[Audyssey] whare does top speed 3 store brake sounds?

2016-04-19 Thread Austin Pinto
hi all.
can i use my own brake sound for a car that i made in top speed 3?
if yes whare should i put it and in what format

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[Audyssey] Need help finding a game please

2016-04-19 Thread brennenkinch
Hi need help finding a game the name of the game is statue.Z8 it's a text 
adventure game I've tried searching on Google and on http://ifdb.tads.org
It might be on IFarkive  but I don't know how to search the entire directory 
for the game that I want 
I had it on my Braille note and then I accidentally deleted it recently and now 
I can't get it back
can you please help me find the game
Sent from my iPhone
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Re: [Audyssey] role playing games, ios development, card mechanics, etc

2016-04-19 Thread Paul Lemm
Hi Jeremy,

Ahh, hero quest, now that's a game I haven't heard of for ages, that and
space crusaders used to be one of my favourite  board games  years ago. It
was simple but really good fun.

Paul

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy Brown
Sent: 19 April 2016 10:35
To: gamers
Subject: Re: [Audyssey] role playing games, ios development, card mechanics,
etc

Marty,

You might have a look at how the old HeroQuest board games worked.
That might be a model for a roleplaying game that might be a happy
medium between your dice/card/board game model of building and the
more in depth RPG that people would like.

The brief description is this: in the old HeroQuest games, you picked
one of four characters a dwarf, a barbarian, an elf, and a wizard.
Then your character navigated a board with passages, rooms, doors,
traps, and monsters.  However, the board was set up differently for
each game by placing elements in different configurations.  This could
be accomplished by a number of methods: 15 or 25 maps for instance, or
a random card/corridor placement that uses some simple rules to avoid
dumb arrangements.  The characters would use dice to move a certain
number of spaces on the board, or to resolve combat.  There were very
few extras such as spells, or monster abilities to fiddle with, and
one could create a fun game by varying up the purpose of the quest:
sometimes you had to escape the dungeon, sometimes you hunted a large
boss monster, sometimes you had to find  a specific item.  The game
was limited by its format, but I know I played many happy hours of it
once our school outlawed D groups.  This might be a good compromise
between Dark's suggestions and something more complicated.  It also
had a clear set of rules.  However, it'd be fairly simple to set up
essentially the same system by developing a list of possible traps,
spells, monsters, items, etc.  Heroes were allowed to keep items from
previous adventures.  I don't remember if they improved as time went
on in some form of experience system, but it would be easy enough to
do so.

Take care,

Jeremy


-- 
In the fight between you and the world--back the world! Frank Zapa

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Re: [Audyssey] role playing games, ios development, card mechanics, etc

2016-04-19 Thread dark

Hi jeremy.

That is actually something of the kind I was thinking, when i suggested 
Talisman, sinse talisman works very much in that way using cards and board 
configurations to make the dungeon differently each time. I've actually 
wanted an accessible version of a board game like that for years, 
particularly because my brother regularly plays talisman with his friends 
and loves it, so I would be absolutely %100 behind that sort of idea and 
definitely pay for a game like that.


All the best,

Dark.
- Original Message - 
From: "Jeremy Brown" 

To: "gamers" 
Sent: Tuesday, April 19, 2016 10:35 AM
Subject: Re: [Audyssey] role playing games, ios development, card 
mechanics,etc




Marty,

You might have a look at how the old HeroQuest board games worked.
That might be a model for a roleplaying game that might be a happy
medium between your dice/card/board game model of building and the
more in depth RPG that people would like.

The brief description is this: in the old HeroQuest games, you picked
one of four characters a dwarf, a barbarian, an elf, and a wizard.
Then your character navigated a board with passages, rooms, doors,
traps, and monsters.  However, the board was set up differently for
each game by placing elements in different configurations.  This could
be accomplished by a number of methods: 15 or 25 maps for instance, or
a random card/corridor placement that uses some simple rules to avoid
dumb arrangements.  The characters would use dice to move a certain
number of spaces on the board, or to resolve combat.  There were very
few extras such as spells, or monster abilities to fiddle with, and
one could create a fun game by varying up the purpose of the quest:
sometimes you had to escape the dungeon, sometimes you hunted a large
boss monster, sometimes you had to find  a specific item.  The game
was limited by its format, but I know I played many happy hours of it
once our school outlawed D groups.  This might be a good compromise
between Dark's suggestions and something more complicated.  It also
had a clear set of rules.  However, it'd be fairly simple to set up
essentially the same system by developing a list of possible traps,
spells, monsters, items, etc.  Heroes were allowed to keep items from
previous adventures.  I don't remember if they improved as time went
on in some form of experience system, but it would be easy enough to
do so.

