[Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom.

Myself, I can't actually decide.

As you know, i'm certainly a fan of the Castlevania games (or at least those 
I've been able to play like super castlevania), so on the one hand having 
something like that in audio would be awsome.


then again, I'm deffinately looking forward to seeing what the Genesis 
engine can do in 3D sinse other than some promos we've not had chance to try 
that yet, and spelunking around a vampire's castle in ful 3D certainly 
sounds fun.


the only observation I will make, is that sinse this would be the first time 
the public get to see the 3D engine,  and arguably the first ever 3D fps 
audio game, odds are things might need tinkering with,  eg, navigation 
sounds, sonar, area views etc.


if your prepared to do that at this stage,  fair enough, however I 
wouldn't want to see a situation where around December people were hastling 
you to get Mota out of the door while you were stil monkeying with 3D in 
order to get your castlevania game working properly, that could be 
problematic.


of course you are the only one who knows how well the 3D navigation is 
working at the moment and how much trouble making the game and possibly 
modifying it would be, so your really the best person to decide this, pluss, 
as I said, I personally win either way ;D.


All the best,

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread john

Hi tom,
	I'd really like to see a 3-d game, though I don't have any 
knowledge as to how the original was, so I'm not sure how 
practical it would be. I'm of the opinion that we really don't 
have enough serious 3-d games out, so another one would be 
awesome!


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

Yes, I've thought about that problem. The 3d navigation isn't bad, but
could use improvements etc. Plus it takes a bit more time to do a full
3d level as there is a lot more to code. With a 2d side-scroller it
doesn't really take much to code at all. Especially, if we are talking
simple levels like Q9 or Super Liam for an initial release.

I think, and this is just my thoughts currently, doing the initial
release as a side-scroller is probably the right thing to do. For one,
it is much simpler to code than a full 3d game. Two, it can be made
into a classic arcade game like the original Castlevania which  for
some people would be something of a retro remake. Finally, we know the
ability to create side-scrollers is extremely stable, is working well,
and I can borrow lots of code from MOTA to get a basic game up and
running in a fairly short amount of time. So it would be the logical
choice here.

However, before I make it final I would like to get people's input on
it. After all, there are plenty of advantages in a FPS game too. It
just might take a little longer to create. Yet it would be more
rewarding, I think, if it was in full 3d.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Myself, I can't actually decide.

 As you know, i'm certainly a fan of the Castlevania games (or at least those
 I've been able to play like super castlevania), so on the one hand having
 something like that in audio would be awsome.

 then again, I'm deffinately looking forward to seeing what the Genesis
 engine can do in 3D sinse other than some promos we've not had chance to try
 that yet, and spelunking around a vampire's castle in ful 3D certainly
 sounds fun.

 the only observation I will make, is that sinse this would be the first time
 the public get to see the 3D engine,  and arguably the first ever 3D fps
 audio game, odds are things might need tinkering with,  eg, navigation
 sounds, sonar, area views etc.

 if your prepared to do that at this stage,  fair enough, however I
 wouldn't want to see a situation where around December people were hastling
 you to get Mota out of the door while you were stil monkeying with 3D in
 order to get your castlevania game working properly, that could be
 problematic.

 of course you are the only one who knows how well the 3D navigation is
 working at the moment and how much trouble making the game and possibly
 modifying it would be, so your really the best person to decide this, pluss,
 as I said, I personally win either way ;D.

 All the best,

 Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Darren Harris
Hi tom,

Do a 3d game. Something along the lines of doom or woofenstine. Going
through a castle getting attacked by bats vampires and the like. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 28 September 2011 11:36
To: Gamers Discussion list
Subject: [Audyssey] USA Games Halloween Project

Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi John,

The original Castlevania games were 2d side-scrollers. However, this
is only loosely based on those games. My game would be uniquely my
own, but feature similar enemies and game play elements. So if I
wanted to do it in an FPS format that would only improve the game in
my opinion rather than detract from it.

One reason I feel FPS would be an improvement is I could use an actual
castle layout, and create it to scale in the game world. I could
create various passages, rooms, winding wooden staircases, etc to give
you the feel of being in a ancient spooky castle. Plus with 3d comes a
variety of extra movements such as the ability to jump left, right,
ahead, backward, or straight up. You can spin in place, sidestep left
or right, etc. There are a lot of things that could be added to
improve the game over a 2d side-scroller in terms of realism.

Cheers!


On 9/28/11, john jpcarnemo...@comcast.net wrote:
 Hi tom,
   I'd really like to see a 3-d game, though I don't have any
 knowledge as to how the original was, so I'm not sure how
 practical it would be. I'm of the opinion that we really don't
 have enough serious 3-d games out, so another one would be
 awesome!

 ---
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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Daren,

Grin. Oh, there is lots of monsters I've got planned for the game.
Werewolves, vampires, undead knights, skeletal swordsman,
Frankenstein's Monster, the Mummy, Lady Dracula, Count Dracula, etc.
It will be a fright fest of monsters to be sure.

Cheers!


On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi tom,

 Do a 3d game. Something along the lines of doom or woofenstine. Going
 through a castle getting attacked by bats vampires and the like.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Charles Rivard
Making this game a 3D game would not only give us something new, but also 
give us a new environment, so that's the way I'd vote.  Go for the 3D.  It 
might also give feedback as what's going to maybe have to be worked on in 
the 3D version of MOTA.  Thanks.


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 5:35 AM
Subject: [Audyssey] USA Games Halloween Project



Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

---
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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Charles,

In deed. That is a good point. This would be an excellent way to test
the 3d functions etc in the engine since those have only been tested
in house with level 1 of MOTA 3D. So this would be a way of not only
introducing something of the horror genre to the VI audio games
community, but introduce them to FPS game play. I could use it to take
notes on what needs updated, fixed, etc.

Cheers!


On 9/28/11, Charles Rivard wee1s...@fidnet.com wrote:
 Making this game a 3D game would not only give us something new, but also
 give us a new environment, so that's the way I'd vote.  Go for the 3D.  It
 might also give feedback as what's going to maybe have to be worked on in
 the 3D version of MOTA.  Thanks.

 ---
 Security is not the absence of danger.  It is the presence of the Lord.

---
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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom.

Well as I said a side scroller would sute me just as much as something fully 
3D, however if the game is to be a side scroller, I'd prefer it to be a 
true! 2D side scroller like the original game, with your character climbing 
up and down stairs, maybe even taking on flying enemies or jumping betwene 
ledges.


As we've discussed on list before, Q9 and Superliam, while both fun, don't 
really qualify as 2D sinse they make litle to no use of an actual second 
dimention.


For a castlevania game, some or all of which would be set in a castle, going 
up stairs, climbing around and finding items (with of course the big boss 
fight on the highest tower), would be a crytical part of gameplay, indeed 
the stairs made a huge difference to Super castlevania, changing where you 
fought enemies, which route was easier and where items were, indeed some 
levels just involved very long assents or descents going up or down stairs.


I personally would feel quite disappointed if a castlevania game just 
involved walking along hitting things as fast as possible jumping the 
occasional pit like Q9.


Beware the Grue!

dark.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 12:30 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Dark,

Yes, I've thought about that problem. The 3d navigation isn't bad, but
could use improvements etc. Plus it takes a bit more time to do a full
3d level as there is a lot more to code. With a 2d side-scroller it
doesn't really take much to code at all. Especially, if we are talking
simple levels like Q9 or Super Liam for an initial release.

I think, and this is just my thoughts currently, doing the initial
release as a side-scroller is probably the right thing to do. For one,
it is much simpler to code than a full 3d game. Two, it can be made
into a classic arcade game like the original Castlevania which  for
some people would be something of a retro remake. Finally, we know the
ability to create side-scrollers is extremely stable, is working well,
and I can borrow lots of code from MOTA to get a basic game up and
running in a fairly short amount of time. So it would be the logical
choice here.

However, before I make it final I would like to get people's input on
it. After all, there are plenty of advantages in a FPS game too. It
just might take a little longer to create. Yet it would be more
rewarding, I think, if it was in full 3d.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:

Hi Tom.

Myself, I can't actually decide.

