Hi everyone,
Okay, here is the deal. Beta 17 is almost ready for public release and
it may appear as early as Friday/Saturday barring any unforseen
issues/problems. Which brings me to the point of this e-mail.
Basically, if there is any last minute comments, suggestions, or input
you would like
What is it exactly? I don't understand your question. Uh, the description
should have told you. It's a course to teach you beginning chess.
You can check it out at]
www.hadley.edu
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I think we need more advanced elements and puzzles otherwise games we have will
remain to easy
On 25 Jan 2011, at 08:13, Thomas Ward wrote:
Hi everyone,
Okay, here is the deal. Beta 17 is almost ready for public release and
it may appear as early as Friday/Saturday barring any unforseen
Not too sure relevant at all, but in terms of randomisation closest would
really think you'd want to go is that on certain levels, the same
monsters/adversaries might want appear/arrive at different placements, but
that's about as far as would take it.
In terms of different jumping levels it
Hi Will,
Yeah, that goes without saying. The big picture here is how to balance
it out so it allows new/inexperienced gamers a serious chanse at
playing plus give advanced gamers like myself something worth buying
and continuing to play for some time to come. To give it replay value
that holds
Hi Thomas,
very interesting things you brought up there.
For me personally, the random enemies and items are not important at
all. I perfectly understand what you said about enemies fitting into a
plot and so on, and that is a lot more important for me at least. So, I
would say, just place
I'm in favor of taking out randomness.
I'm not overly concerned with scoring.
My biggest point in this email, though:
In the Tomb Raider games puzzles range from using a
specific lever/switch to unlock a door to more advanced puzzles like
jumping on certain pressure switches,hidden in the floor,
hi tom.
Ok, I aggree with you on the monsters thing.
There are 2 ways you could accomplish this.
1. have randomised monsters per location.
That is every location where monsters exist as is in the current
release can have randomised monsters, unless for example these don't
fit in which case you
Hi Peter,
Angry Birds, guess I would be too if someone loaded me into a slingshot and shot me
at a pig. grin
Thanks.
BFN
Jim
confucious say: never raise hands to angry child, leave groin exposed.
j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
Gamers
Hi Ken,
Thanks for the description of the game of mahjong. Doesn't sound like the
easiest game to create and play via sound. I might have to look into it though
after Awesome Homer.
BFN
Jim
I'd love to, but none of my socks match.
j...@kitchensinc.net
http://www.kitchensinc.net
(440)
well you could remove the randomised code while you test it and then
add it back in later if you cared to.
Issue is once people know where everything is then it won't matter if
you have the game or not.
At 09:43 p.m. 25/01/2011, you wrote:
Hi Will,
Yeah, that goes without saying. The big
Hi tom.
The chief reason I can see for random monsters, is to provide interest in
the rest of your game.
Gameplay wise Q9 scores over superliam in my book because while they have
basically the same formular, walk along left to right, jump holes, smack
stuff when close etc, q9 has randomly
Hi Ryan,
Ryan wrote:
As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.
My reply:
That's quite true, but my concern is actually translating some of
these complex
Hi Dark,
Dark wrote:
As to puzles and traps, how about an easy mode for compromise.
I'm not just thinking here of mucking about with game mechanics, but
of something
potentially plot specific which could provide audio help similar to
the eva in shades
of doom.
Say, on easy mode angela takes a
Hi Tom.
interesting thoughts regarding audio puzles.
The first and most obvious thing that occurs to me though, is false trails.
Take that picture in Guardian of light as an example. It does not
immediately occur to the player because he/she has seen lots of pictures and
other decorations
Hi Thomas,
I am not sure why you can not have random monsters and specific monsters.
The skeletons and other low level monsters should be random and show up
everywhere and on all levels.
But then you should have another specific monster class that shows up only
where and when you decide.
In the
Hi Shaun,
As I said in a prier e-mail doing that wouldn't really work. I could
never balance the game that way. Let me explain it another way.
Let's assume you enter the first room and you have a pistol with 15
rounds of ammo. There is a big ugly skeleton in their with a rusty
dagger in his
Hi Thomas,
Another suggestion about the placement of monsters.
How about no random monsters, so they are positioned exactly where you want
them.
But then have a random removal of those monsters function at the start of
each level.
Phil
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If you
Well I think you did got just the issue I'm having, I go to control panel,
it gives me an error and the meter will stay at 0 until I run sapisvr.
To make things more fun, though, I can't get iyp to install. this click once
deployment thing seems very unstable, to me at least. it worked once,
Hi Phil,
Phil wrote:
I am not sure why you can not have random monsters and specific monsters.
In the Sarah game, I decide which monsters show up on each level and
how many of them. Then I also adjust the number and type plus
adjusting their capabilities
before the level starts depending on
Hey Tom,
That puzzle was used in technoshock, albeit with a bit more simplicity.
