Re: [Audyssey] Retro Gaming

2010-03-11 Thread Thomas Ward
Hi Dark,
Well, if I could find the sounds, music, etc to do it I might be
tempted to try a Turrican clone. I'd have to get m hands on an
original too to get a feel for the game play, but if I could fulfill
those requirements I'd give it a try with the Genesis Engine.As you
know from MOTA I think all of the necessary code is or will be in
place for a game like that.
As for enemies above or below you in MOTA pressing the v key will
announce where items and enemies are in relationship to you. If you
have a better way of doing this I'd like to hear it.



On 3/9/10, dark d...@xgam.org wrote:
 Well I certainly would be behind you on that one Tom, I'd love to see an
 audio version of Mega man or castlevania, in fact if the blastbay toolkit
 works out as I hope it will, I well might have a go at creating an audio
 version of turrican.

 turrican would be my game of choice, partly because it's gameplay is both
 symple and complex. It has the large level size and exploration of Metroid,
 but tends to just work by blasting through many enemies, rather than a lot
 of complex collection of items.

 Also, the famous thing about the series was it's music, and it'd be great to
 introduce that into the Vi gaming community, sinse I'd say that's what
 really got me into both games and weerd miner chords in one fell swoop.

 Pluss, the fact that the creator has given his permission for freeware
 remakes to use music,  and indeed graffic tyles from the original games
 is actually pretty useful too.

 The only really serious problem I can see with this, is truly representing
 the y access in a 2D game, knowing that there is an enemy or ledge above you
 on the right or left side. I've got some ideas about this but I'll probably
 write up an artical for audeasy about them.

 Beware the grue!

 Dark.

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Re: [Audyssey] Retro Gaming

2010-03-11 Thread tim kilgore
Hey if some one bought your engine from you, would they have to know 
porgramming to make a game?


Tim
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 11, 2010 2:19 PM
Subject: Re: [Audyssey] Retro Gaming



Hi Dark,
Well, if I could find the sounds, music, etc to do it I might be
tempted to try a Turrican clone. I'd have to get m hands on an
original too to get a feel for the game play, but if I could fulfill
those requirements I'd give it a try with the Genesis Engine.As you
know from MOTA I think all of the necessary code is or will be in
place for a game like that.
As for enemies above or below you in MOTA pressing the v key will
announce where items and enemies are in relationship to you. If you
have a better way of doing this I'd like to hear it.



On 3/9/10, dark d...@xgam.org wrote:

Well I certainly would be behind you on that one Tom, I'd love to see an
audio version of Mega man or castlevania, in fact if the blastbay toolkit
works out as I hope it will, I well might have a go at creating an audio
version of turrican.

turrican would be my game of choice, partly because it's gameplay is both
symple and complex. It has the large level size and exploration of 
Metroid,
but tends to just work by blasting through many enemies, rather than a 
lot

of complex collection of items.

Also, the famous thing about the series was it's music, and it'd be great 
to

introduce that into the Vi gaming community, sinse I'd say that's what
really got me into both games and weerd miner chords in one fell swoop.

Pluss, the fact that the creator has given his permission for freeware
remakes to use music,  and indeed graffic tyles from the original 
games

is actually pretty useful too.

The only really serious problem I can see with this, is truly 
representing
the y access in a 2D game, knowing that there is an enemy or ledge above 
you
on the right or left side. I've got some ideas about this but I'll 
probably

write up an artical for audeasy about them.

Beware the grue!

Dark.


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Re: [Audyssey] Retro Gaming

2010-03-11 Thread Hayden Presley
Hi Tim,
Assuming you are talking about Thomas', I'd have to say yes, they would.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of tim kilgore
Sent: Thursday, March 11, 2010 6:30 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Retro Gaming

Hey if some one bought your engine from you, would they have to know 
porgramming to make a game?

Tim
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 11, 2010 2:19 PM
Subject: Re: [Audyssey] Retro Gaming


 Hi Dark,
 Well, if I could find the sounds, music, etc to do it I might be
 tempted to try a Turrican clone. I'd have to get m hands on an
 original too to get a feel for the game play, but if I could fulfill
 those requirements I'd give it a try with the Genesis Engine.As you
 know from MOTA I think all of the necessary code is or will be in
 place for a game like that.
 As for enemies above or below you in MOTA pressing the v key will
 announce where items and enemies are in relationship to you. If you
 have a better way of doing this I'd like to hear it.