As you know, i'm certainly a fan of the Castlevania games (or at least 
those

I've been able to play like super castlevania), so on the one hand having
something like that in audio would be awsome.

then again, I'm deffinately looking forward to seeing what the Genesis
engine can do in 3D sinse other than some promos we've not had chance to 
try

that yet, and spelunking around a vampire's castle in ful 3D certainly
sounds fun.

the only observation I will make, is that sinse this would be the first 
time
the public get to see the 3D engine,  and arguably the first ever 3D 
fps
audio game, odds are things might need tinkering with,  eg, 
navigation

sounds, sonar, area views etc.

if your prepared to do that at this stage,  fair enough, however I
wouldn't want to see a situation where around December people were 
hastling

you to get Mota out of the door while you were stil monkeying with 3D in
order to get your castlevania game working properly, that could be
problematic.

of course you are the only one who knows how well the 3D navigation is
working at the moment and how much trouble making the game and possibly
modifying it would be, so your really the best person to decide this, 
pluss,

as I said, I personally win either way ;D.

All the best,

Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Greg Steel
Hi Tom this sounds so cool I haven't heard of this game but I think the side 
scroller would be much easier to make and you could have it ready much 
faster and their would be less code to work on.  It doesn't matter to me 
either one would be cool.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 3:35 AM
Subject: [Audyssey] USA Games Halloween Project



Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

---
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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

Sorry, I didn't make myself clear. If I were going to do a 2d
side-scroller obviously I would include full 2d elements like climbing
up and down staircases, jumping low walls, jumping onto ledges
above/below you, etc. All of that is pretty par for the course.

What I meant to say is that I could use a more traditional 2d layout
where the level is a long rectangle rather than a square is in the
case of MOTA. The levels could start out simple and get more complex
depending on where you are. For instance, the first couple of levels
might be out in the courtyard jumping low walls, fighting off
skeletons, zombies, and werewolves, etc. Then, you get into the castle
proper. Here you would have wooden staircases, hidden spike traps, and
other traditional Castlevania elements. The basic point I was making
is that creating a 2d level is a lot less complex than a 3d one. That
is especially true for something like Q9 or Super Liam where there is
no full 2d movement involved. However, it sounds like the majority of
gamers so far want 3d so I'm now leaning that way.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Well as I said a side scroller would sute me just as much as something fully
 3D, however if the game is to be a side scroller, I'd prefer it to be a
 true! 2D side scroller like the original game, with your character climbing
 up and down stairs, maybe even taking on flying enemies or jumping betwene
 ledges.

 As we've discussed on list before, Q9 and Superliam, while both fun, don't
 really qualify as 2D sinse they make litle to no use of an actual second
 dimention.

 For a castlevania game, some or all of which would be set in a castle, going
 up stairs, climbing around and finding items (with of course the big boss
 fight on the highest tower), would be a crytical part of gameplay, indeed
 the stairs made a huge difference to Super castlevania, changing where you
 fought enemies, which route was easier and where items were, indeed some
 levels just involved very long assents or descents going up or down stairs.

 I personally would feel quite disappointed if a castlevania game just
 involved walking along hitting things as fast as possible jumping the
 occasional pit like Q9.

 Beware the Grue!

 dark.

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 28, 2011 12:30 PM
 Subject: Re: [Audyssey] USA Games Halloween Project


 Hi Dark,

 Yes, I've thought about that problem. The 3d navigation isn't bad, but
 could use improvements etc. Plus it takes a bit more time to do a full
 3d level as there is a lot more to code. With a 2d side-scroller it
 doesn't really take much to code at all. Especially, if we are talking
 simple levels like Q9 or Super Liam for an initial release.

 I think, and this is just my thoughts currently, doing the initial
 release as a side-scroller is probably the right thing to do. For one,
 it is much simpler to code than a full 3d game. Two, it can be made
 into a classic arcade game like the original Castlevania which  for
 some people would be something of a retro remake. Finally, we know the
 ability to create side-scrollers is extremely stable, is working well,
 and I can borrow lots of code from MOTA to get a basic game up and
 running in a fairly short amount of time. So it would be the logical
 choice here.

 However, before I make it final I would like to get people's input on
 it. After all, there are plenty of advantages in a FPS game too. It
 just might take a little longer to create. Yet it would be more
 rewarding, I think, if it was in full 3d.

 Cheers!


 On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Myself, I can't actually decide.

 As you know, i'm certainly a fan of the Castlevania games (or at least
 those
 I've been able to play like super castlevania), so on the one hand having
 something like that in audio would be awsome.

 then again, I'm deffinately looking forward to seeing what the Genesis
 engine can do in 3D sinse other than some promos we've not had chance to
 try
 that yet, and spelunking around a vampire's castle in ful 3D certainly
 sounds fun.

 the only observation I will make, is that sinse this would be the first
 time
 the public get to see the 3D engine,  and arguably the first ever 3D
 fps
 audio game, odds are things might need tinkering with,  eg,
 navigation
 sounds, sonar, area views etc.

 if your prepared to do that at this stage,  fair enough, however I
 wouldn't want to see a situation where around December people were
 hastling
 you to get Mota out of the door while you were stil monkeying with 3D in
 order to get your castlevania game working properly, that could be
 problematic.

 of course you are the only one who knows how well the 3D navigation is
 working at the moment and how much trouble making the game and possibly
 modifying it would be, so your really the best person to decide this,
 

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Darren Harris
Yeah there really isn't a game of horrors out there is there, we need that.
Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 28 September 2011 12:44
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Daren,

Grin. Oh, there is lots of monsters I've got planned for the game.
Werewolves, vampires, undead knights, skeletal swordsman,
Frankenstein's Monster, the Mummy, Lady Dracula, Count Dracula, etc.
It will be a fright fest of monsters to be sure.

Cheers!


On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi tom,

 Do a 3d game. Something along the lines of doom or woofenstine. Going
 through a castle getting attacked by bats vampires and the like.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom, ah, that makes sense, sorry for my mistake.

Super castlevania I remember, even though it was basically a complete each 
level type of game stil had some interesting terrain even in the early 
outdoor levels, which is why I'd want to see such things in a similar audio 
game.


That being said, 3D could be awsome, particularly in the matter of weapons.

Castlevania was pretty tied to the whip as main weapon (don't know where 
wips come into the vampire thing, but there you go), but if you were making 
your own 3D game a lot of weapon possibilities come up, eg, weapons like a 
spear that just hit streight ahead of you but have a long reach, a sword 
that is shorter range but can hit things a litle left or right of center, or 
an axe that is short reach but can hit things quite far round you as you 
swing it, and that's before even thinking about missile weapons.


I'd certainly not be disappointed with a 3D horror game, provided that the 
nav features were up to the task.


In the first person games we've had thus far, while the gma engine and 
terraformers do a great job, some others have been less successful, for 
instance technoshock where lack of audio navaides was considdered part of 
the difficulty, but for me just made the game frustrating, and Monkey 
business where the audio navigation is frankly a nightmare, thanks to the 
undistinguished walls and not specific sonar (I've had something in the 
center of the sterrio field, walked towards it and gone past!), actually mb 
is one of the few games I actually regret buying, sinse the game is so 
confusing I can't even get passed the jungle!


And all that is largely before you add another demention on top! ;D.

Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 2:10 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Dark,

Sorry, I didn't make myself clear. If I were going to do a 2d
side-scroller obviously I would include full 2d elements like climbing
up and down staircases, jumping low walls, jumping onto ledges
above/below you, etc. All of that is pretty par for the course.

What I meant to say is that I could use a more traditional 2d layout
where the level is a long rectangle rather than a square is in the
case of MOTA. The levels could start out simple and get more complex
depending on where you are. For instance, the first couple of levels
might be out in the courtyard jumping low walls, fighting off
skeletons, zombies, and werewolves, etc. Then, you get into the castle
proper. Here you would have wooden staircases, hidden spike traps, and
other traditional Castlevania elements. The basic point I was making
is that creating a 2d level is a lot less complex than a 3d one. That
is especially true for something like Q9 or Super Liam where there is
no full 2d movement involved. However, it sounds like the majority of
gamers so far want 3d so I'm now leaning that way.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:

Hi Tom.

Well as I said a side scroller would sute me just as much as something 
fully

3D, however if the game is to be a side scroller, I'd prefer it to be a
true! 2D side scroller like the original game, with your character 
climbing
up and down stairs, maybe even taking on flying enemies or jumping 
betwene

ledges.

As we've discussed on list before, Q9 and Superliam, while both fun, 
don't

really qualify as 2D sinse they make litle to no use of an actual second
dimention.

For a castlevania game, some or all of which would be set in a castle, 
going

up stairs, climbing around and finding items (with of course the big boss
fight on the highest tower), would be a crytical part of gameplay, indeed
the stairs made a huge difference to Super castlevania, changing where 
you

fought enemies, which route was easier and where items were, indeed some
levels just involved very long assents or descents going up or down 
stairs.


I personally would feel quite disappointed if a castlevania game just
involved walking along hitting things as fast as possible jumping the
occasional pit like Q9.

