Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-12 Thread Ron Schamerhorn
Hi Tom

  I know it's been a bit but I'd go for a duel level game.  One of the 
classic and the other of random in Monty.

Ron

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, July 11, 2007 5:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.


Hi all,
I know this has been a topic of interest of late so I thought I would
put this out here under it's own topic in the hopes of generating an
informative discussion that will aid in making Monty a better game for all.
 From what I have read here allot of folks are interested in some
randomisation in the game. As I have pointed out the original game had
no randomisation, but that doesn't mean though that some randomisation
can't be added.
For example, allot of gamers are interested in randomising where the
monsters and treasures are. For technical reasons I am not prepared at
this point to rewrite a large part of the 1.0 engine to add this kind of
randomisation.
However, I do have an alternative that perhaps some of you might be
satisfied with. There are allot of treasures, weapons, etc laying around
the temples. One way of randomising the game is simply by randomising
how many gems, gold coins, and swords are on that particular level. You
might play one game and only find two swords on level 1, and in the next
find 4 or 5 swords. That would drastically change your score as well as
how many weapons you have to use against your enemies.
I've also looked at when placing a monster in a room rather than
statically plae it's starting location randomly placing it in the room
so that where it starts is different, and sometimes monsters will be
closer together in one game, but fara apart in the next. While at the
same time keeping the originalaty of the game, by still having the
monsters in the rooms they are suppose to be in.
What do you all think?


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-12 Thread Thomas Ward
Hi,
My guess is the easiest way to create maps for an end user is to use xml 
files with a series of variables. Then, all the end user would need do 
is phil in the values they want for walls, monsters, etc and drop it in 
the folder.
For example, WallBottom=30 WallTop=21, and so on.
That is certainly allot easier than what I am doing which is a loop like
for (int i = 21; i < 30; i++)
temple.Add(wall, 0, i);
I could still have the engine do that, but read from the variables in 
the xml data file.


Trenton Matthews wrote:
> Hmm. I wonder if the map editor could be like the one that's used for the 
> game "Dynaman." Of course then the question would be, how complex could the 
> person make their own levels for Monty?
>   


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-12 Thread Willem
I agree.  Maybe your score will not be taken into account if you play the 
randomized game or there should be two scoreboards.
- Original Message - 
From: "Charles Rivard" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, July 11, 2007 11:42 PM
Subject: Re: [Audyssey] Randomising Montezuma's Revenge.


> If we are going to be competing for a high score, the adition of treasures
> and monsters would enable a higher score based on the luck of the draw. I
> like the idea of having dual modes--one classic and the other randomized 
> if
> it can be done.
> --
> God loves everyone, but probably prefers "fruits of the spirit" over
> "religious nuts!"
>
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, July 11, 2007 4:22 PM
> Subject: [Audyssey] Randomising Montezuma's Revenge.
>
>
>> Hi all,
>> I know this has been a topic of interest of late so I thought I would
>> put this out here under it's own topic in the hopes of generating an
>> informative discussion that will aid in making Monty a better game for
>> all.
>> From what I have read here allot of folks are interested in some
>> randomisation in the game. As I have pointed out the original game had
>> no randomisation, but that doesn't mean though that some randomisation
>> can't be added.
>> For example, allot of gamers are interested in randomising where the
>> monsters and treasures are. For technical reasons I am not prepared at
>> this point to rewrite a large part of the 1.0 engine to add this kind of
>> randomisation.
>> However, I do have an alternative that perhaps some of you might be
>> satisfied with. There are allot of treasures, weapons, etc laying around
>> the temples. One way of randomising the game is simply by randomising
>> how many gems, gold coins, and swords are on that particular level. You
>> might play one game and only find two swords on level 1, and in the next
>> find 4 or 5 swords. That would drastically change your score as well as
>> how many weapons you have to use against your enemies.
>> I've also looked at when placing a monster in a room rather than
>> statically plae it's starting location randomly placing it in the room
>> so that where it starts is different, and sometimes monsters will be
>> closer together in one game, but fara apart in the next. While at the
>> same time keeping the originalaty of the game, by still having the
>> monsters in the rooms they are suppose to be in.
>> What do you all think?
>>
>>
>> ___
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>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>>
>
>
>
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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Trenton Matthews
Hmm. Would it be better to have the option for the classic Monty game "Atari 
Classic," or just "Classic."


