssey] RSW strategy game Hello, I've just signed up for my first game. I'm eager to see how it turns out, and will pass along any accessibility suggestions if I feel they're warranted. This sort of game is right up my alley, so I'm looking forward to the challenge. Out of interest, how did you stumble upon this list? It's rare for sighted people to pop up out of the woodwork, as it were. All the best, Zack. On Jan 26, 2011, at 12:34 PM, David Rose wrote: Greetings gamers, I'm the developer of RSW, an independent multiplayer strategy game. It's an homage to the classic play-by-mail games of the 1970's and 1980's, and it can still be played exactly as those games were played (though by email instead of postal mail). I develop this game in my free time, just because it makes me happy to do so. Although it wasn't specifically designed for the visually impaired, the fact that it retains the classic text-based interface makes it perfectly suited to allow visually-impaired players to compete equally with the sighted. (There is also a modern graphical client for those who prefer accessing the game in that way, but the game is fully functional via old-school turn reports and order sheets.) As a game, RSW isn't for everyone, but for detail-oriented people it can be very thrilling. It's turn-based, with turn times highly configurable and typically ranging from three to seven days per turn. Successful gameplay involves a lot of communication with other players; diplomacy and interaction are very important elements of the game (though there are also game variants that eliminate this communication). The game population is fairly small right now--about 10-20 active players--but I'm trying to spread the word and grow the player base, which will hopefully lead to more exciting games for everyone. If you think you might be interested, I'd love for you to check it out! Also, I'd love to know if there are problems accessing the website or the email interface. You can visit the website at http://rswgame.com , or if you prefer using email, send an email message with just the word hello in the body of the message (not the subject) to r...@rswgame.com . Thanks! David --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game Engines was Heli
HI Phillip, Ah...so C++ does not have interfaces? Is there a similar concept there? Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall Sent: Thursday, January 27, 2011 10:09 AM To: Gamers Discussion list Subject: Re: [Audyssey] Game Engines was Heli Hi Thomas, I don't know when you last viewed the BGT documentation but until fairly recently, the more advanced object oriented parts of the language were not covered at all in the tutorial. AngelScript has inheritance, polymorphism through interfaces, overloaded functions and class operators, and even such things as function pointers. So while not quite a programming language it comes very close while stil being extremely simple, and I would never go back to writing actualg ame logic in C++ again. I'm all for using C++ where speed/performance is concerned, but equally as convinced that high level game logic should be written in a high level language. And since I am not a fan of .net, I ended up using a scripting solution. This way I don't even have to initialize anything, no need to open a device, set up DirectInput or even worry about creating the window or setting up the timer threading model, all this is done behind the scenes for you. Similarly, everything is properly destroyed even if a script exception occurs. Kind regards, Philip Bennefall - Original Message - From: Thomas Ward thomasward1...@gmail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 4:42 PM Subject: Re: [Audyssey] Game Engines was Heli Hi Philip, Hmmm...Well, my opinion here was pretty much based on viewing the BGT documentation and a brief glance at the Angelscript docs. It just seamed while Angelscript is powerful as a scripting language it seamed to me to be somewhat limited compared to a full blown programming language in some respects. However, in an engine like BGT it doesn't have to be a full blown programming language to get the job done. As for Visual Studio, Codeblocks, etc you are absolutely right. Besides having to install the IDES, which is a pain in the butt by themselves, there are all the various SDKs you need like the .NET Framework or the Windows Platform SDK. Either one of those will eat a huge chunk of your hard drive space in and of themselves. That's one reason I decided to create G3D as a dll file. Once I get it stable and ready for redistirbution other than general upgrades most of the time i won't nneed the Windos Platform SDK, DirectX SDK, or any of that since my library will handle that stuff for me. However, there are advantages to something like BGT that can fit on a thunb drive without any external compilers, IDES, etc. hard to say which I like better. Smile. On 1/27/11, Philip Bennefall phi...@blastbay.com wrote: Hi Thomas, Yes, I can see where you are coming from in terms of flexibility of languages. BGT could also be made into a dll relatively easily, but I have not yet had a lot of requests for this and since I am comfortable with C++ syntax for my own development, AngelScript was a good choice for me. AngelScript does support polymorphism through something called interfaces, as well as normal single inheritance. I primarily wrote BGT for my own use, and I wanted an all in one solution that was portable and that I could take with me on a flash drive for example with no complicated installations. Code::Blocks and Visual Studio are horrible to install, if you ask me. BGT can be taken anywhere, and you can run your scripts even without actually installing the engine; it works perfectly if distributed in a zip file on a USB memory stick. This is one of the advantages I can see with a dedicated solution rather than a piece of middleware, though as we have already established both of these have their advantages and disadvantages. Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Games from APH?