Beware the Grue!

dark.

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 12:30 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Dark,

Yes, I've thought about that problem. The 3d navigation isn't bad, but
could use improvements etc. Plus it takes a bit more time to do a full
3d level as there is a lot more to code. With a 2d side-scroller it
doesn't really take much to code at all. Especially, if we are talking
simple levels like Q9 or Super Liam for an initial release.

I think, and this is just my thoughts currently, doing the initial
release as a side-scroller is probably the right thing to do. For one,
it is much simpler to code than a full 3d game. Two, it can be made
into a classic 

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Well shades of doom would count as a litle horrible I think ;D.

Actually it was the atmosphere in the game that convinced me audio games 
were worth playing in the first place,  and how about descent into 
madness?


that being said I do know what you mean, we have no supernatural horror 
games at all, so one would deffinately be welcome.


Oh, well I suppose chillingham, though really that games' atmosphere and 
plot are so completely comic it's difficult to take anything seriously.


Beware the Grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, September 28, 2011 2:26 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Yeah there really isn't a game of horrors out there is there, we need 
that.

Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 28 September 2011 12:44
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Daren,

Grin. Oh, there is lots of monsters I've got planned for the game.
Werewolves, vampires, undead knights, skeletal swordsman,
Frankenstein's Monster, the Mummy, Lady Dracula, Count Dracula, etc.
It will be a fright fest of monsters to be sure.

Cheers!


On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:

Hi tom,

Do a 3d game. Something along the lines of doom or woofenstine. Going
through a castle getting attacked by bats vampires and the like.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Michael Feir
Personally, I always wanted to play a sidescroller similar to Ghouls
and Ghosts. However, before you go handing us choices, consider what
you've been going through this past long while. Now that you have your
engine ready for a small test project, why shackle yourself to other
people's wishes yet again? The artist in you longs to do a project
free from constraints. What you need a short break from is working to
everyone else's ideas. Given such a short development time, I presume
that this project will be offered freely. Given this, I think you
should follow your own creative impulses here and try to create as
much a mini-masterpiece as you can. Add in some manageable randomness
and replay value so that this game serves as a good indicator of what
people might expect when you really pull out all the stops. Hopefully,
it'll stick in everyone's mind and increase sales of MOTA and other
future projects. Once I'm finally done my design document for my own
masterpiece and have gotten the hang of Inform7, I may follow in your
footsteps and try to produce a much smaller game which tests out the
mechanics of the larger work.

I very much look forward to a halloween gaming treet whether it be
sidescroller or 3d.  Most of all though, I hope this short stroll off
the path will give you new drive to complete MOTA. The family ought to
come first though. Enjoy Halloween with everyone. Don't let this be an
all-consuming passion that takes you away from the rest of life. You
need to recharge. Best of luck with this project.

On 9/28/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dark,

 Sorry, I didn't make myself clear. If I were going to do a 2d
 side-scroller obviously I would include full 2d elements like climbing
 up and down staircases, jumping low walls, jumping onto ledges
 above/below you, etc. All of that is pretty par for the course.

 What I meant to say is that I could use a more traditional 2d layout
 where the level is a long rectangle rather than a square is in the
 case of MOTA. The levels could start out simple and get more complex
 depending on where you are. For instance, the first couple of levels
 might be out in the courtyard jumping low walls, fighting off
 skeletons, zombies, and werewolves, etc. Then, you get into the castle
 proper. Here you would have wooden staircases, hidden spike traps, and
 other traditional Castlevania elements. The basic point I was making
 is that creating a 2d level is a lot less complex than a 3d one. That
 is especially true for something like Q9 or Super Liam where there is
 no full 2d movement involved. However, it sounds like the majority of
 gamers so far want 3d so I'm now leaning that way.

 Cheers!


 On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Well as I said a side scroller would sute me just as much as something
 fully
 3D, however if the game is to be a side scroller, I'd prefer it to be a
 true! 2D side scroller like the original game, with your character
 climbing
 up and down stairs, maybe even taking on flying enemies or jumping betwene
 ledges.

 As we've discussed on list before, Q9 and Superliam, while both fun, don't
 really qualify as 2D sinse they make litle to no use of an actual second
 dimention.

 For a castlevania game, some or all of which would be set in a castle,
 going
 up stairs, climbing around and finding items (with of course the big boss
 fight on the highest tower), would be a crytical part of gameplay, indeed
 the stairs made a huge difference to Super castlevania, changing where you
 fought enemies, which route was easier and where items were, indeed some
 levels just involved very long assents or descents going up or down
 stairs.

 I personally would feel quite disappointed if a castlevania game just
 involved walking along hitting things as fast as possible jumping the
 occasional pit like Q9.

 Beware the Grue!

 dark.

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 28, 2011 12:30 PM
 Subject: Re: [Audyssey] USA Games Halloween Project


 Hi Dark,

 Yes, I've thought about that problem. The 3d navigation isn't bad, but
 could use improvements etc. Plus it takes a bit more time to do a full
 3d level as there is a lot more to code. With a 2d side-scroller it
 doesn't really take much to code at all. Especially, if we are talking
 simple levels like Q9 or Super Liam for an initial release.

 I think, and this is just my thoughts currently, doing the initial
 release as a side-scroller is probably the right thing to do. For one,
 it is much simpler to code than a full 3d game. Two, it can be made
 into a classic arcade game like the original Castlevania which  for
 some people would be something of a retro remake. Finally, we know the
 ability to create side-scrollers is extremely stable, is working well,
 and I can borrow lots of code from MOTA to get a basic game up and
 running in a fairly short amount of time. So 

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Scott Chesworth
Hi Tom,

As much as I'm itching to get my hands on MOTA 3d and see what the
engine can do, I reckon the side scroller with extensive 2d movement
would be the most appropriate for a retro take on this series. I'd say
learn a valuable lesson from MOTA and go with your gut instinct rather
than what we want. If you left this thread here for long enough,
there'd likely be a fairly even split between the gamers who see games
as a challenge and compare them to mainstream wanting FPS, and the
people who play games for fun sticking to what they know and love in
the form of another side scroller. IMHO, with a development timeframe
like this (assuming you intend to release on or around 31st October),
getting something addictive out should be the focus rather than
pushing boundaries. Remember that whatever you release is going to be
a first taste of a true FPS environment rendered in audio for some
people, and if that's not water-tight, it might impact sales of MOTA
3D. Reputation is everything in a small comunity like this, so for a
quick release, do something you're 100% sure you're going to nail.

Scott

On 9/28/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dark,

 Sorry, I didn't make myself clear. If I were going to do a 2d
 side-scroller obviously I would include full 2d elements like climbing
 up and down staircases, jumping low walls, jumping onto ledges
 above/below you, etc. All of that is pretty par for the course.

 What I meant to say is that I could use a more traditional 2d layout
 where the level is a long rectangle rather than a square is in the
 case of MOTA. The levels could start out simple and get more complex
 depending on where you are. For instance, the first couple of levels
 might be out in the courtyard jumping low walls, fighting off
 skeletons, zombies, and werewolves, etc. Then, you get into the castle
 proper. Here you would have wooden staircases, hidden spike traps, and
 other traditional Castlevania elements. The basic point I was making
 is that creating a 2d level is a lot less complex than a 3d one. That
 is especially true for something like Q9 or Super Liam where there is
 no full 2d movement involved. However, it sounds like the majority of
 gamers so far want 3d so I'm now leaning that way.

 Cheers!


 On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Well as I said a side scroller would sute me just as much as something
 fully
 3D, however if the game is to be a side scroller, I'd prefer it to be a
 true! 2D side scroller like the original game, with your character
 climbing
 up and down stairs, maybe even taking on flying enemies or jumping betwene
 ledges.

 As we've discussed on list before, Q9 and Superliam, while both fun, don't
 really qualify as 2D sinse they make litle to no use of an actual second
 dimention.

 For a castlevania game, some or all of which would be set in a castle,
 going
 up stairs, climbing around and finding items (with of course the big boss
 fight on the highest tower), would be a crytical part of gameplay, indeed
 the stairs made a huge difference to Super castlevania, changing where you
 fought enemies, which route was easier and where items were, indeed some
 levels just involved very long assents or descents going up or down
 stairs.

 I personally would feel quite disappointed if a castlevania game just
 involved walking along hitting things as fast as possible jumping the
 occasional pit like Q9.

 Beware the Grue!

 dark.