- Original Message -
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, July 11, 2007 8:34 PM
Subject: Re: [Audyssey] Randomising Montezuma's Revenge.

> Hi Charles,
> yes, it can certainly be done. As I was saying to brandon what I am
> thinking based on your immediate thoughts is have a menu pop up asking
> you if you want to play classic or randomised.
> That will come in a later upgrade after 1.0.
>
> Charles Rivard wrote:
>> If we are going to be competing for a high score, the adition of 
>> treasures
>> and monsters would enable a higher score based on the luck of the draw. I
>> like the idea of having dual modes--one classic and the other randomized 
>> if
>> it can be done.
>>
>
>
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>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.476 / Virus Database: 269.10.2/894 - Release Date: 7/10/2007 
> 5:44 PM
>
> 

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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Trenton Matthews
Hmm. I wonder if the map editor could be like the one that's used for the 
game "Dynaman." Of course then the question would be, how complex could the 
person make their own levels for Monty?

- Original Message -
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, July 11, 2007 8:16 PM
Subject: Re: [Audyssey] Randomising Montezuma's Revenge.

> Hi Che,
> I have a program that builds map files, but unfortunately it requires a
> solid knolege of my underlying game engine API, and a good firm knolege
> of C#.Net.
> I'd have to find a good way to allow users to script their own levels
> using xml or something much easier. I like the concept, and I think a
> end user map making utility might be something I should look at for
> version 2.0 or at least a future update after 1.0.
>
> Che wrote:
>> Hi Thomas,
>>   I assume you have programmed a map creation tool for Monty.  Is this 
>> going
>> to be released in some form to the players of the game so custom levels 
>> can
>> be made?
>>   I can tell you from my experience with RR that this will greatly expand
>> the longevity of your game, and give the players maps that can be swapped
>> and tested.
>>   Just my two cents, but if it were me, I wouldn't spend time worrying 
>> about
>> randomization, but instead create a player friendly map maker, this 
>> feature
>> alone will probably get you many sales you otherwise would not have, as 
>> well
>> as keep buzz going for the game much longer than it  might without it.
>>  Just my opinion, that and a cup of coffee will get you a cup of coffee.
>>   Later,
>>   Che
>>
>
>
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> visit
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>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.476 / Virus Database: 269.10.2/894 - Release Date: 7/10/2007 
> 5:44 PM
>
> 

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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Thomas Ward
Hi Charles,
yes, it can certainly be done. As I was saying to brandon what I am 
thinking based on your immediate thoughts is have a menu pop up asking 
you if you want to play classic or randomised.
That will come in a later upgrade after 1.0.

Charles Rivard wrote:
> If we are going to be competing for a high score, the adition of treasures 
> and monsters would enable a higher score based on the luck of the draw. I 
> like the idea of having dual modes--one classic and the other randomized if 
> it can be done.
>   


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Thomas Ward
Hi Bryan,
Yes, I could do that. After the difficulty screen have a prompt ask you 
if you want to play classic monty or if you want to play with random 
objects, etc. Good thought.


Bryan Peterson wrote:
> Personally, I feel that if it can be done without too much difficulty, you 
> might consider adding a second mode of play to the game at a later time. So 
> you could have classic Monty with the monsters and things in fixed 
> locations, then another mode where it's a bit more random. Or perhaps the 
> randomization could come into play on higher experience levels.
>   


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Thomas Ward
Hi Che,
I have a program that builds map files, but unfortunately it requires a 
solid knolege of my underlying game engine API, and a good firm knolege 
of C#.Net.
I'd have to find a good way to allow users to script their own levels 
using xml or something much easier. I like the concept, and I think a 
end user map making utility might be something I should look at for 
version 2.0 or at least a future update after 1.0.

Che wrote:
> Hi Thomas,
>   I assume you have programmed a map creation tool for Monty.  Is this going 
> to be released in some form to the players of the game so custom levels can 
> be made?
>   I can tell you from my experience with RR that this will greatly expand 
> the longevity of your game, and give the players maps that can be swapped 
> and tested.
>   Just my two cents, but if it were me, I wouldn't spend time worrying about 
> randomization, but instead create a player friendly map maker, this feature 
> alone will probably get you many sales you otherwise would not have, as well 
> as keep buzz going for the game much longer than it  might without it.
>  Just my opinion, that and a cup of coffee will get you a cup of coffee.
>   Later,
>   Che 
>   


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Trenton Matthews
Go for it!
Nice idea!