Hi Jim, Hahaha...still watch those? Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Jim Kitchen Sent: Thursday, January 27, 2011 3:59 AM To: Ken the Crazy Subject: Re: [Audyssey] Games from APH? Hi Ken, Off and on over the years I could just hit the SAP button on my TV and I would get described audio for the Simpsons Sunday night on Cleveland Fox 8. But I no longer get it and I do not even get described audio for the PBS cartoons in the morning. Had always gotten those. Think that it has been since the system went all digital that I no longer get any described audio. frown BFN Jim I didn't do anything--unless I was supposed to. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
Hi,, Well--really Battlezone is just your typical beat-em-up game here. It's not meant to be another MOTA. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of shaun everiss Sent: Sunday, January 16, 2011 10:25 AM To: Gamers Discussion list Subject: Re: [Audyssey] Ideas for a game true. battlezone is nice but, unless you cheat and stuff hmmm. Its playable but a bit unrealistic with the enemies. its good to score stuff but you basically point and click and it runs. Good action but not much else. I'd like also pickups like in mota, treasure and such, I mean you are bound to find items to help you and loot, etc. At 04:47 a.m. 17/01/2011, you wrote: Cool. Side scrollers are fun, though perhaps you could considder looking at a different style or different gameplay emphasis than games like Q9, sinse there are already some of those done with bgt like battlezone. Perhaps for instance making the game have propper vertical movement and something more of a maze layout like Mota (i've wanted to see this in a side scroller for a long while), with maybe some key and door puzles thrown in as well as just fast action enemy blasting. Also, maybe have enemy attacks that it's actually possible to avoid, eg, fireballs to jump or duck, or sword swings to block, rather than just enemy gets close and hits you. Imho we could perhaps do with some more sstrategical audio side scrollers. Beware the grue! Dark. - Original Message - From: Hunter Parker hdpga...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Sunday, January 16, 2011 3:36 PM Subject: Re: [Audyssey] Ideas for a game Hi, I was hoping to use bgt. Regards, Hunter On 1/16/11, Shiny protector muhamme...@googlemail.com wrote: Hi Hunter, 2 things. What program are you going to use for coding? The second thing is well, this may look cool, but anyways. Go to. www.blastbay.com Click on royalty free music, go to film score themes, then find grand adventure. They have some cool music on the grand adventure, and I think hero's quest and frootless Chase would be good. Note. You can't download those music for 2 reasons. 1. Copyrighted. 2. You can't have the music constantly saying preview! However, you could buy these music. I listened to them on Philip's sight, and frootless Chase is my favourite. - Original Message - From: Hunter Parker hdpga...@gmail.com To: gamers@audyssey.org Sent: Sunday, January 16, 2011 3:36 AM Subject: [Audyssey] Ideas for a game Hello, My name is Hunter, and I run a website called hdp games. I am currently working on a game called the haunghted adventure, and I was trying to get some ideas from the list. Heres the storyline in brief detail: You are assuming the role of the main caricter, which is me, Hunter, and your sister, April, was kidnapped by an evil wizard, and taken to this haunghted mansion. The object of the game, is for you to go through different levels, which in all takes you to different places, before you finally get to the mansion, and at the end, fight the wizard, and save April. Obviously, you will come across different ennimies along the way, and of course, you will have to try not to get killed, and fight your way to the end. I hope to have the game released by May 13, 2011. If anyone would like to share some ideas for the game, or would like to help with some coding, voiceover work, or anything that has to do with development of the game, please let me know on the list. I hope to hear from anyone who has great ideas, and I can't wait to release my first game ever! At the age of 17, I never thought I would be making a game for the blind. Just so you know, this game will be free, so you won't have to worry about paying anything. Hope to hear from you soon, and I look forward to hearing from you. Thanks again, and have a great night. Regards, Hunter -- Hdp games, the place to be for free accessible computer games for the blind and visually impaired. hdpga...@gmail.com http://hdpgames.110mb.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 subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list,
Re: [Audyssey] example documentation bgt