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 28, 2011 12:30 PM
 Subject: Re: [Audyssey] USA Games Halloween Project


 Hi Dark,

 Yes, I've thought about that problem. The 3d navigation isn't bad, but
 could use improvements etc. Plus it takes a bit more time to do a full
 3d level as there is a lot more to code. With a 2d side-scroller it
 doesn't really take much to code at all. Especially, if we are talking
 simple levels like Q9 or Super Liam for an initial release.

 I think, and this is just my thoughts currently, doing the initial
 release as a side-scroller is probably the right thing to do. For one,
 it is much simpler to code than a full 3d game. Two, it can be made
 into a classic arcade game like the original Castlevania which  for
 some people would be something of a retro remake. Finally, we know the
 ability to create side-scrollers is extremely stable, is working well,
 and I can borrow lots of code from MOTA to get a basic game up and
 running in a fairly short amount of time. So it would be the logical
 choice here.

 However, before I make it final I would like to get people's input on
 it. After all, there are plenty of advantages in a FPS game too. It
 just might take a little longer to create. Yet it would be more
 rewarding, I think, if it was in full 3d.

 Cheers!


 On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Myself, I can't actually decide.

 As you know, i'm certainly a fan of the 

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

I agree Mike.

Thomas has had enough over the past few years of conflicting arguements from 
various people. I myself would be interested to see what he could come up 
with just using his engine and creative tallents,  though certainly with 
the 3D thing navigation may be a considderation sinse it would be a new 
thing in audio.


Beware the grue!

Dark. 



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[Audyssey] game styles was, USA Games Halloween Project

2011-09-28 Thread dark

Hi Scot.

I'm afraid I rather disagree with your split of motivations believing that 
full 3D fps implies people who want something sompared to a modern game and 
challenging, while 2D implies retro freaks and those who like the past.


Firstly, in audio thus far other than mota we really haven't seen a true 
side scroller that actually has characters moving vertically. In a lot of 
ways it's just as much untapped potential as full 3D, sinse in comparison to 
many of the highly complex mainstream side scrollers I've played something 
like Q9 would seem extremely limited.


Like wise, the challenge of a 3D game has to be the game, not it's 
navigation. People claime to want a 3D environment for challenge but 
certainly in something like terraformers (which is first person rather than 
3D), the actual gameplay isn't challenging at all despite the environment it 
is in.


I'm not saying a 3D game can't provide challenge, certainly many do, but 
there are also rather too simplistic and easy going games in full 3D 
released today (indeed some people say games are getting easier).


As I said, I'm happy with either style, however I wouldn't want people 
either to assume that what we've seen in audio thus far is the be all and 
end all of side scrollers (we've barely scratched the surface), or that 
anything 3D must automatically be better simply because it is! 3D.


beware the Grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Lori Duncan
Hi Tom, I've never heard of that series at all, but would like to see 
another 3-d game out there as there hasn't been a new one released in ages 
from any game companies it would be good to have one, however if it is in 
side-scroller form I will of course play it, try and stop me :)  From Lori.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Wednesday, September 28, 2011 11:35 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] USA Games Halloween Project


Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Lori Duncan
Steven King, oh no!! anything but that, I was stupid enough to buy the one 
about the graveyard dramatised audio book, scared me out of my mind, 
especially the child with the scalpol.


--
From: Darren Harris darren_g_har...@btinternet.com
Sent: Wednesday, September 28, 2011 2:26 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] USA Games Halloween Project

Yeah there really isn't a game of horrors out there is there, we need 
that.

Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 28 September 2011 12:44
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Daren,

Grin. Oh, there is lots of monsters I've got planned for the game.
Werewolves, vampires, undead knights, skeletal swordsman,
Frankenstein's Monster, the Mummy, Lady Dracula, Count Dracula, etc.
It will be a fright fest of monsters to be sure.

Cheers!


On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:

Hi tom,

Do a 3d game. Something along the lines of doom or woofenstine. Going
through a castle getting attacked by bats vampires and the like.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread william lomas
what was the original on this project, and are we talking this halowene?

On Sep 28, 2011, at 12:39 PM, Thomas Ward wrote:

 Hi John,
 
 The original Castlevania games were 2d side-scrollers. However, this
 is only loosely based on those games. My game would be uniquely my
 own, but feature similar enemies and game play elements. So if I
 wanted to do it in an FPS format that would only improve the game in
 my opinion rather than detract from it.
 
 One reason I feel FPS would be an improvement is I could use an actual
 castle layout, and create it to scale in the game world. I could
 create various passages, rooms, winding wooden staircases, etc to give
 you the feel of being in a ancient spooky castle. Plus with 3d comes a
 variety of extra movements such as the ability to jump left, right,
 ahead, backward, or straight up. You can spin in place, sidestep left
 or right, etc. There are a lot of things that could be added to
 improve the game over a 2d side-scroller in terms of realism.
 
 Cheers!
 
 
 On 9/28/11, john jpcarnemo...@comcast.net wrote:
 Hi tom,
  I'd really like to see a 3-d game, though I don't have any
 knowledge as to how the original was, so I'm not sure how
 practical it would be. I'm of the opinion that we really don't
 have enough serious 3-d games out, so another one would be
 awesome!
 
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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread william lomas
ah found original message now 3d, why not?
however, if you would like it for a couple of weeks, are you able to do a side 
scroller but his halowene if that is your intention or a full 3d?

On Sep 28, 2011, at 12:47 PM, Charles Rivard wrote:

 Making this game a 3D game would not only give us something new, but also 
 give us a new environment, so that's the way I'd vote.  Go for the 3D.  It 
 might also give feedback as what's going to maybe have to be worked on in the 
 3D version of MOTA.  Thanks.
 
 ---
 Security is not the absence of danger.  It is the presence of the Lord.
 
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 28, 2011 5:35 AM
 Subject: [Audyssey] USA Games Halloween Project
 
 
 Hi everyone,
 
 As of this morning I have started work on a game for Halloween. I'm
 thinking of something loosely based on the popular Castlevania series
 by Nintendo. As there isn't anything like this for the VI audio games
 community I felt it would be a nice break from MOTA, and something we
 can all enjoy for the Halloween season. Since the G3D engine is now at
 1.0 stable it shouldn't take too long to produce a basic game within a
 couple of weeks. The only question I have for you guys is format.
 
 Now, I am well aware the original Castlevania series were all
 side-scrollers. I am tempted to do that given that it would fit the
 genre, but I'm also eager to sink my teeth into a full 3d environment.
 After all, the G3D engine was specifically designed for 3d FPS style
 game play. So here is the question.
 
 Would you guys and girls prefer a full 3d FPS type game, or would you
 like a 2d side-scroller more or less based on Castlevania?
 
 Thanks.
 
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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread william lomas
as said depends what you feel you can produce to your satisfaction in such a 
short amount of time given that you want it to be a halowene project, not 
exactly on october 31st but as close as to that as you can get I assume

On Sep 28, 2011, at 2:10 PM, Thomas Ward wrote:

 Hi Dark,
 
 Sorry, I didn't make myself clear. If I were going to do a 2d
 side-scroller obviously I would include full 2d elements like climbing
 up and down staircases, jumping low walls, jumping onto ledges
 above/below you, etc. All of that is pretty par for the course.
 
 What I meant to say is that I could use a more traditional 2d layout
 where the level is a long rectangle rather than a square is in the
 case of MOTA. The levels could start out simple and get more complex
 depending on where you are. For instance, the first couple of levels
 might be out in the courtyard jumping low walls, fighting off
 skeletons, zombies, and werewolves, etc. Then, you get into the castle
 proper. Here you would have wooden staircases, hidden spike traps, and
 other traditional Castlevania elements. The basic point I was making
 is that creating a 2d level is a lot less complex than a 3d one. That
 is especially true for something like Q9 or Super Liam where there is
 no full 2d movement involved. However, it sounds like the majority of
 gamers so far want 3d so I'm now leaning that way.
 
 Cheers!
 
 
 On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.
 
 Well as I said a side scroller would sute me just as much as something fully
 3D, however if the game is to be a side scroller, I'd prefer it to be a
 true! 2D side scroller like the original game, with your character climbing
 up and down stairs, maybe even taking on flying enemies or jumping betwene
 ledges.
 
 As we've discussed on list before, Q9 and Superliam, while both fun, don't
 really qualify as 2D sinse they make litle to no use of an actual second
 dimention.
 
 For a castlevania game, some or all of which would be set in a castle, going
 up stairs, climbing around and finding items (with of course the big boss
 fight on the highest tower), would be a crytical part of gameplay, indeed
 the stairs made a huge difference to Super castlevania, changing where you
 fought enemies, which route was easier and where items were, indeed some
 levels just involved very long assents or descents going up or down stairs.
 
