boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 20, 2011 12:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi Chris,
The best way to track targets in a 3d world is to come up with a
targeting sy
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 20, 2011 11:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi Shaun,
Well, as one of those gamers
Hi Chris,
The best way to track targets in a 3d world is to come up with a
targeting system like GMA Tank Commander uses. You'd have one type of
beep to handle the horizontal axis and a different one for the
vertical axis. The beeps would increase in pitch as you center the
enemy target in the cro
Dark, the last think I thought you were doing was criticizing in a destructive
manner. Lol, we have discussed game ideas in audiogames.net threads more than
I can recall, and I agree that the only way things will ever change for the
better is if the thoughts and concerns of the people are heard
--- Original Message -
From: "Thomas Ward"
To: "Gamers Discussion list"
Sent: Sunday, November 20, 2011 7:06 AM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi Jeremy,
Yes, in deed. That's something I'd personally like to see. You've ha
Hi Dark,
Well said. That's my thoughts too. Jeremy can take or leave any
suggestions--that's his right as the developer---but I think the games
could be even that much better if some of the ideas, storyline, etc
was fleshed out a bit. I know Jeremy likes producing things as quick
as possible, but
Hi Shaun,
Well, as one of those gamers who prefers a game has a decent
storyline, characters I can identify with, and so on that's where we
disagree. I personally feel a game's storyline is very important to
the success of the game.
Take for example the Tomb Raider series. Since it was originally
As the originator of this debate, it certainly wasn't my intention to knock
down what Jeremy has done. I'm quite aware how difficult programming is and
that I myself have not yet been able to develope anything.
However, I know being someone who at least does vaguely creative things such
as wri
Sent: Sunday, November 20, 2011 9:53 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hey jeramy
Fancy a crack at a space strategy game?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Jeremy, I will second Jorge to this extent. I like your frequent updates
with cumulative improvements. It gives us a chance to give you feedback in
manageable chunks, when you can make decisions with less being bogged down
by previous coding decisions. If you're going in for more complex project
think we need defend him.
Chris Bartlett
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jorge Gonçalves
Sent: Sunday, November 20, 2011 6:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1
Hi Jeremy,
Yes, in deed. That's something I'd personally like to see. You've had
some really great games like Castaways but not enough different
missions. I love Civilization type games like that, and what I'd like
to see is a game like Castaways be improved to have 10 to 20 campaigns
to choose fr
Hey jeramy
Fancy a crack at a space strategy game?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 20 November 2011 13:28
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1
Hi Jeremy,
That's always possible of course. I've found myself in that situation
myself a time or too when I wrote something, meant it one way, but
someone on list reads it and takes it another way. The lesson we
should all keep in mind here is to be careful what we write, how we
phrase things, an
Thank you Jorge, I'm glad you hear you enjoy my games. :) I plan to continue
making games, but I think I will try to spend a little more time on each one so
that they become longer. Of course this does mean fewer overall titles, but
it's worth trying since it seems like what the majority are
Thanks Shaun :D
Yeah you'll be happy to know that the next update of Swamp seems to fix the
problem of so much ammo. I wanted to have it posted already, and I'm working
on it even now, but there are still quite a few things I need to finish up
before I can post it.
> These comments jeremy wer
Jeremy, i just wanted to tell you: please go on with your projects and
go on with your own style of development.
In this community the thing the people do best is to criticize without
presenting any positive ideas.
Your games are a big fresh air on this community and I would love to see
you goin
Sean, the word Crappy is very different to the word short. I would not
describe Aprone's games as crappy simply because they lack in length the
same way I would describe a delicious meal as crappy simply because I
could've done with another course.
I would suggest that you think about what you
well I'll be looking foreward to another game.
Something to test in my time in the holidays.
At 02:31 a.m. 20/11/2011 +0200, you wrote:
Hi Jeremy.
I also think what actually happen is that he quoted a comment jokingly
refering to your games as "crappy code" being preferable over code
that took ag
These comments jeremy were for those that think that the only good
game has to have a story, well structured and lenghthy as.