- Original Message -
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, July 11, 2007 3:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.

> Hi all,
> I know this has been a topic of interest of late so I thought I would
> put this out here under it's own topic in the hopes of generating an
> informative discussion that will aid in making Monty a better game for 
> all.
> From what I have read here allot of folks are interested in some
> randomisation in the game. As I have pointed out the original game had
> no randomisation, but that doesn't mean though that some randomisation
> can't be added.
> For example, allot of gamers are interested in randomising where the
> monsters and treasures are. For technical reasons I am not prepared at
> this point to rewrite a large part of the 1.0 engine to add this kind of
> randomisation.
> However, I do have an alternative that perhaps some of you might be
> satisfied with. There are allot of treasures, weapons, etc laying around
> the temples. One way of randomising the game is simply by randomising
> how many gems, gold coins, and swords are on that particular level. You
> might play one game and only find two swords on level 1, and in the next
> find 4 or 5 swords. That would drastically change your score as well as
> how many weapons you have to use against your enemies.
> I've also looked at when placing a monster in a room rather than
> statically plae it's starting location randomly placing it in the room
> so that where it starts is different, and sometimes monsters will be
> closer together in one game, but fara apart in the next. While at the
> same time keeping the originalaty of the game, by still having the
> monsters in the rooms they are suppose to be in.
> What do you all think?
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.476 / Virus Database: 269.10.2/894 - Release Date: 7/10/2007 
> 5:44 PM
>
> 

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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Che
Hi Thomas,
  I assume you have programmed a map creation tool for Monty.  Is this going 
to be released in some form to the players of the game so custom levels can 
be made?
  I can tell you from my experience with RR that this will greatly expand 
the longevity of your game, and give the players maps that can be swapped 
and tested.
  Just my two cents, but if it were me, I wouldn't spend time worrying about 
randomization, but instead create a player friendly map maker, this feature 
alone will probably get you many sales you otherwise would not have, as well 
as keep buzz going for the game much longer than it  might without it.
 Just my opinion, that and a cup of coffee will get you a cup of coffee.
  Later,
  Che 


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Sarah Haake
Hi Thomas and list,

ok, here come my thoughts about randomization:

I personally love the idea of Monty to be as close to the original 
Atari-Game as possible and when I remember the orginal correctly, there was 
no randomization in it.
For me it would break the originality of the game to have randomization in 
it.
I often played games like Monty in the past when I could stil play sighted 
games and I simply loved them.
For me it was really amazing when I heard of Monty, that it would be as 
orginal as possible.
So, for me the randomization is not really apealing.

But I also understand the people who would like to have some randomization 
in the game.

Perhaps you could add the randomization as an optional feature?
For example, in the options menu you could choose whether you would like to 
have randomization in the game or not?
This way, everyone who wants to have randomization in the game can have it, 
and everyone who wants to play the original game as original as possible 
without any randomization can stil do that.
I personally would like this solution if it is possible.

Well, that was my humble opinion on the matter. :-)

Regards
Sarah
--
"Amicus certus in re incerta cernitur."
(Einen sicheren Freund erkennt man in unsicherer Sache.)
Cicero 


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Charles Rivard
If we are going to be competing for a high score, the adition of treasures 
and monsters would enable a higher score based on the luck of the draw. I 
like the idea of having dual modes--one classic and the other randomized if 
it can be done.
--
God loves everyone, but probably prefers "fruits of the spirit" over 
"religious nuts!"

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, July 11, 2007 4:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.