Hi Ben, No...no...it's not referring to the void main() line itself; it's referring to something within the function itself. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Ben Sent: Sunday, January 16, 2011 3:55 AM To: 'Philip Bennefall'; 'Gamers Discussion list' Subject: Re: [Audyssey] example documentation bgt It says about the fact that it can't compile void main() but its in the code... -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Philip Bennefall Sent: 27 December 2010 10:23 To: Gamers Discussion list Subject: Re: [Audyssey] example documentation bgt Hi Will, In the tutorial series, three basic types of games are covered. A simple simon game, a space invaders clone, and then the beginnings of an adventure game. But the idea of the tutorials is not to tell you exactly how to make a particular game as then it wouldn't be your own, instead it is to give you some building blocks upon which you can then construct your own concepts and ideas and translate them into code. As for sound resources, there are some listed in the BGT FAQ. Kind regards, Philip Bennefall - Original Message - From: william lomas lomaswill...@googlemail.com To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org Sent: Monday, December 27, 2010 11:20 AM Subject: Re: [Audyssey] example documentation bgt what example games are covered? is there a good resource for sounds you can recommend? On Dec 27, 2010, at 10:01 AM, Philip Bennefall wrote: Hi Will, Since the engine itself will be released on the 31st of December, I don't really see much of a reason to post the documentation in advance when people won't be able to use the functions outlined in it anyway. Just be sure to hit blastbay.com on the 31st and grab the new version then, documentation and all. Kind regards, Philip Bennefall - Original Message - From: william lomas lomaswill...@googlemail.com To: Gamers Discussion list gamers@audyssey.org Sent: Monday, December 27, 2010 10:55 AM Subject: [Audyssey] example documentation bgt hi philip is it possible to see the 1.0 documentation now at all with the examples included of how to make certain games so i can see if it the engine for me at all? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
Hi, Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but side-scrollers can definitely be a lot more advanced as MOTA demonstrates. Beta 17 will introduce a lot more in terms of puzzle solving, both virticle and horizontal movement, dodging attacks such as flying arrows, ducking sword swings, and so on. There are a surprising number of things you can do with a side-scroller to keep it challenging and entertaining. Someone doesn't need to create a first-person style game to add traps, puzzles, more complex levels, and/or a more advanced combat system. If I have one major criticism with most VI side-sscrollers is that movement is usually restricted to the x axis with little to no use of the y axis. In most mainstream games, even your walk along beat-m-ups, there is some use of the y axis. For example, in Batman, the 1989 NES beat-m-up game, there are walls Batman can use to jump over traps and things like that. On the clocktower level Batman can use a wall to help give him enough height and distance to leap over gears and things in his way. In Double Dragon, another classic NES beat-m-up game, there are ladders in the wharehouse level that allows you to get up to platforms and things above the floor where there are thugs waiting to pound you. I remember that level in particular, because I use to love knocking Willy's gunes off the platforms to the concrete floor below. So far we haven't seen any of this in an audio side-scroller, and there is no reason not too. The other major complaint is a lack of advanced combat systems. In Double Dragon, for example, there was a number of moves like a snap kick, reverse kick, and three or four different types of punches. In addition to your own special moves you could duck, jump, and sometimes block enemy attacks. It definitely wasn't as simple as enemy attacks you attack. It was more free style and realistic than that. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
These complex movements would have to use a lot of keystrokes or other means, wouldn't they? I've heard that some gamers complain about the number of keystrokes we have to learn to play some games like Lone Wolf and GTC. Looking at the user's manuals, it seems like a lot. I haven't had that problem once I got familiar with the games, but I think that others have. --- Laughter is the best medicine, so look around, find a dose and take it to heart. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 9:13 PM Subject: Re: [Audyssey] Ideas for a game Hi, Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but side-scrollers can definitely be a lot more advanced as MOTA demonstrates. Beta 17 will introduce a lot more in terms of puzzle solving, both virticle and horizontal movement, dodging attacks such as flying arrows, ducking sword swings, and so on. There are a surprising number of things you can do with a side-scroller to keep it challenging and entertaining. Someone doesn't need to create a first-person style game to add traps, puzzles, more complex levels, and/or a more advanced combat system. If I have one major criticism with most VI side-sscrollers is that movement is usually restricted to the x axis with