 I personally would feel quite disappointed if a castlevania game just
 involved walking along hitting things as fast as possible jumping the
 occasional pit like Q9.
 
 Beware the Grue!
 
 dark.
 
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 28, 2011 12:30 PM
 Subject: Re: [Audyssey] USA Games Halloween Project
 
 
 Hi Dark,
 
 Yes, I've thought about that problem. The 3d navigation isn't bad, but
 could use improvements etc. Plus it takes a bit more time to do a full
 3d level as there is a lot more to code. With a 2d side-scroller it
 doesn't really take much to code at all. Especially, if we are talking
 simple levels like Q9 or Super Liam for an initial release.
 
 I think, and this is just my thoughts currently, doing the initial
 release as a side-scroller is probably the right thing to do. For one,
 it is much simpler to code than a full 3d game. Two, it can be made
 into a classic arcade game like the original Castlevania which  for
 some people would be something of a retro remake. Finally, we know the
 ability to create side-scrollers is extremely stable, is working well,
 and I can borrow lots of code from MOTA to get a basic game up and
 running in a fairly short amount of time. So it would be the logical
 choice here.
 
 However, before I make it final I would like to get people's input on
 it. After all, there are plenty of advantages in a FPS game too. It
 just might take a little longer to create. Yet it would be more
 rewarding, I think, if it was in full 3d.
 
 Cheers!
 
 
 On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.
 
 Myself, I can't actually decide.
 
 As you know, i'm certainly a fan of the Castlevania games (or at least
 those
 I've been able to play like super castlevania), so on the one hand having
 something like that in audio would be awsome.
 
 then again, I'm deffinately looking forward to seeing what the Genesis
 engine can do in 3D sinse other than some promos we've not had chance to
 try
 that yet, and spelunking around a vampire's castle in ful 3D certainly
 sounds fun.
 
 the only observation I will make, is that sinse this would be the first
 time
 the public get to see the 3D engine,  and arguably the first ever 3D
 fps
 audio game, odds are things might need tinkering with,  eg,
 navigation
 sounds, sonar, area views etc.
 
 if your prepared to do that at this stage,  fair enough, however I
 wouldn't want to see a situation where around December people were
 hastling
 you to get Mota out of the door while you were stil 

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread burakyuksek

Hi,
Sorry for off-topic but is this engine fully released?
saygilar sevgiler.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 4:42 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Tom,

As much as I'm itching to get my hands on MOTA 3d and see what the
engine can do, I reckon the side scroller with extensive 2d movement
would be the most appropriate for a retro take on this series. I'd say
learn a valuable lesson from MOTA and go with your gut instinct rather
than what we want. If you left this thread here for long enough,
there'd likely be a fairly even split between the gamers who see games
as a challenge and compare them to mainstream wanting FPS, and the
people who play games for fun sticking to what they know and love in
the form of another side scroller. IMHO, with a development timeframe
like this (assuming you intend to release on or around 31st October),
getting something addictive out should be the focus rather than
pushing boundaries. Remember that whatever you release is going to be
a first taste of a true FPS environment rendered in audio for some
people, and if that's not water-tight, it might impact sales of MOTA
3D. Reputation is everything in a small comunity like this, so for a
quick release, do something you're 100% sure you're going to nail.

Scott

On 9/28/11, Thomas Ward thomasward1...@gmail.com wrote:

Hi Dark,

Sorry, I didn't make myself clear. If I were going to do a 2d
side-scroller obviously I would include full 2d elements like climbing
up and down staircases, jumping low walls, jumping onto ledges
above/below you, etc. All of that is pretty par for the course.

What I meant to say is that I could use a more traditional 2d layout
where the level is a long rectangle rather than a square is in the
case of MOTA. The levels could start out simple and get more complex
depending on where you are. For instance, the first couple of levels
might be out in the courtyard jumping low walls, fighting off
skeletons, zombies, and werewolves, etc. Then, you get into the castle
proper. Here you would have wooden staircases, hidden spike traps, and
other traditional Castlevania elements. The basic point I was making
is that creating a 2d level is a lot less complex than a 3d one. That
is especially true for something like Q9 or Super Liam where there is
no full 2d movement involved. However, it sounds like the majority of
gamers so far want 3d so I'm now leaning that way.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:

Hi Tom.

Well as I said a side scroller would sute me just as much as something
fully
3D, however if the game is to be a side scroller, I'd prefer it to be a
true! 2D side scroller like the original game, with your character
climbing
up and down stairs, maybe even taking on flying enemies or jumping 
betwene

ledges.

As we've discussed on list before, Q9 and Superliam, while both fun, 
don't

really qualify as 2D sinse they make litle to no use of an actual second
dimention.

For a castlevania game, some or all of which would be set in a castle,
going
up stairs, climbing around and finding items (with of course the big 
boss
fight on the highest tower), would be a crytical part of gameplay, 
indeed
the stairs made a huge difference to Super castlevania, changing where 
you

fought enemies, which route was easier and where items were, indeed some
levels just involved very long assents or descents going up or down
stairs.

I personally would feel quite disappointed if a castlevania game just
involved walking along hitting things as fast as possible jumping the
occasional pit like Q9.

Beware the Grue!

dark.

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 12:30 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Dark,

Yes, I've thought about that problem. The 3d navigation isn't bad, but
could use improvements etc. Plus it takes a bit more time to do a full
3d level as there is a lot more to code. With a 2d side-scroller it
doesn't really take much to code at all. Especially, if we are talking
simple levels like Q9 or Super Liam for an initial release.

I think, and this is just my thoughts currently, doing the initial
release as a side-scroller is probably the right thing to do. For one,
it is much simpler to code than a full 3d game. Two, it can be made
into a classic arcade game like the original Castlevania which  for
some people would be something of a retro remake. Finally, we know the
ability to create side-scrollers is extremely stable, is working well,
and I can borrow lots of code from MOTA to get a basic game up and
running in a fairly short amount of time. So it would be the logical
choice here.

However, before I make it final I would like to get people's input on
it. After all, there are plenty of advantages in a FPS game 

Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Lori Duncan
Oh I meant to say I hope which even is the layout, it will have healing 
potions wepons and lots of cool stuff to pick up, maybe even extra lives if 
it's arcade style.


--
From: william lomas will.d.lo...@gmail.com
Sent: Wednesday, September 28, 2011 2:58 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] USA Games Halloween Project


what was the original on this project, and are we talking this halowene?

On Sep 28, 2011, at 12:39 PM, Thomas Ward wrote:


Hi John,

The original Castlevania games were 2d side-scrollers. However, this
is only loosely based on those games. My game would be uniquely my
own, but feature similar enemies and game play elements. So if I
wanted to do it in an FPS format that would only improve the game in
my opinion rather than detract from it.

One reason I feel FPS would be an improvement is I could use an actual
castle layout, and create it to scale in the game world. I could
create various passages, rooms, winding wooden staircases, etc to give
you the feel of being in a ancient spooky castle. Plus with 3d comes a
variety of extra movements such as the ability to jump left, right,
ahead, backward, or straight up. You can spin in place, sidestep left
or right, etc. There are a lot of things that could be added to
improve the game over a 2d side-scroller in terms of realism.

Cheers!


On 9/28/11, john jpcarnemo...@comcast.net wrote:

Hi tom,
I'd really like to see a 3-d game, though I don't have any
knowledge as to how the original was, so I'm not sure how
practical it would be. I'm of the opinion that we really don't
have enough serious 3-d games out, so another one would be
awesome!

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Darren,

Not that I recall. The closest audio game that has anything to do with
horror is Shades of Doom, and as someone said earlier its a bit old.
Its time to come out with something new, and something that has a
specific horror theme to it.

There are all kinds of horror theme games for the mainstream like
Resident Evil, Silent Hill, Castlevania, Wolfenstein, etc. So its high
time we try and catch up with a few games of our own.

Cheers!

On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Yeah there really isn't a game of horrors out there is there, we need that.
 Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi,

No. Genesis 3D is presently a private game engine for USA Games use
only. Eventually, I'll probably create a consumer version, but for now
its not available to the public.

Cheers!


On 9/28/11, burakyuksek burakyuksek...@gmail.com wrote:
 Hi,
 Sorry for off-topic but is this engine fully released?
 saygilar sevgiler.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread burakyuksek

:(
saygilar sevgiler.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 5:09 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi,

No. Genesis 3D is presently a private game engine for USA Games use
only. Eventually, I'll probably create a consumer version, but for now
its not available to the public.

