Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Jorge Gonçalves
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Jeremy Kaldobsky
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Jeremy Kaldobsky
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Thomas Ward
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,

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Darren Harris
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett
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 Released! Jeremy, i

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett
, 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 Behalf Of Jeremy Kaldobsky Sent: 20

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Kai
- From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org 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 had some really

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Jeremy Kaldobsky
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett
-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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett
...@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 system like GMA Tank Commander uses. You'd

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Thomas Ward
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 d...@xgam.org wrote: Hi tom. I'll look forward to it. in fact it's an interesting

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Kai
@audyssey.org 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 __ Gamers@audyssey.org If you want to leave

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Jeremy Kaldobsky
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Willem Venter
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 to

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Christopher Bartlett
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 one for using propper

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread shaun everiss
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Jeremy Kaldobsky
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 one for

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Jeremy Kaldobsky
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread shaun everiss
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread shaun everiss
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Jeremy Kaldobsky
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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.

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Tim Kilgore
: 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 in the face is like saying

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Darren Harris
: 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 same patterns

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Christopher Bartlett
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Darren Duff
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Hayden Presley
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 in the face is like

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Darren Harris
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 thing is just useless

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Thomas Ward
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 d...@xgam.org wrote: Actually

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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 __

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread shaun everiss
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,

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread shaun everiss
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Jeremy Kaldobsky
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.

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Mich
as a audio game. or even the super mario games. well these are my thoughts on this topic. from Mich. - Original Message - From: dark d...@xgam.org To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, November 17, 2011 1:35 PM Subject: Re: [Audyssey] Game concepts BGT Version 1.1

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Christopher Bartlett
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Dakotah Rickard
: 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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread dark
: 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 judgment day etc. I to have seen

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread dark
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,

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread dark
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Thomas Ward
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Bryan Peterson
To: Gamers Discussion list gamers@audyssey.org 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 language like

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Christopher Bartlett
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

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Dakotah Rickard
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