little to no use of the y axis. In most mainstream games, even your walk along beat-m-ups, there is some use of the y axis. For example, in Batman, the 1989 NES beat-m-up game, there are walls Batman can use to jump over traps and things like that. On the clocktower level Batman can use a wall to help give him enough height and distance to leap over gears and things in his way. In Double Dragon, another classic NES beat-m-up game, there are ladders in the wharehouse level that allows you to get up to platforms and things above the floor where there are thugs waiting to pound you. I remember that level in particular, because I use to love knocking Willy's gunes off the platforms to the concrete floor below. So far we haven't seen any of this in an audio side-scroller, and there is no reason not too. The other major complaint is a lack of advanced combat systems. In Double Dragon, for example, there was a number of moves like a snap kick, reverse kick, and three or four different types of punches. In addition to your own special moves you could duck, jump, and sometimes block enemy attacks. It definitely wasn't as simple as enemy attacks you attack. It was more free style and realistic than that. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Game Engines was Heli
Hi Philip, You definitely have a point. Although, I know C++ fairly well myself I don't like using it as much as something like C# .NET just because its a little too low-level for my liking. As author Jesse Liberty put it in his book Teach Yourself C# .net in 21 Days, going back to C++ is like pulling teeth. He has a very good point as C# .net via the .NET Framework wraps all that low-level stuff in a high-level interface. For example, as you know and I know, a lot of the Windows API functions take Unicode character strings. Well, if you have a lot of anci strings you have to convert them to an unicode wide character string before passing them to the API function. That's a pain in the butt. In .net languages you don't have to worry about that problem because the System::String class can convert between ansci and unicode quite easily. Then, there is the issue of memory management and garbage collection. To be honest the garbage collecter is one of the strong advantages to using .net languages rather than C++. With C++ you are on your own unless you write your own garbage collecter to manage garbage collection in the background. Anyway, I agree with you. For various reasons writing games in C++ is a pain. There is no doubt about that. Using a scripting language like Angelscript or using a .net language as a high-level interface is obviously a much easier solution all things considered. Although, I'm curious to know why you don't like .net. There is a lot i personally like about it, and for Windows programming it makes my life as a programmer much much easier. There is also Mono, a Mac/Linux implamentation of .net, which really makes cross-platform development fairly straight forward for a lot of apps. As for the BGT documentation I can't honestly remember when the last time I looked at them was. It was well before 1.0 came out. Maybe beta 3 or beta 4. Something along that lines. As you said, a lot has changed since then, and I should have looked before saying what I said. Cheers! On 1/27/11, Philip Bennefall phi...@blastbay.com wrote: Hi Thomas, I don't know when you last viewed the BGT documentation but until fairly recently, the more advanced object oriented parts of the language were not covered at all in the tutorial. AngelScript has inheritance, polymorphism through interfaces, overloaded functions and class operators, and even such things as function pointers. So while not quite a programming language it comes very close while stil being extremely simple, and I would never go back to writing actualg ame logic in C++ again. I'm all for using C++ where speed/performance is concerned, but equally as convinced that high level game logic should be written in a high level language. And since I am not a fan of .net, I ended up using a scripting solution. This way I don't even have to initialize anything, no need to open a device, set up DirectInput or even worry about creating the window or setting up the timer threading model, all this is done behind the scenes for you. Similarly, everything is properly destroyed even if a script exception occurs. Kind regards, Philip Bennefall --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