> Hi all,
> I know this has been a topic of interest of late so I thought I would
> put this out here under it's own topic in the hopes of generating an
> informative discussion that will aid in making Monty a better game for 
> all.
> From what I have read here allot of folks are interested in some
> randomisation in the game. As I have pointed out the original game had
> no randomisation, but that doesn't mean though that some randomisation
> can't be added.
> For example, allot of gamers are interested in randomising where the
> monsters and treasures are. For technical reasons I am not prepared at
> this point to rewrite a large part of the 1.0 engine to add this kind of
> randomisation.
> However, I do have an alternative that perhaps some of you might be
> satisfied with. There are allot of treasures, weapons, etc laying around
> the temples. One way of randomising the game is simply by randomising
> how many gems, gold coins, and swords are on that particular level. You
> might play one game and only find two swords on level 1, and in the next
> find 4 or 5 swords. That would drastically change your score as well as
> how many weapons you have to use against your enemies.
> I've also looked at when placing a monster in a room rather than
> statically plae it's starting location randomly placing it in the room
> so that where it starts is different, and sometimes monsters will be
> closer together in one game, but fara apart in the next. While at the
> same time keeping the originalaty of the game, by still having the
> monsters in the rooms they are suppose to be in.
> What do you all think?
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
> 



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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Bryan Peterson
Personally, I feel that if it can be done without too much difficulty, you 
might consider adding a second mode of play to the game at a later time. So 
you could have classic Monty with the monsters and things in fixed 
locations, then another mode where it's a bit more random. Or perhaps the 
randomization could come into play on higher experience levels.
It ain't pretty when the pretty leaves you with no place to go.
J.D. Fortune, Pretty Vegas
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, July 11, 2007 3:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.


> Hi all,
> I know this has been a topic of interest of late so I thought I would
> put this out here under it's own topic in the hopes of generating an
> informative discussion that will aid in making Monty a better game for 
> all.
> From what I have read here allot of folks are interested in some
> randomisation in the game. As I have pointed out the original game had
> no randomisation, but that doesn't mean though that some randomisation
> can't be added.
> For example, allot of gamers are interested in randomising where the
> monsters and treasures are. For technical reasons I am not prepared at
> this point to rewrite a large part of the 1.0 engine to add this kind of
> randomisation.
> However, I do have an alternative that perhaps some of you might be
> satisfied with. There are allot of treasures, weapons, etc laying around
> the temples. One way of randomising the game is simply by randomising
> how many gems, gold coins, and swords are on that particular level. You
> might play one game and only find two swords on level 1, and in the next
> find 4 or 5 swords. That would drastically change your score as well as
> how many weapons you have to use against your enemies.
> I've also looked at when placing a monster in a room rather than
> statically plae it's starting location randomly placing it in the room
> so that where it starts is different, and sometimes monsters will be
> closer together in one game, but fara apart in the next. While at the
> same time keeping the originalaty of the game, by still having the
> monsters in the rooms they are suppose to be in.
> What do you all think?
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
> 


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Re: [Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Mich
Hi Tom and all. I for one think that that is a good idea. Even though I 
haven't played Monty since it doesn't seem to work on my pc smile. well 
those are just my thoughts.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, July 11, 2007 5:22 PM
Subject: [Audyssey] Randomising Montezuma's Revenge.


> Hi all,
> I know this has been a topic of interest of late so I thought I would
> put this out here under it's own topic in the hopes of generating an
> informative discussion that will aid in making Monty a better game for 
> all.
> From what I have read here allot of folks are interested in some
> randomisation in the game. As I have pointed out the original game had
> no randomisation, but that doesn't mean though that some randomisation
> can't be added.
> For example, allot of gamers are interested in randomising where the
> monsters and treasures are. For technical reasons I am not prepared at
> this point to rewrite a large part of the 1.0 engine to add this kind of
> randomisation.
> However, I do have an alternative that perhaps some of you might be
> satisfied with. There are allot of treasures, weapons, etc laying around
> the temples. One way of randomising the game is simply by randomising
> how many gems, gold coins, and swords are on that particular level. You
> might play one game and only find two swords on level 1, and in the next
> find 4 or 5 swords. That would drastically change your score as well as
> how many weapons you have to use against your enemies.
> I've also looked at when placing a monster in a room rather than
> statically plae it's starting location randomly placing it in the room
> so that where it starts is different, and sometimes monsters will be
> closer together in one game, but fara apart in the next. While at the
> same time keeping the originalaty of the game, by still having the
> monsters in the rooms they are suppose to be in.
> What do you all think?
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
>
> 


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[Audyssey] Randomising Montezuma's Revenge.

