Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-25 Thread shaun everiss
oh man, can't wait for the next updates.
At 01:53 p.m. 25/03/2008, you wrote:
Hi Charles,
You bet. Not only are the monsters going to be meaner, but I am thinking 
of a couple of other nasties. I have one trap that is especially nasty 
in mind.
All I can say is Angela Summers, yes she's back, will have her hands 
full with this new list of monsters and traps. They are deadlier, 
smarter, and obviously more dificult.

Charles Rivard wrote:
 Smarter and more aggressive monsters that attack as soon as you enter a 
 room??  oo how terrible!  However, oo, what! fun!
   


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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread will lomas
but randomness can't be implemented in these games, am i right?
so that means that once the snake is in level 2 after taking four  
steps, he'll always be there, so what's the point

On 23 Mar 2008, at 23:28, Thomas Ward wrote:

 Hi Bryan,
 I couldn't agree with you more. For Will or anyone to play one or two
 side-scrollers and say all side-scrollers are boring just only proves
 that the person hasn't had much exposure to them. The truth is some
 side-scrollers were very difficult and fun in the 1980's.
 One of my favorites, Double Dragon, was pretty much your average walk
 along beat-m-up, but it was fun. It was especially fun if you were  
 just
 in a peed off mood. Grab a bat from one of the thugs and beat him
 unconscious. If you were attacked by a bunch of enemies you could whip
 them with a series of well placed punches, kicks, and jumps. It was
 really fun when you knocked them off of platforms, bridges, or off
 cliffs. Enemy falls to his doom. Good bye mother huncher.
 In terms of side-scrollers like Castlevania they were unmatched in
 replay value. The battle with Dracula was worth every cent of the  
 game.
 The way he would die and then come back to life in another  form was
 cool. Dracula was also tough to beat because you would hit him with a
 weapon, he'd vanish, and reappear somewhere else ready to vamp your  
 rear
 end. The fire balls he would hurl your way were pretty nasty.
 The other thing I liked about the original Castlevania is there were  
 all
 kinds of different monsters from skeletons, knights, dragons, mummies,
 etc. Each gave their own unique combat style and baddy toughness to  
 the
 game. I hated taking on the mummies just because they wouldn't die  
 with
 just any weapon. You needed holy water to get rid of them. If you  
 used a
 leather whip or a throwing dagger you were dead meat. When you were
 attacked by 3 to 5 of the mummies at once you were toast.Although, I  
 do
 remember there was this one area you could jump onto above the  
 mummies,
 they couldn't climb up after you, and if you had the holy water you
 could dump it on them, and say by by to the creeps.




 Bryan Peterson wrote:
 That's not the point. The point is that you can't just play Monte  
 and then
 say all side scrollers are too easy. And it's Castlevania, not Castle
 Whatchamacallit.
 Time is an illusion, lunchtime doubly so.



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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Willem
No, you are not.
it could be implimented, but in monti, random placement just wasn't 
implimented to make the game nearer to the origional.
- Original Message - 
From: will lomas [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 24, 2008 4:14 AM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


 but randomness can't be implemented in these games, am i right?
 so that means that once the snake is in level 2 after taking four
 steps, he'll always be there, so what's the point



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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Thomas Ward
Hi Bryan,
Yes, I also loved he original Castlevania theme music. The first level 
music really put in the mood of monster hunting. The Dracula theme song 
was also pretty cool.
When it comes down to it the original NES games usually did have good 
music. Mario Brothers, Castlevania, Double Dragon, Megaman, TMNT, you 
name it were cool just to listen to.

Bryan Peterson wrote:
 Ah yes, Castlevania. The music was rockin', too. My favorite was the theme 
 in level 1.
 Time is an illusion, lunchtime doubly so.
   