Greetings Thomas. A lot of accessible games which involve combat also never use true collision detection. In many of these games, it's either you're in range and you get hit, or you're out of range and don't. There's no chance of misses, no proper evasion, no combat tactics in general. battle zone, for instance, is literally walk up, destroy space bar until enemy dies, take some damage to health or armour. In most sighted games, combat is much more realistic, with you being able to block attacks, roll, duck, jump/evade, etc. The only games I've seen use collision detection negated the potential of such a system by having a lack luster combat system. Shades of Doom, for instance, uses collision to check for bullet/melee impact, but beyond that, there's no method of tactical defence. It's reasons like that which draw me back to my Playstation all the time. In a game like Dragon Ball Z, for instance, you can parry energy blasts, reflect them, dodge them. You can parry, dodge, evade, and counter almost everything else, too, given proper timing. Maybe once I figure out the logistics of my own project, such a tactical game will, at least for me, be realized. Kai - Original Message - From: Charles Rivard woofer...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 7:27 PM Subject: Re: [Audyssey] Ideas for a game These complex movements would have to use a lot of keystrokes or other means, wouldn't they? I've heard that some gamers complain about the number of keystrokes we have to learn to play some games like Lone Wolf and GTC. Looking at the user's manuals, it seems like a lot. I haven't had that problem once I got familiar with the games, but I think that others have. --- Laughter is the best medicine, so look around, find a dose and take it to heart. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 9:13 PM Subject: Re: [Audyssey] Ideas for a game Hi, Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but side-scrollers can definitely be a lot more advanced as MOTA demonstrates. Beta 17 will introduce a lot more in terms of puzzle solving, both virticle and horizontal movement, dodging attacks such as flying arrows, ducking sword swings, and so on. There are a surprising number of things you can do with a side-scroller to keep it challenging and entertaining. Someone doesn't need to create a first-person style game to add traps, puzzles, more complex levels, and/or a more advanced combat system. If I have one major criticism with most VI side-sscrollers is that movement is usually restricted to the x axis with little to no use of the y axis. In most mainstream games, even your walk along beat-m-ups, there is some use of the y axis. For example, in Batman, the 1989 NES beat-m-up game, there are walls Batman can use to jump over traps and things like that. On the clocktower level Batman can use a wall to help give him enough height and distance to leap over gears and things in his way. In Double Dragon, another classic NES beat-m-up game, there are ladders in the wharehouse level that allows you to get up to platforms and things above the floor where there are thugs waiting to pound you. I remember that level in particular, because I use to love knocking Willy's gunes off the platforms to the concrete floor below. So far we haven't seen any of this in an audio side-scroller, and there is no reason not too. The other major complaint is a lack of advanced combat systems. In Double Dragon, for example, there was a number of moves like a snap kick, reverse kick, and three or four different types of punches. In addition to your own special moves you could duck, jump, and sometimes block enemy attacks. It definitely wasn't as simple as enemy attacks you attack. It was more free style and realistic than that. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __
Re: [Audyssey] Ideas for a game
Hi Charles, Believe it or not, no. The original NES gamepad pretty much was a flat game controller with a directional cross on the left side and two buttons marked A and B on your right. Specials could be performed by pressing the A and B buttons together or pressing the directional cross with one of the buttons. For example, holding the directional cross down would duck attacks. If you pressed button A while pressing the cross down it would fire a low punch to the belly. If you pushed the cross up with the A button it would deliver a Karati chop to the throat. If you pressed the A and B buttons together with the cross up it would perform a flying snap kick to the head. Things like that were always possible with the NES controllers and they didn't have nearly the number of buttons found on most gamepads today. Generally, what I find requires a lot of keys and buttons is speech review commands. Actions like punch, kick, fire, climb, run, etc only use a bare handful of keys or joystick buttons. However, if you want to speak health, oxygen, strength, ammo, or anything else that would normally be shown on sscreen you need to add additional hot keys to speak that info. That's why we have an unusually high number of button and key asignments over the ordinary mainstream game. Cheers! On 1/27/11, Charles Rivard woofer...@sbcglobal.net wrote: These complex movements would have to use a lot of keystrokes or other means, wouldn't they? I've heard that some gamers complain about the number of keystrokes we have to learn to play some games like Lone Wolf and GTC. Looking at the user's manuals, it seems like a lot. I haven't had that problem once I got familiar with the games, but I think that others have. --- Laughter is the best medicine, so look around, find a dose and take it to heart. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
