I used to play centipede and cuebert for hours. Not sure how these games would
be made accessable.
Probably good that I am not sighted anymore, I’d be gaming in all my free time!
Cait
On May 21, 2014, at 12:53 AM, Ian McNamara ianmcnamar...@gmail.com wrote:
I use to love the game asteroids
Hi Tom.
I do see your point in trying to give people who have not played the
original the same experience, however my problem is what usually happens
when a game is translated to audio from an original graphical conceptmy
problem is that when a developer simply cannot replicate a mechanic in
Hi Tom.
I agree on ship numbers, indeed that is another point of game design for
good audio games, making sure that the sounds actually serve a regular
purpose.
Regarding the shields above your ship, This might also however be a case
where changing the game design rather than simply
Hi.
I don't see a problem with menue driven interfaces for the sort of tactical
combat type game your developing, or indeed for various other sorts of
games. Entombed for example uses a very minimal walking system for moving
around the dungeon, but everything like equipping your characters,
Hi Kara.
i did not recognize the name, but when you describe the game I do remember
playing something very similar on the amiga computer, and indeed playing a
pc graphical remake more recently.
I can well imagine representing your own ship zooming around the sides and
top of the tube, by
Hi Tom.
I don't doubt your right, however bare in mind my experience of the classic
space invaders was always on consoles like the atari 2600, or very old
computers like the bbc micro, I've never actually played the original arcade
version. The graphics were never very specific on those,
Hi jeremy.
On the social point, to be honest I don't ever really remember entombed
being heavily competitive. Occasionally people on the mailing list would
post a particularly well run game, or indeed a particularly bad one for
humour value, but this was never by way of beating others scores
Paperboy would be a relatively easy game to adapt in audio, sinse after all
the techniques for racing games are well established and all you would need
would be some paper target sounds.
I also remember granny's garden very well sinse I used to play it on the bbc
at my first primary school,
I think I have a copy of beta22 somewhere, and will upload it if that would
help.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 20 May 2014 20:15:17 -0400
Subject: Re: [Audyssey] USAGames
Hi Ishan,
Kara,
This is a tricky one, but I'm not convinced it's completely
impossible. Having the ship move around the edge of the screen with
the arrows would simulate (roughly) your circular movement around the
tube. While pitch and volume are the usual targeting indicators in
the audiogames I've
Hi,
I have put a new file up on my site.
File Name: winskun2.exe File Size 249k bytes
Skunk a fun and funny dice game for all ages
In version 2 you can now play with up to 22 players.
Players now have the option to resign from the game.
The file skunklog.txt will now be created in your
I'm afraid I came to this topic really late. I have no idea what's
being developed or the questions asked so far.
However, like a complete whacko, I'll post my two cents anyway.
First of all, menus are an awesome tool. They are useful, in fact I'd
go as far to say a necessary standard part of most
Dark,
I guess that pale imitation comment did come off as overly critical.
I have to admit though, that for me, the patterns to Entombed levels
grew monotonous after a while. I would have liked some challenges
such as traps or pits or role playing encounters besides the
inevitable varying of
I would consider Tenpin Alley a game that could be a social event. You try
beating each other's score. Each person steps up to the keyboard to bowl
his or her frame, and the high score plus handicap is the winner. It
reminds me of the bowling machines that used to be in bars and arcades in
Or they could learn to develop games and see exactly what you're talking
about. This would also add to the number of developers.
---
Be positive! When it comes to being defeated, if you think you're finished,
you! really! are! finished!
- Original Message -
From: Thomas Ward
Hi Charles,
Good points. Right on both accounts.
Cheers!
On 5/21/14, Charles Rivard wee1s...@fidnet.com wrote:
Or they could learn to develop games and see exactly what you're talking
about. This would also add to the number of developers.
---
Be positive! When it comes to being
Hi Dark,
I pretty much agree with what you said below. I don't generally have a
problem with menus in games accept that in certain adventure games
like Chillingham the menus are a bit too clunky. Plus would be rather
time consuming to program. A parser system would be far more
appropriate in that
Hi Dark,
Actually, what I am talking about is the version for the Atari 2600. I
wasn't talking about the actual arcade machines in arcades, bars,
stores, etc. Although, in this case it doesn't make any difference as
they were identical.
However, I'll say that if you and your father played the
Hi Dark,
Sure, I do see where you are coming from. Removing the hovering
shields and just giving them to the player would make sense. It
changes the game, but in a way that forces the gamer to adopt a
strategy when and where to use them rather than just passing under the
hovering shields as
Dakotah, This is Aaron again. I'd rather participate in this thread with
my own email account, but I don't seem to be getting messages from this
thread on my own account for some odd reason.
The grid suggestion would be a good idea when you know what's left and
right of you, and that there is
Hi Dark,
I certainly see where you are coming from, but I see two problems with
your conclusions. One, is that not every programmer has the same
skills, and sometimes one programmer might think of a novel solution
to solve a problem that another programmer would not think of to
resolve a
I agree that game menus several levels deep are very annoying and do
slow down play. Sometimes too, hot keys are not as obvious as I would
like. Your suggestion for eliminating some of this problem is a good
one, and I think worth considering. Another would be to assign
keyboard commands to
Thomas,
Not a perfect solution, but perhaps this is a place where that reverb
idea would come in handy. Flat nonreflective sound for a whole
shield, lot of echo for a hole. It's somewhat similar to what I
experience walking along. If a wall or fence or other obstacle is to
one side, that area
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