 On 3/9/10, dark d...@xgam.org wrote:
 Well I certainly would be behind you on that one Tom, I'd love to see an
 audio version of Mega man or castlevania, in fact if the blastbay toolkit
 works out as I hope it will, I well might have a go at creating an audio
 version of turrican.

 turrican would be my game of choice, partly because it's gameplay is both
 symple and complex. It has the large level size and exploration of 
 Metroid,
 but tends to just work by blasting through many enemies, rather than a 
 lot
 of complex collection of items.

 Also, the famous thing about the series was it's music, and it'd be great

 to
 introduce that into the Vi gaming community, sinse I'd say that's what
 really got me into both games and weerd miner chords in one fell swoop.

 Pluss, the fact that the creator has given his permission for freeware
 remakes to use music,  and indeed graffic tyles from the original 
 games
 is actually pretty useful too.

 The only really serious problem I can see with this, is truly 
 representing
 the y access in a 2D game, knowing that there is an enemy or ledge above 
 you
 on the right or left side. I've got some ideas about this but I'll 
 probably
 write up an artical for audeasy about them.

 Beware the grue!

 Dark.

 ---
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 list,
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Re: [Audyssey] Retro Gaming

2010-03-11 Thread Thomas Ward
Hi,
Like I said in my previous post I'll eventually be building some
automation tools to simplify the process for non-programmer types, but
currently I haven't gotten that far yet. I'm just now getting the game
core written and debugged so I can create MOTA 1.0.


On 3/11/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Tim,
 Assuming you are talking about Thomas', I'd have to say yes, they would.
 Best Regards,
 Hayden

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Re: [Audyssey] Retro Gaming

2010-03-09 Thread RONALD HOPKINS

Hello.  How do you accept quests in entombed?

--
From: dark d...@xgam.org
Sent: Tuesday, March 09, 2010 7:16 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Retro Gaming

Well I certainly would be behind you on that one Tom, I'd love to see an 
audio version of Mega man or castlevania, in fact if the blastbay toolkit 
works out as I hope it will, I well might have a go at creating an audio 
version of turrican.


turrican would be my game of choice, partly because it's gameplay is both 
symple and complex. It has the large level size and exploration of 
Metroid, but tends to just work by blasting through many enemies, rather 
than a lot of complex collection of items.


Also, the famous thing about the series was it's music, and it'd be great 
to introduce that into the Vi gaming community, sinse I'd say that's what 
really got me into both games and weerd miner chords in one fell swoop.


Pluss, the fact that the creator has given his permission for freeware 
remakes to use music,  and indeed graffic tyles from the original 
games is actually pretty useful too.


The only really serious problem I can see with this, is truly representing 
the y access in a 2D game, knowing that there is an enemy or ledge above 
you on the right or left side. I've got some ideas about this but I'll 
probably write up an artical for audeasy about them.


Beware the grue!

Dark.

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Re: [Audyssey] Retro Gaming

2010-03-09 Thread Ron Schamerhorn
Once you hear the quest hit the y to accept it.

- Original Message - 
From: RONALD HOPKINS rrhopki...@verizon.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 09, 2010 4:21 PM
Subject: Re: [Audyssey] Retro Gaming


Hello.  How do you accept quests in entombed?

--
From: dark d...@xgam.org
Sent: Tuesday, March 09, 2010 7:16 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Retro Gaming

 Well I certainly would be behind you on that one Tom, I'd love to see an
 audio version of Mega man or castlevania, in fact if the blastbay toolkit
 works out as I hope it will, I well might have a go at creating an audio
 version of turrican.

 turrican would be my game of choice, partly because it's gameplay is both
 symple and complex. It has the large level size and exploration of
 Metroid, but tends to just work by blasting through many enemies, rather
 than a lot of complex collection of items.

 Also, the famous thing about the series was it's music, and it'd be great
 to introduce that into the Vi gaming community, sinse I'd say that's what
 really got me into both games and weerd miner chords in one fell swoop.

 Pluss, the fact that the creator has given his permission for freeware
 remakes to use music,  and indeed graffic tyles from the original
 games is actually pretty useful too.

 The only really serious problem I can see with this, is truly representing
 the y access in a 2D game, knowing that there is an enemy or ledge above
 you on the right or left side. I've got some ideas about this but I'll
 probably write up an artical for audeasy about them.

 Beware the grue!

 Dark.