well I was playing a nes emulater with a dragon ball rom. I kept forgetting all the strokes. the combos had a load of keys, control shift asdfhkji and ptwz and something else. I forget but there is like a 6 key combo to press for each combo at the right time. my brother got it but I kept forgetting the keys. At 05:38 p.m. 28/01/2011, you wrote: Hi Charles, Believe it or not, no. The original NES gamepad pretty much was a flat game controller with a directional cross on the left side and two buttons marked A and B on your right. Specials could be performed by pressing the A and B buttons together or pressing the directional cross with one of the buttons. For example, holding the directional cross down would duck attacks. If you pressed button A while pressing the cross down it would fire a low punch to the belly. If you pushed the cross up with the A button it would deliver a Karati chop to the throat. If you pressed the A and B buttons together with the cross up it would perform a flying snap kick to the head. Things like that were always possible with the NES controllers and they didn't have nearly the number of buttons found on most gamepads today. Generally, what I find requires a lot of keys and buttons is speech review commands. Actions like punch, kick, fire, climb, run, etc only use a bare handful of keys or joystick buttons. However, if you want to speak health, oxygen, strength, ammo, or anything else that would normally be shown on sscreen you need to add additional hot keys to speak that info. That's why we have an unusually high number of button and key asignments over the ordinary mainstream game. Cheers! On 1/27/11, Charles Rivard woofer...@sbcglobal.net wrote: These complex movements would have to use a lot of keystrokes or other means, wouldn't they? I've heard that some gamers complain about the number of keystrokes we have to learn to play some games like Lone Wolf and GTC. Looking at the user's manuals, it seems like a lot. I haven't had that problem once I got familiar with the games, but I think that others have. --- Laughter is the best medicine, so look around, find a dose and take it to heart. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
Hi Kai, That's one of the things I hope to balance out in MOTA if I can. As you know the G3D engine does use collision detection and you can duck and jump to avoid attacks which is closer to the mainstream evasion tactics seen on mainstream games. Problem is that it isn't as good as it could be. This is a technical limitation on my part rather than any desire to foresake such tactics. I hope to get this working because blocking and avoiding attacks is very much a part of mainstream gaming I personally want to see implamented in VI games. Especially, my own. Smile. On 1/27/11, Kai kaixi...@sbcglobal.net wrote: Greetings Thomas. A lot of accessible games which involve combat also never use true collision detection. In many of these games, it's either you're in range and you get hit, or you're out of range and don't. There's no chance of misses, no proper evasion, no combat tactics in general. battle zone, for instance, is literally walk up, destroy space bar until enemy dies, take some damage to health or armour. In most sighted games, combat is much more realistic, with you being able to block attacks, roll, duck, jump/evade, etc. The only games I've seen use collision detection negated the potential of such a system by having a lack luster combat system. Shades of Doom, for instance, uses collision to check for bullet/melee impact, but beyond that, there's no method of tactical defence. It's reasons like that which draw me back to my Playstation all the time. In a game like Dragon Ball Z, for instance, you can parry energy blasts, reflect them, dodge them. You can parry, dodge, evade, and counter almost everything else, too, given proper timing. Maybe once I figure out the logistics of my own project, such a tactical game will, at least for me, be realized. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
Hi Shaun, Hmmm...that's odd. Most of the NES games I played were very very simple in terms of combos and specials. Most could easily be translated to the keyboard with very few keys used. For example, alt+up for an upper cut and alt+down for a punch to the gut. I really don't know why your emulator used so many keys. Cheers! On 1/27/11, shaun everiss sm.ever...@gmail.com wrote: well I was playing a nes emulater with a dragon ball rom. I kept forgetting all the strokes. the combos had a load of keys, control shift asdfhkji and ptwz and something else. I forget but there is like a 6 key combo to press for each combo at the right time. my brother got it but I kept forgetting the keys. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