A game is fine even if its got a good, crappy or no plot at all
unless ofcause its boring or difficult to master.
Your games are sertainly not boring and I like works in
Even though it seems that my approach of spreading new game concepts into the
community wasn't the best idea, I'll be very happy to see that it worked in a
few cases. I gleefully look forward to what you and Willem come up with in
your respective projects.
> Yes, I've downloaded BGT and am
>
Excellent news Willem, I wish you luck on your coding and look forward to
seeing what you come up with!
> Hi Jeremy.
> I also think what actually happen is that he quoted a
> comment jokingly
> refering to your games as "crappy code" being preferable
> over code
> that took ages to write. Score o
I didn't mean that they were crappy, they are quite good in fact, but
from the standpoint for those that want a longer game with story etc
they are crappy.
I myself don't actually care even if the plot doesn't exist.
I am happy that we are getting so many short games out there as long
as we are
11 7:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi Jeremy.
I also think what actually happen is that he quoted a comment jokingly
refering to your games as "crappy code" being preferable over code
that took ages to write. Score o
Hi Jeremy.
I also think what actually happen is that he quoted a comment jokingly
refering to your games as "crappy code" being preferable over code
that took ages to write. Score one for using propper punctuation...
>From a personal side, your games gave me many ideas that I hope to
expand upon t
Thank you Thomas.
I'm actually wondering if Shaun's comment sounded differently than he intended
it. This happens from time to time, and I am leaning in that direction because
I don't ever remember anything blatantly negative coming from him in the past
concerning my games. I'm trying to give
ot;
To: "Gamers Discussion list"
Sent: Saturday, November 19, 2011 8:21 AM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
If jeremy's games are crappy code, then we need a lot more crappy code
around here! :D.
Beware the grue!
Dark.
---
Gamers mailing list __
If jeremy's games are crappy code, then we need a lot more crappy code
around here! :D.
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 t
Hi Dark,
Yeah, that's definitely a good thing. As you know Mysteries of the
Ancients and Paralous Hearts are only a drop in the bucket compared to
the potential of the 2d platformer genre.
On 11/18/11, dark wrote:
> Hi tom.
>
> I'll look forward to it. in fact it's an interesting coincidence tha
Hi Shaun,
Well, I don't put release dates on anything because I know I can't
meet that deadline. I know my schedule is rather hectic and things
always come up to delay development. Just this year I had two deaths
in the family, was sick twice for several weeks on end, plus other
personal emergenci
Hi Shaun,
No offense, but calling Jeremy's games "crappy code" is pretty
offensive. Although I may disagree with his choice of programming
languages etc his games are both good and he tries to make his games
as stable as possible given the short turn around time between
releases. I haven't encount
Well I also aggree.
With all the hooha over preorders and other release dates and things
of that nature loads of devs are scared to put any date on anything.
As a result apart from the lose hacker groups on the audiogames forum
most of the major devs are silent for months even years.
What aprone
I don't mind your little game ideas its better than those that are so
scared over preorders and release dates that we get nothing for ages.
If you want to release your crappy code to the community and slowly
build things up all over the place thats fine anyway.
At 12:51 a.m. 18/11/2011 -0800, yo
Hi tom.
I'll look forward to it. in fact it's an interesting coincidence that after
years of 1D side scrollers, perilous hearts also features a much more 2D
style of gameplay, probably will come out at about the same time as Mota,
but has been developed independently.
seeing how both games t
Hi Dark,
Well, speaking of 2d games with full 2d movement MOTA is getting a
major upgrade in that department. I'm not only expanding all of the
game levels I'm adding more features to the game which harken back to
the classic side-scrollers of the NES/Super NES era of games. That's
one reason Its
Hi Dark,
Well put. That in a nutshell is the issue. Programming is after all
just writing instructions in a language the computer can understand.