Cheers!


On 9/28/11, burakyuksek burakyuksek...@gmail.com wrote:

Hi,
Sorry for off-topic but is this engine fully released?
saygilar sevgiler.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi,

I'm talking about this Halloween not next. With the G3D Engine I can
produce something fairly decent using the engine in a fairly short
amount of time if I hurry.

The reason MOTA has taken so aweful long to produce is simply I spent
three years writing the engine itself. The game wasn't really started
in earnest until this year. So that's why the difference in length of
time.

Cheers!


On 9/28/11, william lomas will.d.lo...@gmail.com wrote:
 what was the original on this project, and are we talking this halowene?

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Michael,

Smile. One thing i won't be doing is taking a great deal of input on
this game. For one thing it will be free, and second I have a pretty
good idea of the kind of game I want. I was merely seeing which style
or format would be of interest so I know what direction to take the
game in.

However, your advice is well taken. You are of course right. I need to
recharge, and this project is a chance to get back into programming
without the stresses of the public saying they want this, that or the
other thing. Its, for me, a chance to give MOTA a break and work on
something I'd personally enjoy.

Cheers!



On 9/28/11, Michael Feir michael.f...@gmail.com wrote:
 Personally, I always wanted to play a sidescroller similar to Ghouls
 and Ghosts. However, before you go handing us choices, consider what
 you've been going through this past long while. Now that you have your
 engine ready for a small test project, why shackle yourself to other
 people's wishes yet again? The artist in you longs to do a project
 free from constraints. What you need a short break from is working to
 everyone else's ideas. Given such a short development time, I presume
 that this project will be offered freely. Given this, I think you
 should follow your own creative impulses here and try to create as
 much a mini-masterpiece as you can. Add in some manageable randomness
 and replay value so that this game serves as a good indicator of what
 people might expect when you really pull out all the stops. Hopefully,
 it'll stick in everyone's mind and increase sales of MOTA and other
 future projects. Once I'm finally done my design document for my own
 masterpiece and have gotten the hang of Inform7, I may follow in your
 footsteps and try to produce a much smaller game which tests out the
 mechanics of the larger work.

 I very much look forward to a halloween gaming treet whether it be
 sidescroller or 3d.  Most of all though, I hope this short stroll off
 the path will give you new drive to complete MOTA. The family ought to
 come first though. Enjoy Halloween with everyone. Don't let this be an
 all-consuming passion that takes you away from the rest of life. You
 need to recharge. Best of luck with this project.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi,

Ug...Chillingham definitely is a bit too comical for my tastes. For
example, when you kill a vampire, witch, or werewolf it sounds like
something out of a comidy than a horror film. Oh, I'm melting! Like
where have we heard that one before?

Plus to be honest the entire style of that game is a bit boring after
a while. Once you complete the game there is absolutely 0 replay
value. Q9 is a simpleside-scroller and it has 10 times the replay
value of Chillingham. I think Chillingham is at best a waiste of cash.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:
 Well shades of doom would count as a litle horrible I think ;D.

 Actually it was the atmosphere in the game that convinced me audio games
 were worth playing in the first place,  and how about descent into
 madness?

 that being said I do know what you mean, we have no supernatural horror
 games at all, so one would deffinately be welcome.

 Oh, well I suppose chillingham, though really that games' atmosphere and
 plot are so completely comic it's difficult to take anything seriously.

 Beware the Grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Darren Harris
I agree. Sod was ok but it didn't really scare me so I didn't really think
of it as horror. Nothing came at you from behind for example and scared the
living daylights out of you. Even the original doom did that from time to
time.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 28 September 2011 15:07
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Darren,

Not that I recall. The closest audio game that has anything to do with
horror is Shades of Doom, and as someone said earlier its a bit old.
Its time to come out with something new, and something that has a
specific horror theme to it.

There are all kinds of horror theme games for the mainstream like
Resident Evil, Silent Hill, Castlevania, Wolfenstein, etc. So its high
time we try and catch up with a few games of our own.

Cheers!

On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Yeah there really isn't a game of horrors out there is there, we need
that.
 Something ver'r'r'r'r'r'r'ry Stephen king styled horror lol

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

Like I said the navigation is decent enough in the G3D Engine. I've
managed to walk around the first level of MOTA with no problems, find
doors, etc. I used the GMA Engine as the basis of my engine in terms
of features so if you can get around in Shades of Doom I think you
should be able to get around in my games. Plus I'll probably go pretty
easy on users as far as the 3d aspect goes since its A, never been
tried before, and B, there isn't any specific need for full 3d in a
castle anyway.

As far as weapons goes there will be several weapons. There will be
your usual vampire hunting kit like a wooden stake, holy water, and
perhaps a silver cross. Then, there will be axes, swords, knives, etc.
I'll probably add a whip into the game just for the CV twist, but I'm
not sure if it will be magical or not. I'd think an enchanted sword,
knife, or dagger would make more sense.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom, ah, that makes sense, sorry for my mistake.

 Super castlevania I remember, even though it was basically a complete each
 level type of game stil had some interesting terrain even in the early
 outdoor levels, which is why I'd want to see such things in a similar audio
 game.

 That being said, 3D could be awsome, particularly in the matter of weapons.

 Castlevania was pretty tied to the whip as main weapon (don't know where
 wips come into the vampire thing, but there you go), but if you were making
 your own 3D game a lot of weapon possibilities come up, eg, weapons like a
 spear that just hit streight ahead of you but have a long reach, a sword
 that is shorter range but can hit things a litle left or right of center, or
 an axe that is short reach but can hit things quite far round you as you
 swing it, and that's before even thinking about missile weapons.

 I'd certainly not be disappointed with a 3D horror game, provided that the
 nav features were up to the task.

 In the first person games we've had thus far, while the gma engine and
 terraformers do a great job, some others have been less successful, for
 instance technoshock where lack of audio navaides was considdered part of
 the difficulty, but for me just made the game frustrating, and Monkey
 business where the audio navigation is frankly a nightmare, thanks to the
 undistinguished walls and not specific sonar (I've had something in the
 center of the sterrio field, walked towards it and gone past!), actually mb
 is one of the few games I actually regret buying, sinse the game is so
 confusing I can't even get passed the jungle!

 And all that is largely before you add another demention on top! ;D.

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Darren,

Yeah. Classic Doom was pretty wicked at times. Then again, keep in
mind Doom has monsters like demons, spirits, etc where Shades of Doom
was tamed down with mutant humans, mutant dogs, cyborgs, which is
general sci-fi rather than horror monsters. It killed the Doom theme
as far as I'm concerned.

Cheers!

On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:
 I agree. Sod was ok but it didn't really scare me so I didn't really think
 of it as horror. Nothing came at you from behind for example and scared the
 living daylights out of you. Even the original doom did that from time to
 time.

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Re: [Audyssey] game styles was, USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

Agreed. As you have mentioned Super Castlevania a couple of times on
list today I think we should discuss that as an example of how good a
side-scroller can get.

As I've mentioned before up around level 7 or 8 things get really
really tough. The torture chamber on level 8 has to be the hardest
dang blasted level I've ever played in history. Just getting through
the level is bad enough, but fighting Frankenstein's Monster is no
cakewalk. People here side-scroller and think Super Liam, Montezuma's
Revenge, or Q9, but those don't compare to Super Castlevania. They
can't hold a candle to the difficulty and challenge in that one game.
That's to say nothing of games like Megaman which are equally
challenging and difficult to play. Michael mentioned Gools and Ghosts
which is so challenging very few have actually completed it. I sure
haven't.

So if we are talking about 2d vs 3d in terms of challenge that's
rather a mute point. As you said it all has to do with the game
design, the developer, rather than the specific format. Yeah, full 3d
is more mainstream, but it hasn't in anyway replaced the challenge or
replay value of Castlevania, Megaman, Gools and Ghost, and many other
side-scrollers I could name here.

Cheers!

On 9/28/11, dark d...@xgam.org wrote:
 Hi Scot.

 I'm afraid I rather disagree with your split of motivations believing that
 full 3D fps implies people who want something sompared to a modern game and
 challenging, while 2D implies retro freaks and those who like the past.

 Firstly, in audio thus far other than mota we really haven't seen a true
 side scroller that actually has characters moving vertically. In a lot of
 ways it's just as much untapped potential as full 3D, sinse in comparison to
 many of the highly complex mainstream side scrollers I've played something
 like Q9 would seem extremely limited.

 Like wise, the challenge of a 3D game has to be the game, not it's
 navigation. People claime to want a 3D environment for challenge but
 certainly in something like terraformers (which is first person rather than
 3D), the actual gameplay isn't challenging at all despite the environment it
 is in.