Monkey Business had some of that. You could climb vines, then swing over to a platform. Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 10:13 PM Subject: Re: [Audyssey] Ideas for a game Hi, Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but side-scrollers can definitely be a lot more advanced as MOTA demonstrates. Beta 17 will introduce a lot more in terms of puzzle solving, both virticle and horizontal movement, dodging attacks such as flying arrows, ducking sword swings, and so on. There are a surprising number of things you can do with a side-scroller to keep it challenging and entertaining. Someone doesn't need to create a first-person style game to add traps, puzzles, more complex levels, and/or a more advanced combat system. If I have one major criticism with most VI side-sscrollers is that movement is usually restricted to the x axis with little to no use of the y axis. In most mainstream games, even your walk along beat-m-ups, there is some use of the y axis. For example, in Batman, the 1989 NES beat-m-up game, there are walls Batman can use to jump over traps and things like that. On the clocktower level Batman can use a wall to help give him enough height and distance to leap over gears and things in his way. In Double Dragon, another classic NES beat-m-up game, there are ladders in the wharehouse level that allows you to get up to platforms and things above the floor where there are thugs waiting to pound you. I remember that level in particular, because I use to love knocking Willy's gunes off the platforms to the concrete floor below. So far we haven't seen any of this in an audio side-scroller, and there is no reason not too. The other major complaint is a lack of advanced combat systems. In Double Dragon, for example, there was a number of moves like a snap kick, reverse kick, and three or four different types of punches. In addition to your own special moves you could duck, jump, and sometimes block enemy attacks. It definitely wasn't as simple as enemy attacks you attack. It was more free style and realistic than that. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Games we probably wouldn't want to play: was Re: Ideas for a game
That, and there would have to be more to a move than just a snazzy sound effect. I mean that in sighted games, there are moves like breaking an enemy's arm in Mortal Kombat, walking on your hands and so on. Then there are the fireballs, tornadoes, teleport to enemy kind of moves. All very cool, but mainly visual. I really don't think that we have found a way to truly take advantage of sound only gaming, although many get close. I have had hearing problems for the last few years now--hearing loss, sound distortion, terrible ringing, and vertigo. Maybe some day I'll make a game where there are a few different sounds around you, spinning fast to represent vertigo. Also, they are muffled and distorted, and there are terrible ringing sounds in both ears. Your task will be to stop the spinning, (go too far and the sounds spin in the opposite direction,) cancel out the ringing, (go to far and different ringing sounds start up,) cancel out distortion. (Go too far and the sounds become distorted but a different kind of distortion.) Also, sounds are tinny, cancel it out--but then they would get muffled. Well, that's like my life, so I don't think I'd wanna play it, but maybe some strange person, (like the dude that actually wrote beep,) would write it. Lol! , Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! - Original Message - From: Charles Rivard woofer...@sbcglobal.net To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 10:27 PM Subject: Re: [Audyssey] Ideas for a game These complex movements would have to use a lot of keystrokes or other means, wouldn't they? I've heard that some gamers complain about the number of keystrokes we have to learn to play some games like Lone Wolf and GTC. Looking at the user's manuals, it seems like a lot. I haven't had that problem once I got familiar with the games, but I think that others have. --- Laughter is the best medicine, so look around, find a dose and take it to heart. - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 9:13 PM Subject: Re: [Audyssey] Ideas for a game Hi, Agreed. Battlezone, Q9, and Super Liam are decent side-scrollers, but side-scrollers can definitely be a lot more advanced as MOTA demonstrates. Beta 17 will introduce a lot more in terms of puzzle solving, both virticle and horizontal movement, dodging attacks such as flying arrows, ducking sword swings, and so on. There are a surprising number of things you can do with a side-scroller to keep it challenging and entertaining. Someone doesn't need to create a first-person style game to add traps, puzzles, more complex levels, and/or a more advanced combat system. If I have one major criticism with most VI side-sscrollers is that movement is usually restricted to the x axis with little to no use of the y axis. In most mainstream games, even your walk along beat-m-ups, there is some use of the y axis. For example, in Batman, the 1989 NES beat-m-up game, there are walls Batman can use to jump over traps and things like that. On the clocktower level Batman can use a wall to help give him enough height and distance to leap over gears and things in his way. In Double Dragon, another classic NES beat-m-up