S
P
O
I
L
E
R
S
P
A
C
E
On one of the levels there's a switch you need to press to get the
teleporter to pop up on your side of a pit. The switch is too far away,
though, so you have to ponder it until you get
Here are my thoughts:
As for randomized monsters and items, I have definitely experienced how
things can be unbalanced, and I would be OK with completely unrandomizing
things. Or, what about partial randomization? For example, you could only
allow skeletons and zombies on level 1, add in centaurs
Hi Thomas,
I would personally very much suggest that you do this, both from a gamer's
and a developer's standpoint. From a gamer's because it provides for more
realism since, as you say, you can actually hear monsters properly etc and
it provides for some randomization while still following
Hi Thomas,
I certainly don't think that your engine is not marketable just because BGT
is around. I'm sure you do things totally differently as compared to myself
and BGT, and so your engine might appeal to some where BGT has not done so
and the other way around. I would definitely say that
Hi tom I personally preffer the randomness of the game, it keeps the player
on their toes and doesn't become boring to expect the same monsters in the
same places all of the time. I know of a few games where the monsters are
always in the same place and good though they are, a bit of
Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level with only the standard gun as a weapon, with nothing else. Even on
easy
Hi,
To be honest though, it all depends on just how complex something is. There
are some games that I just cannot play because of the complexity of it. For
example, I can't do some of the games where you can turn at angles etc, like
Shades of Doom, Monkey Business etc. I purchased some of the
Hi Karl,
Thanks for the comments.
As for your comment about partial randomization that's part of the
problem. As I was explaining to Phil earlier when I added that random
code I didn't do it in such a way that would provide partial
randomization or take certain types of special conditions into
Hi Michael,
Michael wrote:
Just a short question about traps and items. What happened to such
things as the vanishing platforms to cross some traps instead of the
bridges
or bridges that only hold you for a time before breaking, and
something like the force fields or other timed traps in
Hi Damien,
You just hit upon one of my main concerns. Your definition and my
ddefinition of easy and hard is vastly different.
Below you explained that you have problems with games like Shades of
Doom where I have beaten it several times. I have even beaten it a few
times on the highest
Hi Thomas,
Well this is it. I feel awful about that, because I feel that if somebody
else can do it, then technically and theoretically I should be able to. I'm
one of these people who believes that anything is possible. Yet when I sit
down for years and years to try and read from rather
That to an extent is true Tom, but equally bare in mind that 2D is spacially
easier than 3D.
Many of the problems some people have with 3D are simply space
orientated, heck, if it weren't for good nav features in the gma engine
and terraformers I couldn't play them myself, and in fact
Hi Tom,
Just a couple things:
1. If you put an arcade mode in, can you have a high score server? I.E. We
could submit our high scores to scoreboards on the internet like with Pipe,
Troopanum, ETC, and compete with each other? If you can, I'd say definitely I'd
like an arcade mode. If you
Well, that's a good amount of background to know. I've scene all the
x-men movies.. and loved them. But I don't know as much about these
characters as I probably should. lol.
At 11:10 PM 24/01/2011, you wrote:
Let me shine some light on the marvel side of things:
I'm not as
knowledgeable
Hello,
I just saw that Papa Sangre has been reduced in price from $6.99-$4.99.
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Sorry, forgot to mention that. The game will be for the usual 2...
ps3 and xbox360.
At 07:36 AM 25/01/2011, you wrote:
What systems will this game be for?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Tuesday,
Hi,
Just a spectacular idea I've thought of. Why don't you Philip and Thomas rap
the G Three-D engine in BGT? In that way, both of you won't have to compete,
and it will be a good engine.
- Original Message -
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list
Isn't Homer based on the Simpsons?
- Original Message -
From: Jim Kitchen j...@kitchensinc.net
To: Ken the Crazy Gamers@audyssey.org
Sent: Tuesday, January 25, 2011 10:02 AM
Subject: Re: [Audyssey] Games from APH?
Hi Ken,
Thanks for the description of the game of mahjong. Doesn't
Hi Thomas,
I think nere the firepits and other traps there should be monsters which are
random.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 8:43 AM
Subject: Re: [Audyssey] MOTA Last
Hi there,
Thomas and I are starting from very different points when developing our
respective engines. Thomas is all for cross platform compatibility, which is
not something that I currently feel is very important. I also imagine that
our API's, application programming interfaces, are vastly
yeah some of the newer entombed players are having issues because one
of the component directories looks empty for sql at least when I tried it.
I still prefur old fassioned installers any day.
At 12:54 a.m. 26/01/2011, you wrote:
Well I think you did got just the issue I'm having, I go to
well I don't mind if centors exist in one room, sod has been a
replayed over and over.
While its true some monsters are not random, items still are and I
still come back again and again.
same with gtc.
these are really old games now and I still play em.
At 02:30 a.m. 26/01/2011, you wrote:
Hi,
Hi,
Blankblock? If you can play Tank Commander you can play that one. If you
have to make a physical board out of it.
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, January 25, 2011
Hi,
Blankblock is more complicated than Tank Commander. There are no puzzles in
Tank Commander. No mazes, no real traps if you have enough sense to scan the
area to avoid them, and all your missions and exits explained at the
beginning of the level.