Take care,

Jeremy


--
In the fight between you and the world--back the world! Frank Zapa

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Re: [Audyssey] role playing games, ios development, card mechanics, etc

2016-04-19 Thread Jeremy Brown
Marty,

You might have a look at how the old HeroQuest board games worked.
That might be a model for a roleplaying game that might be a happy
medium between your dice/card/board game model of building and the
more in depth RPG that people would like.

The brief description is this: in the old HeroQuest games, you picked
one of four characters a dwarf, a barbarian, an elf, and a wizard.
Then your character navigated a board with passages, rooms, doors,
traps, and monsters.  However, the board was set up differently for
each game by placing elements in different configurations.  This could
be accomplished by a number of methods: 15 or 25 maps for instance, or
a random card/corridor placement that uses some simple rules to avoid
dumb arrangements.  The characters would use dice to move a certain
number of spaces on the board, or to resolve combat.  There were very
few extras such as spells, or monster abilities to fiddle with, and
one could create a fun game by varying up the purpose of the quest:
sometimes you had to escape the dungeon, sometimes you hunted a large
boss monster, sometimes you had to find  a specific item.  The game
was limited by its format, but I know I played many happy hours of it
once our school outlawed D groups.  This might be a good compromise
between Dark's suggestions and something more complicated.  It also
had a clear set of rules.  However, it'd be fairly simple to set up
essentially the same system by developing a list of possible traps,
spells, monsters, items, etc.  Heroes were allowed to keep items from
previous adventures.  I don't remember if they improved as time went
on in some form of experience system, but it would be easy enough to
do so.

Take care,

Jeremy


-- 
In the fight between you and the world--back the world! Frank Zapa

---
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Re: [Audyssey] Blindfold Barnyard, some thoughts

2016-04-19 Thread goshawk on horseback
can't seem to find that app in the store.

Simon


- Original Message - 
From: "rajmund" 
To: "goshawk on horseback" ; "Gamers 
Discussion list" 
Sent: Tuesday, April 19, 2016 5:38 AM
Subject: Re: [Audyssey] Blindfold Barnyard, some thoughts


Hi,
Register at qcsalon.net , there's one right there.

Sent from a BrailleNote

 - Original Message -
From: "goshawk on horseback" 

Re: [Audyssey] why i build the games the way I do

2016-04-19 Thread dark
The problem with most card games is that they're intrinsically multiplayer 
affairs, so games like heroes of the multiverse as far as I know work very 
much by having multiple players.


I don't know if there is anything single player on Ios which works by card 
game mechanics for generation, though it'd be very possible.



The torchlight random adventure system over at http://www.arborell.com/ is 
however probably something like what I was thinking, that uses a pack of 40 
or so cards for the rooms with modifications by rolls on dice tables for 
encountering monsters etc, though because the gm is primarily a gamebook 
author, the system is mostly intended to be printed out and played and is 
thus limited in terms of how many cards and how much on a table is needed to 
generate the dungeon.


it is possible to play the initiatial torchlight game using tables and dice 
and an xl sheet as a map of the dungeon, though the gm of arborell has 
worked on some other smaller games which have changed things a little which 
don't have the access fixes involved, however I could imagine a game created 
using the same sort of mechanics as arborell does, though able to use more 
complex maths being on a computer, eg, percentile roles for gaining skills 
and things rather than basic add point dice ones.


Hth.

All the best,

Dark.
- Original Message - 
From: "Marty Schultz" 

To: "Gamers Discussion list" 
Sent: Monday, April 18, 2016 11:07 PM
Subject: Re: [Audyssey] why i build the games the way I do


I would attempt an RPG based around a card game, if someone could point me 
to one.  More often than not, I search for either programming code for an 
existing game, or for extremely detailed instructions, and then rewrite the 
entire thing for the iphone.


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Re: [Audyssey] why i build the games the way I do

2016-04-19 Thread dark

Hi Jeremy.

I agree the wastes took randomness a bit far, and some sort of scaled 
approach might work, but there are examples of games that got it right, 
Angband, despite being a roguelike is one of them.


I do think Fallthru was a good example, because while the challenges were 
the same the ways you completed them differed, ie, where you went and what 
you collected sinse you were unsure what you'd get, and of course Eamon 
rocks.


The problem with If titles as an example of text games, is that generally 
the if community have got so tied up with the idea of puzzles and parza, 
they are stuck for any sort of other challenge, indeed any game with combat 
mechanics gets roundly bashed by if players, not to mention games with 
random descriptions or generation.


Text as a medium has several advantages rpg wise, the first and formost of 
which being that it is! possible to create a lot of randomly generating 
content, for example descripters for weapons or items simply using text 
generation, additionally, while I agree on the difficullties of providing 
full sound and audio, some sounds and background music can be added for 
effect the way games like Smugglers or indeed Kodp do it, thus creating 
something which has both a degree of complexity, and also a good atmosphere.


Entombed is actually a great example of this.

Beware the grue!

Dark. 



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