2007-07-11 Thread Thomas Ward
Hi all,
I know this has been a topic of interest of late so I thought I would 
put this out here under it's own topic in the hopes of generating an 
informative discussion that will aid in making Monty a better game for all.
 From what I have read here allot of folks are interested in some 
randomisation in the game. As I have pointed out the original game had 
no randomisation, but that doesn't mean though that some randomisation 
can't be added.
For example, allot of gamers are interested in randomising where the 
monsters and treasures are. For technical reasons I am not prepared at 
this point to rewrite a large part of the 1.0 engine to add this kind of 
randomisation.
However, I do have an alternative that perhaps some of you might be 
satisfied with. There are allot of treasures, weapons, etc laying around 
the temples. One way of randomising the game is simply by randomising 
how many gems, gold coins, and swords are on that particular level. You 
might play one game and only find two swords on level 1, and in the next 
find 4 or 5 swords. That would drastically change your score as well as 
how many weapons you have to use against your enemies.
I've also looked at when placing a monster in a room rather than 
statically plae it's starting location randomly placing it in the room 
so that where it starts is different, and sometimes monsters will be 
closer together in one game, but fara apart in the next. While at the 
same time keeping the originalaty of the game, by still having the 
monsters in the rooms they are suppose to be in.
What do you all think?


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Re: [Audyssey] randomising

2006-11-27 Thread Gary Whittington
Should send this off to All in Play.

I keep getting the same cards.  Smiles.

Their three lines of code that they show on their site, don't account for 
waiting.  They don't want to admit the trueth about getting a random number 
from what time it is.

Thanks for your code on how to randomize a value Tom.

Gary
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, November 26, 2006 12:20 PM
Subject: Re: [Audyssey] randomising


> Hi Nicol,
>
> Nicol wrote:
>> I would  very much like to know how its possible for the computer to
>> randomise.
> End Quote
>
> Well, actually it isn't very complex, but you will have rto write a
> function which does a few things such as seed the randomize function you
> are making with the computers time, select a number, and then return it
> to the variable calling it. In C#.NET a function to randomly select a
> random number would look like this. Make sure say all punctuation is on
> and your message window is maximized.
>
>public int RandomNumber(int low, int high)
>{
>
>// First we need a temperary random seed object
>// to seed our generator.
>Random seed = new Random();
>
>// Now, we will advance the seed with the system time
>// and store it in the time variable.
>int time = seed.Next();
>
>// At this point we will create a random object for
>// randomly generating numbers,
>// and seed it with the time.
>Random select = new Random(time);
>
>// Now, we will select a number from the low and high numbers,
>// and then add 1.
>int number = select.Next(low, high) + 1;
>
>// Return our random number.
>return number;
>}
>
> A couple of notes is in .net apps you can also make an call to the
> active thread to sleep or wait for so many milliseconds so as to allow
> the time on the clock to change. Without changing the time you will
> return the same number over and over again. To pause the thread in C#
> .net you would use
> Thread.Sleep(10;
> which would grab the active thread and pause it for 10 ms.
> So to use this function it would look like
>
> Thread.Sleep(10);
> dice1 = RandomNumber(1, 6);
> Thread.Sleep(10);
> dice2 = RandomNumber(1, 6);
>
>
> Which would roll to dice for you and all you need from there is display
> or do something based on the dice roll.
>
>
>
>
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Re: [Audyssey] randomising

2006-11-26 Thread Thomas Ward
Hi Nicol,

Nicol wrote:
> I would  very much like to know how its possible for the computer to 
> randomise.
End Quote

Well, actually it isn't very complex, but you will have rto write a 
function which does a few things such as seed the randomize function you 
are making with the computers time, select a number, and then return it 
to the variable calling it. In C#.NET a function to randomly select a 
random number would look like this. Make sure say all punctuation is on 
and your message window is maximized.

public int RandomNumber(int low, int high)
{

// First we need a temperary random seed object
// to seed our generator.
Random seed = new Random();

// Now, we will advance the seed with the system time
// and store it in the time variable.
int time = seed.Next();

// At this point we will create a random object for
// randomly generating numbers,
// and seed it with the time.
Random select = new Random(time);