Blankblock is all about jigsaw working,
Hi,
Not to be picky but I'm not sure why you're replacing ps with bs and ts with
ds.
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Michael Gauler
Sent: Tuesday, January 25, 2011 7:25 AM
To: Gamers Discussion
Puzzles? Once solved, do they detract from the challenge and replay value?
A classic example of this is the first game put out by Bavisoft.
Traps? I like the way that Q9's pits are, in that you can still fall into
pits even with the muddy warning. Could it be possible to place a landing
Why do so many people talk about puzles instead of puzzles? A spell checker or
proofreading would quickly and easily cure this.
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I also pre-ordered this game. It's gonna be sweet.
Story whise it sounds kinda interesting, but for once, I'm actually interested
in the fighting. I do like the controls. I'm guessing the exchange does
something different for each character. Never played a tag team game though, so
learning
questions or concerns regarding the management of the
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It could be that English isn't his native language.
We are the Knights who say...Ni!
- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 25, 2011 4:12 PM
Subject: Re: [Audyssey] MOTA Last Minute
If they happen to use a synthesizer that pronounces it correctly even though
it's not spelled correctly they might not realize it.
We are the Knights who say...Ni!
- Original Message -
From: Charles Rivard woofer...@sbcglobal.net
To: audyssey gamers list gamers@audyssey.org
Sent:
have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.
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http
Any spell checker will know the difference.
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- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 8:12 PM
Games like blank block are more easily played on a physical board than by
using a screen reader to keep track of what is where on a grid type board.
It's probably due to the facts that I have been blind since birth and that I
used to play a very similar game on a wooden board with sliding
Hi Ryan,
About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thinking of a classic
arcade mode where it keeps track of your top 10 scores and you try to
best your own score. Plus by having an arcade mode there are other
things we
Here are the events scheduled for Wednesday, January 26th:
From the Pulpit
7:00 PM eastern
Hosted by Lee from WV
Location: House of Our Lord
Come listen to a live service, which will include, worship, music, preaching,
and special singing.
Chain Reaction
8:00 PM eastern
Hosted by
Hi Thomas,
I do think that would be nice. That's why I like Judgment Day so much,
mainly for the trophies. It adds replay value to the game and could enable
greater flexibility, like reward upgrades, purchasable upgrades and the
like.
Regards,
Damien.
- Original Message -
From:
Just curious... why are you interested in the fighting for once? lol.
And the exchange is a universal launcher, as well as tag out during
air combos. lol.
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You can make
Assuming that people bother to use them. That's the problem right there.
We are the Knights who say...Ni!
- Original Message -
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 8:04 PM
Subject: Re: [Audyssey]
Hi Charles,
Charles wrote:
Puzzles? Once solved, do they detract from the challenge and replay
value? A classic example of this is the first game put out by
Bavisoft.
My reply:
I don't think so. As long as there are more challenges besides the
puzzles in place there will be plenty to offer a
Hi,
That's already there; what do you think the landing beaken is for?
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Wednesday, January 19, 2011 8:12 AM
To: Gamers Discussion list
Subject:
Hi,
Again, it's there. It's right three in options; have you even read the
documentation?
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of jason
Sent: Wednesday, January 19, 2011 3:28 AM
To: Gamers Discussion
Hi,
Again; read the documentation...
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of jason
Sent: Wednesday, January 19, 2011 3:00 AM
To: Gamers Discussion list
Subject: [Audyssey] racing game
Hey I know 3d
Hi Dark,
True enough. Strangely though when it comes to creating level maps in
my mind I can not for the life of me think of them in 2d. I suppose
because when I was sighted I saw everything in 3d so when I start
mapping things I automatically think of things having 3d left, right,
up down,
I like the idea of trophies, very much.
-- Original Message --
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Last Minute Comments
Date: Tue, 25 Jan 2011 22:17:24 -0500
Hi Ryan,
About arcade mode. Score
So a few more characters I forgot to list...
Capcom
Arthur: ghosts n goblins
Nathan Spensor: Bionic Commando
Amaterasu: Okami
Marvel:
Deadpool
I'm pretty sure I've got it right now... if anyone has any questions,
let's get the discussion rolling... and to orin, if you've preordered
the game
I'm fairly indifferent on the score front, but I love the trophy idea,
exactly as you said, trying to unlock them all is a challenge I really
appreciate.
Beware the grue!
Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list
Hi Muhammed,
Well, that would not necessarily work. For one thing although we are
both arguably C/C++ developers my engine design is extremely object
oriented where BGT seams to take a more procedural approach to
programming. That's not bad or good, but is just one of many
differences in how the
Hi Tom, it's actually something of an irony. I've always been able to play
complex 2d games like Metroid Mega man and turrican, but one of the most
depressing experiences of my life was when I found at the age of about 14
that games like Mario 64 and original tomb rader were utterly unplayable,
Hi Dark,
Basically, I figure unlocking trophies etc is one good use for arcade
mode. In Guardian of Light you get certain points for performing
various things like time bonuses etc that all go towards unlocking
certain trophies and things like that. So if we add arcade mode this
would be the most
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