[Audyssey] whare does top speed 3 store brake sounds?
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 --- 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] Need help finding a game please
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 --- 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] role playing games, ios development, card mechanics, etc
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 --- 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] role playing games, ios development, card mechanics, etc
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 --- 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. - No virus found in this message. Checked by AVG - www.avg.com Version: 2015.0.6189 / Virus Database: 4556/12062 - Release Date: 04/19/16 --- 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] 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 --- 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] Blindfold Barnyard, some thoughts
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
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. --- 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. - No virus found in this message. Checked by AVG - www.avg.com Version: 2015.0.6189 / Virus Database: 4556/12058 - Release Date: 04/18/16 --- 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] why i build the games the way I do
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. --- 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.