// Now, we will select a number from the low and high numbers,
// and then add 1.
int number = select.Next(low, high) + 1;

// Return our random number.
return number;
}

A couple of notes is in .net apps you can also make an call to the 
active thread to sleep or wait for so many milliseconds so as to allow 
the time on the clock to change. Without changing the time you will 
return the same number over and over again. To pause the thread in C# 
.net you would use
Thread.Sleep(10;
which would grab the active thread and pause it for 10 ms.
So to use this function it would look like

Thread.Sleep(10);
dice1 = RandomNumber(1, 6);
Thread.Sleep(10);
dice2 = RandomNumber(1, 6);


Which would roll to dice for you and all you need from there is display 
or do something based on the dice roll.




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Re: [Audyssey] randomising

2006-11-11 Thread x-sight interactive
usually there is a random function in the language, for example randomize in
vb, random in autoit ...

however there are different randomising methods, and some of them may need
to be written out manually.
take an autoit example
$number=random(1,5,1) ;choose a number between 1 and 5
if $number=1 then soundplay("c:\windows\media\ding.wav",1) ;play the ding
and wait until finished
if $number=2 then shutdown(6) ;reboots the computer
if $number=3 then msgbox(0,"heheh","number 3 is your friend") ;display a
message box
if $number=4 then cdtray("d:","open") ;open the cd drive
if $number=5 then beep(262,500) ;beep a middle c for half a second

hth.

regards,

damien




- Original Message -
From: "Nicol" <[EMAIL PROTECTED]>
To: "blind gaming" 
Sent: Saturday, November 11, 2006 6:15 PM
Subject: [Audyssey] randomising


> HI all
> I would  very much like to know how its possible for the computer to
> randomise. Take a game like pipe2.  How did they program the game so that
> the computer randomly choose an item. Randomising sounds to me like a
> supernatural thing.  I know that programmers puts  if statements  into
their
> code:if this happens do this.  but how do they write a program to
> randomise; to randomly pick an item from others?  I think this is how dice
> games such as jims' games and GMA dice works. The moment you press a  key
to
> throw the dice the computer first plays a sound of a   dice thrown and
then
> it randomly  decides on a number within a range depending on the dice you
> are using, because there could impossibly not be a physical dice in the
cpu.
> How do a programmer tell  the computer to randomise? Is it only one
> statement in his code? Does the programmer   for instance put a line in
his
> code that tells the computer: randomise?
> Is randomising a function built into the computer or do the programmer
have
> to instruct the computer on how to randomise? because as far as I know, a
> program is a set of instructions which tasks the computer should perform.
I
> can't play pipe2 on my computer if I don't have the program because the
> computer doesn't know  how to present pipes to fit and side scrollers
> without instructions.   Because randomising is, as far as i know, mostly
> used in games, I  thought it would  be appropriate to ask it here.
> I'm just curious how it happens that the computer gets its ability to
> randomise within a game.
>
>
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>
>
>



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[Audyssey] randomising

2006-11-11 Thread Nicol
HI all
I would  very much like to know how its possible for the computer to 
randomise. Take a game like pipe2.  How did they program the game so that 
the computer randomly choose an item. Randomising sounds to me like a 
supernatural thing.  I know that programmers puts  if statements  into their 
code:if this happens do this.  but how do they write a program to 
randomise; to randomly pick an item from others?  I think this is how dice 
games such as jims' games and GMA dice works. The moment you press a  key to 
throw the dice the computer first plays a sound of a   dice thrown and then 
it randomly  decides on a number within a range depending on the dice you 
are using, because there could impossibly not be a physical dice in the cpu.
How do a programmer tell  the computer to randomise? Is it only one 
statement in his code? Does the programmer   for instance put a line in his 
code that tells the computer: randomise?
Is randomising a function built into the computer or do the programmer have 
to instruct the computer on how to randomise? because as far as I know, a 
program is a set of instructions which tasks the computer should perform. I 
can't play pipe2 on my computer if I don't have the program because the 
computer doesn't know  how to present pipes to fit and side scrollers 
without instructions.   Because randomising is, as far as i know, mostly 
used in games, I  thought it would  be appropriate to ask it here.
I'm just curious how it happens that the computer gets its ability to 
randomise within a game. 


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