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----- Original Message ----- 
From: "nicol" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, December 06, 2006 12:24 PM
Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek


> hi
> You get a wide variety of games. Each game needs its own sounds. And this 
> is
> where the problem lies: if audio game maker is for free, you need to spend 
> a
> lot of money because you need sounds for the games you create so you need 
> to
> buy sound libraries.
> Sound libraries do cost money!
> Or does the developers of audio game maker supply people with sound
> libraries   included in the package?
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> Behalf Of AudioGames.net
> Sent: Wednesday, December 06, 2006 2:25 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Audio Game Maker - Sneak Peek
>
> Hi David,
>
> I'll try to answer that question the best I can:
>
> Every game that is created with Audio Game Maker consists of multiple 
> files:
> a standard Audio Game Player.exe, some standard library files, an XML file
> that contains all the data of the game, and four folders that contain all
> the sound files that are used in the game. To distribute a game, you 
> simply
> share these files with someone else (simply .zip them up and send 'm). 
> That
> person does not need to have Audio Game Maker, as all games are 
> stand-alone.
> However, when someone receives a game from somebody else and puts the 
> files
> in the Audio Game Maker folder, that person is able to open the .XML game
> file using Audio Game Maker. This means that when you create a game with
> Audio Game Maker and distribute it (either for free, money, goats, Linden
> dollars or MySpace kudos) others can access your game file later on, edit
> it, change the soundfiles, and distribute it themselves for even more 
> goats
> or red paperclips.
>
> Therefore I hope you see that once you sell one game and it's out on the
> Net, others can easily modify it. I personally don't have anything against
> you selling a game you made with Audio Game Maker (you have every right to
> ask for compensation for your hard work), but with how Audio Game Maker
> works, you probably won't make that much money. Although, I might add, I
> hereby dare the community to come up with your own economic system if you
> want ;) Like a donation system, or a "ransom marketing" system (you create 
> a
> game but not yet release it, advertise it, and when you receives enough
> money in donations, you release the game for free), etc. etc.. I dare you
> all, folks ... (smile) ...
>
> The goals of the Audio Game Maker project are:
>
> 1) to increase the amount of audio games
> 2) give visually impaired wanna-be game designers a chance to develop 
> their
> own audio games with a (simple) "what you hear is what you get"- kind of
> tool (at least something simpler than C++)
>
> I am personally very interested in point 1, since "more games" means "more
> examples added to the discourse" means "more knowledge on audio game 
> design"
> and "more examples of accessible game design for the general game 
> industry".
>
> For us there is no financial gain in this whole project. We decided for a
> "non-protected" format for the games for several reasons. One was that it 
> is
> quite hard (given the short amount of time in which Audio Game Maker is
> conceived) to create a tool with which one can create games that are
> copy-protected/piracy safe. The other was that we would like to create a
> community of people all developing audio games, sharing their ideas and
> games with each other, teaming up to build larger games together. We were
> thinking along the lines of this: let's say that there are a few people 
> out
> there who want to build a Pong-type of game. With Audio Game Maker, once
> someone has finished a Pong game, others can use that game to create their
> own version, convert it into an Arkenoid type of game, etc.
>
> Many of you are currently into modding existing audio games. Think of this
> as not only being able to change each others sound files, but also take a
> game and make it your own. This is something that has been going on with
> Flash/Shockwave game development for many years already.
>
> Is this enough of an answer?
>
> Greets and thanks for your interest!
>
>
>
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>
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