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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Bryan Peterson
Exactly. In fact I have a lot of .nsf sound files on my laptop from various 
games. The .nsf format is really cool since it's the actual game sound 
format, complete with the game's sfx in many cases. Before nsf the only way 
you could get even close to the right sound was either to have the game 
itself or play Midi files using a really really bad sound card in your PC.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 23, 2008 8:10 PM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


 Hi Bryan,
 Yes, I also loved he original Castlevania theme music. The first level
 music really put in the mood of monster hunting. The Dracula theme song
 was also pretty cool.
 When it comes down to it the original NES games usually did have good
 music. Mario Brothers, Castlevania, Double Dragon, Megaman, TMNT, you
 name it were cool just to listen to.

 Bryan Peterson wrote:
 Ah yes, Castlevania. The music was rockin', too. My favorite was the 
 theme
 in level 1.
 Time is an illusion, lunchtime doubly so.



 ---
 Gamers mailing list __ Gamers@audyssey.org
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 [EMAIL PROTECTED]
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 list,
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Thomas Ward
Hi Will,
Not true. There are all kinds of areas where randomization can be used 
in side-scrollers. The reason it wasn't used in the Montezuma's Revenge 
game engine is simply that Michael Feir, Charles, and a few  others 
wanted the game to be along the lines of the Atari classic.
Even if a snake is staticly placed in room x there are ways to make your 
encounter more challenging. One the developer can make the snake mor 
agressive and combat oriented. Two, the developer can use random hit 
point damage and defense to make the battle more random and realistic. 
Three, the developer might use a random generator to have the monster 
appear or not appear in that room at all per game.
Currently, I am working on a totally new collection of monsters for the 
new side-scroller. These new monsters won't be as stupid as the 
Montezuma's Revenge monsters were. The Monte monsters basicly moved back 
and forth and attacked if you were in range. They were basically passive 
until you were in range. The new monsters will be more agressive. The 
second you enter a room with monsters in it they will  start attacking 
you with what ever weapon they have. No single swing from a sword or 
shot from your gun will kill them. It will be a battle. There are 
different weapons being introduced into the game and some weapons will 
be more effective than others.

will lomas wrote:
 but randomness can't be implemented in these games, am i right?
 so that means that once the snake is in level 2 after taking four  
 steps, he'll always be there, so what's the point
   


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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Bryan Peterson
Very neat. I assume we'll need all new keys for it though. Hopefully by the 
time it's ready I'll be more financially stable and can buy it if I have to.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 24, 2008 9:20 AM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


 Hi Will,
 Not true. There are all kinds of areas where randomization can be used
 in side-scrollers. The reason it wasn't used in the Montezuma's Revenge
 game engine is simply that Michael Feir, Charles, and a few  others
 wanted the game to be along the lines of the Atari classic.
 Even if a snake is staticly placed in room x there are ways to make your
 encounter more challenging. One the developer can make the snake mor
 agressive and combat oriented. Two, the developer can use random hit
 point damage and defense to make the battle more random and realistic.
 Three, the developer might use a random generator to have the monster
 appear or not appear in that room at all per game.
 Currently, I am working on a totally new collection of monsters for the
 new side-scroller. These new monsters won't be as stupid as the
 Montezuma's Revenge monsters were. The Monte monsters basicly moved back
 and forth and attacked if you were in range. They were basically passive
 until you were in range. The new monsters will be more agressive. The
 second you enter a room with monsters in it they will  start attacking
 you with what ever weapon they have. No single swing from a sword or
 shot from your gun will kill them. It will be a battle. There are
 different weapons being introduced into the game and some weapons will
 be more effective than others.

 will lomas wrote:
 but randomness can't be implemented in these games, am i right?
 so that means that once the snake is in level 2 after taking four
 steps, he'll always be there, so what's the point



 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 [EMAIL PROTECTED]
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/[EMAIL PROTECTED]
 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to [EMAIL PROTECTED]
 


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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Charles Rivard
Smarter and more aggressive monsters that attack as soon as you enter a 
room??  oo how terrible!  However, oo, what! fun!