game, there are ladders in the wharehouse level that allows you to get up to platforms and things above the floor where there are thugs waiting to pound you. I remember that level in particular, because I use to love knocking Willy's gunes off the platforms to the concrete floor below. So far we haven't seen any of this in an audio side-scroller, and there is no reason not too. The other major complaint is a lack of advanced combat systems. In Double Dragon, for example, there was a number of moves like a snap kick, reverse kick, and three or four different types of punches. In addition to your own special moves you could duck, jump, and sometimes block enemy attacks. It definitely wasn't as simple as enemy attacks you attack. It was more free style and realistic than that. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are
Re: [Audyssey] Ideas for a game
I like some of the things David Greenwood does. If your health is low, you hear the heartbeat, gets faster as health gets lower. The more info that is shown through constant sound than spoken, the better for me, though I'm sure it would confuse many folks. Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, January 27, 2011 11:38 PM Subject: Re: [Audyssey] Ideas for a game Hi Charles, Believe it or not, no. The original NES gamepad pretty much was a flat game controller with a directional cross on the left side and two buttons marked A and B on your right. Specials could be performed by pressing the A and B buttons together or pressing the directional cross with one of the buttons. For example, holding the directional cross down would duck attacks. If you pressed button A while pressing the cross down it would fire a low punch to the belly. If you pushed the cross up with the A button it would deliver a Karati chop to the throat. If you pressed the A and B buttons together with the cross up it would perform a flying snap kick to the head. Things like that were always possible with the NES controllers and they didn't have nearly the number of buttons found on most gamepads today. Generally, what I find requires a lot of keys and buttons is speech review commands. Actions like punch, kick, fire, climb, run, etc only use a bare handful of keys or joystick buttons. However, if you want to speak health, oxygen, strength, ammo, or anything else that would normally be shown on sscreen you need to add additional hot keys to speak that info. That's why we have an unusually high number of button and key asignments over the ordinary mainstream game. Cheers! On 1/27/11, Charles Rivard woofer...@sbcglobal.net wrote: These complex movements would have to use a lot of keystrokes or other means, wouldn't they? I've heard that some gamers complain about the number of keystrokes we have to learn to play some games like Lone Wolf and GTC. Looking at the user's manuals, it seems like a lot. I haven't had that problem once I got familiar with the games, but I think that others have. --- Laughter is the best medicine, so look around, find a dose and take it to heart. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] New Heli available for download
OK, the next Heli is here. Go to http://dl.dropbox.com/u/13071564/heli.zip Now, you get hit by the fan blades if you're too close, no matter what key you are pressing. You can actually smash the light bulb. Now, you can press the P key and change your point of view. Default is still external, but now you can fly from within Heli. Sure, it's unrealistic, but very cool. Fixed a lot of big and small errors. (If you're gonna program in VB6, always write option explicit as your first line of code, or you'll slip by with bad errors.) Still struggling to get Doppler working. Sometimes, it does and sometimes not--I don't understand at all. Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
Hi Ken, I agree, but sometimes it is hard to convey feedback through audio only. There are cases where there isn't a sound for the status message or object you want to represent. On 1/28/11, Ken the Crazy kenwdow...@neo.rr.com wrote: I like some of the things David Greenwood does. If your health is low, you hear the heartbeat, gets faster as health gets lower. The more info that is shown through constant sound than spoken, the better for me, though I'm sure it would confuse many folks. Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Ideas for a game
Hi, Yeah, but Monkey Business isn't a side-scroller. I was comparing side-scrollers like MOTA to things like Super Liam, Q9, Battlezone, etc that doesn't have any virticle movement. Mostly in those games you start on the left side and run right. Well, Super Liam has the one level where you run left instead of right, but the same difference in most cases. On 1/28/11, Ken the Crazy kenwdow...@neo.rr.com wrote: Monkey Business had some of that. You could climb vines, then swing over to a platform. Ken Downey President DreamTechInteractive! And, Blind Comfort! The pleasant way to experience massage! It's the Caring without the Staring! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.