 I'm not saying a 3D game can't provide challenge, certainly many do, but
 there are also rather too simplistic and easy going games in full 3D
 released today (indeed some people say games are getting easier).

 As I said, I'm happy with either style, however I wouldn't want people
 either to assume that what we've seen in audio thus far is the be all and
 end all of side scrollers (we've barely scratched the surface), or that
 anything 3D must automatically be better simply because it is! 3D.

 beware the Grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark
Agreed on Chillingham, and even morea  waste of cash sinse it's uncertain 
the game will ever arive if you buy it! , I didn't mean it as a serious 
suggestion i was just trying to think of any games that even came remotely 
close to Horror, - all the more reason for one really.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 3:30 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi,

Ug...Chillingham definitely is a bit too comical for my tastes. For
example, when you kill a vampire, witch, or werewolf it sounds like
something out of a comidy than a horror film. Oh, I'm melting! Like
where have we heard that one before?

Plus to be honest the entire style of that game is a bit boring after
a while. Once you complete the game there is absolutely 0 replay
value. Q9 is a simpleside-scroller and it has 10 times the replay
value of Chillingham. I think Chillingham is at best a waiste of cash.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:

Well shades of doom would count as a litle horrible I think ;D.

Actually it was the atmosphere in the game that convinced me audio games
were worth playing in the first place,  and how about descent into
madness?

that being said I do know what you mean, we have no supernatural horror
games at all, so one would deffinately be welcome.

Oh, well I suppose chillingham, though really that games' atmosphere and
plot are so completely comic it's difficult to take anything seriously.

Beware the Grue!

Dark.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark
Hmmm Darren, the sfx in Shades I stil think are disturbing. The sound when 
you die, enemies like the jelatinus blobs, silent walkers and cyborgs etc I 
always found rather disturbing, especially sinse you don't know when your 
coming up against one.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom.

sounds fun. for magic vampire slaying weapons, i always liked the idea of a 
spear.


I have one of the castlevania games on the megadrive and you can play either 
a member of the Belmont family with the usual whip, or a chap called Eric 
who has a magic spear which is a really cool weapon.


As to 3D, Funnily enough in a castle I would've thought there were more 
possibilities for complex 3D positions, sinse you can have enemies to targit 
on the walls, on ledges around the room, or even on the cieling,   
remember that bit from aliens?


That is sort of the thing I'd like to see in an audio 3D game, a game where 
you actually need to think about what might be above or below you, 
especially when going up stairs.


Turning the corner of a staircase and finding some huge demonic beasty above 
you could be a really nice moment in the game!


Beware the gRue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 3:42 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Dark,

Like I said the navigation is decent enough in the G3D Engine. I've
managed to walk around the first level of MOTA with no problems, find
doors, etc. I used the GMA Engine as the basis of my engine in terms
of features so if you can get around in Shades of Doom I think you
should be able to get around in my games. Plus I'll probably go pretty
easy on users as far as the 3d aspect goes since its A, never been
tried before, and B, there isn't any specific need for full 3d in a
castle anyway.

As far as weapons goes there will be several weapons. There will be
your usual vampire hunting kit like a wooden stake, holy water, and
perhaps a silver cross. Then, there will be axes, swords, knives, etc.
I'll probably add a whip into the game just for the CV twist, but I'm
not sure if it will be magical or not. I'd think an enchanted sword,
knife, or dagger would make more sense.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:

Hi Tom, ah, that makes sense, sorry for my mistake.

Super castlevania I remember, even though it was basically a complete 
each

level type of game stil had some interesting terrain even in the early
outdoor levels, which is why I'd want to see such things in a similar 
audio

game.

That being said, 3D could be awsome, particularly in the matter of 
weapons.


Castlevania was pretty tied to the whip as main weapon (don't know where
wips come into the vampire thing, but there you go), but if you were 
making
your own 3D game a lot of weapon possibilities come up, eg, weapons like 
a

spear that just hit streight ahead of you but have a long reach, a sword
that is shorter range but can hit things a litle left or right of center, 
or

an axe that is short reach but can hit things quite far round you as you
swing it, and that's before even thinking about missile weapons.

I'd certainly not be disappointed with a 3D horror game, provided that 
the

nav features were up to the task.

In the first person games we've had thus far, while the gma engine and
terraformers do a great job, some others have been less successful, for
instance technoshock where lack of audio navaides was considdered part of
the difficulty, but for me just made the game frustrating, and Monkey
business where the audio navigation is frankly a nightmare, thanks to the
undistinguished walls and not specific sonar (I've had something in the
center of the sterrio field, walked towards it and gone past!), actually 
mb

is one of the few games I actually regret buying, sinse the game is so
confusing I can't even get passed the jungle!

And all that is largely before you add another demention on top! ;D.

Beware the grue!

Dark.


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Re: [Audyssey] game styles was, USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom.

That's completely true. I think the problem is obviously people will go by 
what they know, and thus far in audio, the first person games like shades of 
doom, sarah and gma tank commander have! been more interesting and 
challenging than the likes of Q9, so people assume that they are 
representative of each style.


to give people an idea, I'll try and describe at least a litle of the 
torture chamber level blow by blow.


First, you go right, hit some candles with your weapon to grab power ups. 
While your doing this, a spider will come down from the roof and chuck a 
mini spider at a diagonal angle at you, you'll need to either kill or jump 
that (and bare in mind jumps are analogue, so judging how to jump 
projectiles isn't easy).


You then need to confront a bone dragon which is stuck in one place chucking 
fireballs randomly at you, and also bare in mind acid is dripping from the 
cieling.


You then make a small jump onto a ledge above a pit of slime, falling in 
will suck your energy, oh, and on the ledge is one of those acid drips I 
mentioned.


When you get down off the ledege there is a bone pillar, an enemy a litle 
like the boen dragon, but instead of spitting one fireball at random times, 
this spits three fireballs at once in a cycle.


Do that in (avoiding the dripping acid), and your facing a couple of spiked 
crushers! These fall down from above then raise up, and one touch of them 
will kill you instantly. There are two in a row, so you either need to time 
them very carefully, or wait until one falls, jump ontop of it (the top part 
is safe), then onto the other, this is the method I usually go because just 
after the crushers an evil eye, a flying enemy that drops burning tears on 
you from above will fly in very quickly and you'll have to either angle your 
whip up to kill it, or if your on the crusher, time the rise of the crusher 
to hit it.


Then, you have another bone pillar and some more acid before you get a litle 
break to get some power ups with a narrow ledge and a flight of stairs.


Oh, did I say break? the narrow ledge has spiked wheels going up and down 
it, that you need to time your way passed, especially if you want to get the 
axe weapon that is at the end of the bottom of the ledge, you'll need to 
wait until the spikes are moving up and go under, then wait for the spikes 
again, go left, and then up the stairs to the top,  where there is 
another evil eye!


This is about a quarter of the first level of a world that has five or six 
different stages in it (assuming I remembered! all the monsters and such), 
and bare in mind that compared to something like Mega man super castlevania 
has very few enemies attacking you at once, it worked on the basis of tricky 
placement of a few larger enemies in places where for instance their 
fireballs are harder to jump.


I hope that just gives a bit of an idea what sort of thing a decent side 
scroller can contain.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread john
This is really sounding good. I'd better make a concerted effort 
to stop checking my email for the next few days, or I'll start 
going crazy. I'm really glad to see the game is going to be 
similar to gma, as I like the way 3d is handled.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Mike Maslo
3d fp 

Mike Maslo
Sent from my iPhone

On Sep 28, 2011, at 5:35 AM, Thomas Ward thomasward1...@gmail.com wrote:

 Hi everyone,
 
 As of this morning I have started work on a game for Halloween. I'm
 thinking of something loosely based on the popular Castlevania series
 by Nintendo. As there isn't anything like this for the VI audio games
 community I felt it would be a nice break from MOTA, and something we
 can all enjoy for the Halloween season. Since the G3D engine is now at
 1.0 stable it shouldn't take too long to produce a basic game within a
 couple of weeks. The only question I have for you guys is format.
 
 Now, I am well aware the original Castlevania series were all
 side-scrollers. I am tempted to do that given that it would fit the
 genre, but I'm also eager to sink my teeth into a full 3d environment.
 After all, the G3D engine was specifically designed for 3d FPS style
 game play. So here is the question.
 
 Would you guys and girls prefer a full 3d FPS type game, or would you
 like a 2d side-scroller more or less based on Castlevania?
 