As such since those instructions often time have to be specifically
defined there is no easy way to give a yes/no answer or select it from
a list of opt
Hi Tom.
that would be great in itself, particularly if you had an editer to create
other dungeons and installments the way the initial Eamon did.
however, what I'd love at the moment is a truely accessible interpreter for
the eamon games. eamon delux has potential but takes a lot of mucking a
Ah, woopse!
Being as I pretty much bought the game even before there was! a commercial
copy, I never actually played the entombed demo at all, so you could
say in my case the release stratogy was very! successful indeed! :D.
Beware the grue!
Dark.
---
Gamers mailing list __ Gamers@au
Hi Tom.
That is true. I don't particularly see myself developing any sort of sports
games sinse they don't interest me in the least, ditto with online affairs.
I'm primarily interested in plot and exploration, therefore it's an rpg I'd
love to make, but particularly something with a detailed
hi tim.
This was tried with audio game maker, and really didn't work out at all. The
problem is even if you wrote a game completely in English syntax, you've
stil got a hole bunch of things to defign.
Take a symple space invaders game as an example.
you first need to setup the playing field
Hi Dark and all,
HI am also a big fan of the Eamon games. In fact, had it for
my Apple II-E. I've thought about creating a PC version myself, but
wasn't sure if Draconis Entertainment was still working on their clone
of Eamon.
Anyway, once I am done with MOTA and Raceway I'd be interested
Hi Dark,
Actually, it was 7 levels not 8. The early versions of Entombed as
well as the current demo end after completing level 7. However, your
basic point still stands. What Jason did with Entombed turned out to
be a good marketing strategy.
On 11/18/11, dark wrote:
> Actually chris that was v
Hi Dark,
Like I said it all depends on the game in question. Yes, if we are
talking a simple table top RPG type affair the math isn't a big deal.
You are going to mainly be doing stat calculations which are not all
that complex. Diddo for any kind of card or board game.
Now, if someone wanted to
Hi Tim,
Sorry, but no. Coming up with a game creation wizard simply is not
practical for any kind of game design. There are too many factors that
absolutely have to be coded by hand and will not work properly using
generic code. Using a wizard will only get you so far before you
encounter some kin
ayden Presley
Sent: 18 November 2011 14:23
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi,
Wizards just are not practical. What if we were't looking at a game with an
interface. What if we were creating a board game? Then the whole t
Hi,
Right. I can definitely see how Jeremy's smaller games could have a
huge impact long term.
For example, Swamp---although fairly simple--already explores two
mainstream concepts in accessible form. Through Swamp many gamers are
finding out for the first time that using the mouse for input isn'
s Discussion list"
Sent: Friday, November 18, 2011 3:12 AM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
> Hi Decota.
>
> I'm afraid your description about a microcosm of the games differences
> isn't correct.
>
> saying fighting games are the s
Lol Tim! Sounds to good to be true!
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tim Kilgore
Sent: Friday, November 18, 2011 6:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
I
Tim, I don't think that such a thing is possible if one wanted to produce
games of any depth at all. The number of decisions is just too high. I've
looked at the BGT language and it's a cut-down version of c++, which, while
very clearly explained in its documentation (kudos Philip, you've done a
: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 17 November 2011 17:55
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
While I wish it wasn't true, I haven't been around long enough to see the
sam
list"
Sent: Friday, November 18, 2011 3:12 AM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi Decota.
I'm afraid your description about a microcosm of the games differences
isn't correct.
saying fighting games are the same because characters punch eash other
Hi Aprone.
I'd say more it's a case of you've been giving us tv show pilots, but we
want the full 100 episodes with christmas special, actor reunions and
internet aggravation!
As I said, castaways could easily be a far longer and more complex game, and
indeed che's suggestion of giving peopl
Hi Decota.
I'm afraid your description about a microcosm of the games differences isn't
correct.
saying fighting games are the same because characters punch eash other in
the face is like saying all card games are the same because they use 52
playing cards, so generic as to not matter.
whi
Hi tom.
the mathematical point is absolutely true about 3D games, and also games
that simulate any sort of physics, such as sports, racing or flight sim
titles.