 ---
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 list,
 please send E-mail to gamers-ow...@audyssey.org.


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[Audyssey] Retro Gaming

2010-03-08 Thread Thomas Ward
Hi Dark,
All too true. Not having to work on graphics really simplifies the job
for us accessible game developers. However, as you pointed out since
they still take a lot of time and energy to create the games have to
be built to last. That is in fact why I've worked so hard on the
Genesis Engine, done an unbelievable amount of research, for the
project and have held up the MOTA development. I want this game engine
and the games to last for years to come.
Anyway, as far as retro gaming goes I'd really love to see an
accessible Castlevania, Megaman, and Double Dragon. Perhaps once MOTA
is released and Genesis is more or less stable I can devote some time
into making my own accessible retro remakes of some games like that.
An accessible Castlevania game would rock.
Above all Megaman would be simply fantastic. I played the heck out of
that game, and it has some really awesome puzzles and traps. To date
we haven't had anything remotely close to it.

Cheers!


On 3/8/10, dark d...@xgam.org wrote:
 Hi Tom.

 this unfortunately sounds true. the only reason the Mega man series survived
 is that they effectively split the franchize in two. the Batlenetwork games
 and their sequal series are very much aimed at kids. They aren't even set in
 the same universe as Mega man,  in fact at the end of the first game the
 villain, Lord Wily, states that the reason he went into evil was that his
 robotic's program was rejected in favour of net research.

 The games are very much themed around kid romance, standardized, almost
 simplified plots, features such as trading and online competition like the
 Pokemon series, and a battle/rpg system employing real time rather than turn
 based elements.

 Then, at the same time, Capcom continued to release platformers for the hard
 core fans set in the same universe as Mega man and Mega man x, with dark and
 interesting plots which tie in to the previous games (including the return
 of dr. wily in Mega man zero 4), and are currently bridging the gap betwene
 the Mega man and mmx series with mega man 9 and 10 which actually introduce
 the maveric virus.

 Sadly though, this is a rarity, and circumstances such as those you mention
 with tomb rader sound all too common.

 Fortunately, there will always be systems like the virtual console, and
 indeed freeware developers, but as is known on this list, what can be done
 by one,  or at most 10 or 12 people working together on a game project
 isn't like the millions which a game company could spend developing
 something.

 This is why even in the retro games scene, there are comparatively few walk
 along beat em ups like double dragon or streets of rage,  not because
 such games aren't popular (the fourty quid I had to shell out for a copy of
 streets of rage 3 for my mega drive a few months ago from Ebay shows that),
 but because in terms of grafics programming, defining all the factors for
 such a game, moving collision boxes, speed of attacks, many large scale
 animations is a hugely tricky process for one person alone.

 This is however one advantage with audio games. because developers and
 players are very close, and because (to be blunt), not many games are
 released, people are encouraged to try many sorts of games at varying
 difficulties. Pluss, generally good sfx and music are held to be a bonus,
 not a necessity, sinse everyone is aware how tricky such things are to
 obtain,  and besides, sinse audio games have to last the player a long
 time before the next release,  they must be built to last and not work
 just on audio appeal.

 While I can think of a couple of audio games who's audio out stripped there
 gameplay, most fall the other way around,  and someone who refuses a
 game because they don't like the audio is just doing themselves out of some
 fun.

 Beware the grue!

 Dark.

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Re: [Audyssey] Retro Gaming

2010-03-08 Thread dark
Well I certainly would be behind you on that one Tom, I'd love to see an 
audio version of Mega man or castlevania, in fact if the blastbay toolkit 
works out as I hope it will, I well might have a go at creating an audio 
version of turrican.


turrican would be my game of choice, partly because it's gameplay is both 
symple and complex. It has the large level size and exploration of Metroid, 
but tends to just work by blasting through many enemies, rather than a lot 
of complex collection of items.


Also, the famous thing about the series was it's music, and it'd be great to 
introduce that into the Vi gaming community, sinse I'd say that's what 
really got me into both games and weerd miner chords in one fell swoop.


Pluss, the fact that the creator has given his permission for freeware 
remakes to use music,  and indeed graffic tyles from the original games 
is actually pretty useful too.


The only really serious problem I can see with this, is truly representing 
the y access in a 2D game, knowing that there is an enemy or ledge above you 
on the right or left side. I've got some ideas about this but I'll probably 
write up an artical for audeasy about them.


Beware the grue!

Dark. 



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