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 24, 2008 8:20 AM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


 Hi Will,
 Not true. There are all kinds of areas where randomization can be used
 in side-scrollers. The reason it wasn't used in the Montezuma's Revenge
 game engine is simply that Michael Feir, Charles, and a few  others
 wanted the game to be along the lines of the Atari classic.
 Even if a snake is staticly placed in room x there are ways to make your
 encounter more challenging. One the developer can make the snake mor
 agressive and combat oriented. Two, the developer can use random hit
 point damage and defense to make the battle more random and realistic.
 Three, the developer might use a random generator to have the monster
 appear or not appear in that room at all per game.
 Currently, I am working on a totally new collection of monsters for the
 new side-scroller. These new monsters won't be as stupid as the
 Montezuma's Revenge monsters were. The Monte monsters basicly moved back
 and forth and attacked if you were in range. They were basically passive
 until you were in range. The new monsters will be more agressive. The
 second you enter a room with monsters in it they will  start attacking
 you with what ever weapon they have. No single swing from a sword or
 shot from your gun will kill them. It will be a battle. There are
 different weapons being introduced into the game and some weapons will
 be more effective than others.

 will lomas wrote:
 but randomness can't be implemented in these games, am i right?
 so that means that once the snake is in level 2 after taking four
 steps, he'll always be there, so what's the point



 ---
 Gamers mailing list __ Gamers@audyssey.org
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 [EMAIL PROTECTED]
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 list,
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread Thomas Ward
Hi Charles,
You bet. Not only are the monsters going to be meaner, but I am thinking 
of a couple of other nasties. I have one trap that is especially nasty 
in mind.
All I can say is Angela Summers, yes she's back, will have her hands 
full with this new list of monsters and traps. They are deadlier, 
smarter, and obviously more dificult.

Charles Rivard wrote:
 Smarter and more aggressive monsters that attack as soon as you enter a 
 room??  oo how terrible!  However, oo, what! fun!
   


---
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-23 Thread Bryan Peterson
Ah yes, Castlevania. The music was rockin', too. My favorite was the theme 
in level 1.
Time is an illusion, lunchtime doubly so.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 23, 2008 5:28 PM
Subject: [Audyssey] Side-scrollers was MOTA Beta 2.


 Hi Bryan,
 I couldn't agree with you more. For Will or anyone to play one or two
 side-scrollers and say all side-scrollers are boring just only proves
 that the person hasn't had much exposure to them. The truth is some
 side-scrollers were very difficult and fun in the 1980's.
 One of my favorites, Double Dragon, was pretty much your average walk
 along beat-m-up, but it was fun. It was especially fun if you were just
 in a peed off mood. Grab a bat from one of the thugs and beat him
 unconscious. If you were attacked by a bunch of enemies you could whip
 them with a series of well placed punches, kicks, and jumps. It was
 really fun when you knocked them off of platforms, bridges, or off
 cliffs. Enemy falls to his doom. Good bye mother huncher.
 In terms of side-scrollers like Castlevania they were unmatched in
 replay value. The battle with Dracula was worth every cent of the game.
 The way he would die and then come back to life in another  form was
 cool. Dracula was also tough to beat because you would hit him with a
 weapon, he'd vanish, and reappear somewhere else ready to vamp your rear
 end. The fire balls he would hurl your way were pretty nasty.
 The other thing I liked about the original Castlevania is there were all
 kinds of different monsters from skeletons, knights, dragons, mummies,
 etc. Each gave their own unique combat style and baddy toughness to the
 game. I hated taking on the mummies just because they wouldn't die with
 just any weapon. You needed holy water to get rid of them. If you used a
 leather whip or a throwing dagger you were dead meat. When you were
 attacked by 3 to 5 of the mummies at once you were toast.Although, I do
 remember there was this one area you could jump onto above the mummies,
 they couldn't climb up after you, and if you had the holy water you
 could dump it on them, and say by by to the creeps.




 Bryan Peterson wrote:
 That's not the point. The point is that you can't just play Monte and 
 then
 say all side scrollers are too easy. And it's Castlevania, not Castle
 Whatchamacallit.
 Time is an illusion, lunchtime doubly so.



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