However, from what I've gathered it should stil be possible (especially with
bgt that handles a lot of the variables as standard math
It has been interesting reading the many thoughts on this topic. I haven't
taken the time to respond to them each, but I have been reading them.
I suppose the lesson for me to pull from all of this, is that I need to produce
fewer games but longer ones. This also means developing the story lin
Actually chris that was very much the stratogy with entombed.
there were ten or so betas of the first eight floors to the dungeon produced
in the first 18 months before the game went commercial, after that point
there were several more commercial releases that fixed bugs and added to the
game,
yep brian.
Indeed I first found out about eamon and eamon delux by seeing a reference
to eamon and realizing that it was the same game as Adora were planning.
whether adora' would've adapted the original Eamon games to be self voicing,
or written something new just with the same basic premise
First, to address Dark:
I do take your point about Street Fighter, Tekken, and Mortal Combat,
but I take that point only to a point. I understand the different game
mechanics, the different button presses and how they affect the
fighters movements differently in each game, but I'm not talking abou
Good stuff to chew on here. I do think that Jeremy's style actually lends
itself to getting around the development lag time issues though, as he
creates continual excitement about his games by frequent updates, which
aren't always huge in and of themselves, but taken cumulatively change the
games
"
To: "Gamers Discussion list"
Sent: Thursday, November 17, 2011 3:15 PM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi Mich.
Agreed. I'm actually sad nobody has done a propper pc vonertion of eamon,
sinse I'm certain it'd be possible with a
Hi Dark,
I think you are right on the money there. One of the problems is
programming skill. Most people here don't have any formal programming
training and thus sort of program as they figure things out or get a
leg up from a slightly more experienced programmer. As a direct result
of that many f
Hi decota.
I'm afraid I don't agree.
yes, sterrio is the main input of an audio game, and yes, sterrio is limited
in the amount of information it can convey, however there is no reason we
cannot focus this information.
Take packman talks as an example, showing a full four direction maze in
Hi chris.
I've agree, and I've heard of aprone's rpg and am looking forward to it.
I personally would prefer castaways to turn into something more like dwarf
fortrass or civ, where you can start from just a few people stuck on a beach
and end up building cities, making luxury goods for trade,
iscussion list"
Sent: Thursday, November 17, 2011 7:24 PM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi just throwing in my 2 sence worth on this. as a blind gamer who first
started out with shades of doom and then moved on to alien out back,
monkey business, and jud
my thoughts on this topic.
> from Mich.
> - Original Message -
> From: "dark"
> To: "Gamers Discussion list"
> Sent: Thursday, November 17, 2011 1:35 PM
> Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
>
>
>> Hi jeremy.
>
Jeremy, as both a devoted supporter of yours and one who has deep respect
for Dark's well-thought-out positions, I'm finding this discussion very
interesting. First of all, kudos to you for being willing to listen and
take feedback. So here's some more from, as I said, a devoted fan.
David Green
audio game.
or even the super mario games. well these are my thoughts on this topic.
from Mich.
- Original Message -
From: "dark"
To: "Gamers Discussion list"
Sent: Thursday, November 17, 2011 1:35 PM
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!
Hi jeremy.
I think possibly you were comparing audio games slightly too much to indi
graphical games, where there are always many developers of various skill
levels who influence each other. With audio games that is simply not the
case.
While I do believe that back around the year 2000 after
While I wish it wasn't true, I haven't been around long enough to see the same
patterns as you have. It does make sense though, that if most of the
developers are new to making games they would settle with the simpler space
invader approach, regardless of what other ideas were floating around.
Hi Aprone.
I fully agree on the matter of braille displays etc, pricing is insane, just
add the word accessibility and you can pretty much stick on another zero,
heck I've seen a hand held device which does just what your colour
recognition program does which would set you back 150 pounds (abo
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