 Thanks.
 
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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

H...Well, part of it is time.  I'm basically going to have a month
to put the basic game together. It is not enough time really to map
the game out room for room and figure out where to put everything.
What I'll be creating right now is a basic game at best. I can always
go back in later and add content, but I hope no one is expecting from
totally nothing to a fully polished game in a month. That is just
basically enough time to get the mechanics working and a handful of
levels to get the game started. That is one reason even though I'll
probably create a 3d game using the engine I'm not going to get too
fansy with it. Just the essentials to start with.

Sure I can have a few bats flying around above you that you have to
aim up and target, perhaps a rat on the ground you will have to look
down to attack, and things like that but as for something like a giant
spider on the wall or on the ceiling, for example, that might take a
bit of extra coding I can ill afford on such a short schedule.
However, could add later on as I said above.

Cheers!

On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 sounds fun. for magic vampire slaying weapons, i always liked the idea of a
 spear.

 I have one of the castlevania games on the megadrive and you can play either
 a member of the Belmont family with the usual whip, or a chap called Eric
 who has a magic spear which is a really cool weapon.

 As to 3D, Funnily enough in a castle I would've thought there were more
 possibilities for complex 3D positions, sinse you can have enemies to targit
 on the walls, on ledges around the room, or even on the cieling, 
 remember that bit from aliens?

 That is sort of the thing I'd like to see in an audio 3D game, a game where
 you actually need to think about what might be above or below you,
 especially when going up stairs.

 Turning the corner of a staircase and finding some huge demonic beasty above
 you could be a really nice moment in the game!

 Beware the gRue!

 Dark.

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Re: [Audyssey] game styles was, USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

Great description. Although, a slight correction. According to the
Castlevania manual those slime pits are actually suppose to be pools
of blood. I call them blood pools for short. Only they do look more
like slime than blood because Nintendo changed the color from red to
green in order to sell it to younger audiences in the USA and
elsewhere.

What they should have done, in my opinion, is release a version rated
T, for teen, and then a rated m version for mature audiences. After
all, i've played the Japanese version and it totally rocks. there is
lots of stuff they yanked out like the naked statues, turned the blood
green instead of red, and things like that to make it less offensive
to American audiences. I'd like to see an American version uncut and
unsensored.

Cheers!

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread michael barnes

Hey, Thomas.
I know that the castlevania games on the nintendo 64 was in 3d so it 
would be great to see the game in 3d.  However if you are going with 
the original format then I would like to see it in a side scrolling game.
I do want to ask if it is going to have the sounds and music of the 
original game?


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Darren Harris
Yeah I agree. The whole point of doom was to be scary and to make you jump
at times. It certainly did do that! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 28 September 2011 15:46
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Darren,

Yeah. Classic Doom was pretty wicked at times. Then again, keep in
mind Doom has monsters like demons, spirits, etc where Shades of Doom
was tamed down with mutant humans, mutant dogs, cyborgs, which is
general sci-fi rather than horror monsters. It killed the Doom theme
as far as I'm concerned.

Cheers!

On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:
 I agree. Sod was ok but it didn't really scare me so I didn't really think
 of it as horror. Nothing came at you from behind for example and scared
the
 living daylights out of you. Even the original doom did that from time to
 time.

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Re: [Audyssey] game styles was, USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom.

Yes indeed it is slime in my version sinse I'm playing the uk release,   
and in fact don't have a manual which is why I describe it as slime.


I did know about the japanese version, we've probably read the same faq on 
the subject ;D.


But obviously when thinking out what the level is like and what it contains 
I used what I remember, hence the slime.


I'll have to ask my friend who owns a wii if the version on the wii is the 
Japanese or Us/europe one, sinse a lot of people were as annoyed as you 
about the cuts,  afterall a lot didn't make sense, like taking all the 
crosses out of the game (for goodness sake, it's supposed to be a tomb! ie, 
consecrated ground).


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 5:45 PM
Subject: Re: [Audyssey] game styles was, USA Games Halloween Project



Hi Dark,

Great description. Although, a slight correction. According to the
Castlevania manual those slime pits are actually suppose to be pools
of blood. I call them blood pools for short. Only they do look more
like slime than blood because Nintendo changed the color from red to
green in order to sell it to younger audiences in the USA and
elsewhere.

What they should have done, in my opinion, is release a version rated
T, for teen, and then a rated m version for mature audiences. After
all, i've played the Japanese version and it totally rocks. there is
lots of stuff they yanked out like the naked statues, turned the blood
green instead of red, and things like that to make it less offensive
to American audiences. I'd like to see an American version uncut and
unsensored.

Cheers!

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread shaun everiss

Hmmm.
A sidescroler would be nice.
However we have far to many of those.
so I will do 3d.
Another reason for me doing this is that no one publically has seen 
the full power of genisus in 3d mode.

I am interested to see what the system can do.
 At 11:35 p.m. 28/09/2011, you wrote:

Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread shaun everiss

well there will need to be upgrades and weapons and items.
On that note monsters should be able to drop items when they die to.
more insentive to make them die.
At 12:43 a.m. 29/09/2011, you wrote:

Hi Daren,

Grin. Oh, there is lots of monsters I've got planned for the game.
Werewolves, vampires, undead knights, skeletal swordsman,
Frankenstein's Monster, the Mummy, Lady Dracula, Count Dracula, etc.
It will be a fright fest of monsters to be sure.

Cheers!


On 9/28/11, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi tom,

 Do a 3d game. Something along the lines of doom or woofenstine. Going
 through a castle getting attacked by bats vampires and the like.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Bryan Peterson
Too many side scrollers? Three or four isn't too many. MOTA, which isn't 
even finished yet, Q9 and Super Liam. Well and Perilous Hearts which if I'm 
not mistaken is also going to be a side scroller. SO no, we don't have too 
many side scrolers. Far from it in fact.

It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 1:18 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hmmm.
A sidescroler would be nice.
However we have far to many of those.
so I will do 3d.
Another reason for me doing this is that no one publically has seen the 
full power of genisus in 3d mode.

I am interested to see what the system can do.
 At 11:35 p.m. 28/09/2011, you wrote:

Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread lirin

Hello Thomas


Well, as fan of the classic castle vania games, i'm prefer castle 
vania's game. Hope to see it in near future.


cheers


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Michael,

To answer your question remember I said that the game would be similar
in concept to Castlevania. I didn't mean that it actually would be
Castlevania. So no I will not use the Castlevania music, copyrighted
characters, or exact storylines. It will have its own unique
character, game story, and some diferences in game play.

In a way this is why I hate comparing one of my projects to a
mainstream game, because automatically people out here tend to
naturally assume I'll borrow characters, music, sounds, whatever from
that popular game. No, I want to create a similar but unique game in
that style or genre. Something that is my own, but is similar enough
to the mainstream game to give VI gamers the same kind of experience.
Make sense?

Cheers!

On 9/28/11, michael barnes c...@samobile.net wrote:
 Hey, Thomas.
 I know that the castlevania games on the nintendo 64 was in 3d so it
 would be great to see the game in 3d.  However if you are going with
 the original format then I would like to see it in a side scrolling game.
 I do want to ask if it is going to have the sounds and music of the
 original game?

 --
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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi lirin,

Well, keep in mind the game I'm creating is not Castlevania. Not even
a clone exactly. As I just told Michael it will be similar to, but
will not be Castlevania. Hope that makes sense.

Cheers!


On 9/28/11, lirin seal11...@gmail.com wrote:
 Hello Thomas


 Well, as fan of the classic castle vania games, i'm prefer castle
 vania's game. Hope to see it in near future.

 cheers


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Shaun,

Two comments here if I may.

To start with I don't think the VI community has too many
side-scrollers. There is only like five or six that I know of.
Considering there were probably a couple of hundred for the original
NES and Super NES that's hardly too many in my book. In fact, the
style has only barely been touched let alone fully explored.

Second, as this will be a freeby, just something I whipped up for
Halloween, its hardly going to show off all the features of the G3D
Engine. It will not show off all the full power of the engine, as
you put it. In fact, if you base something like MOTA 3D on something
like this you will sadly be overlooking some of the features I could
or would add given more time to do the game in. So, please, please,
please, do not consider this game the be all and end all of the
engine, because I'm going to have to be very basic given the time
frame.

Cheers!


On 9/28/11, shaun everiss sm.ever...@gmail.com wrote:
 Hmmm.
 A sidescroler would be nice.
 However we have far to many of those.
 so I will do 3d.
 Another reason for me doing this is that no one publically has seen
 the full power of genisus in 3d mode.
 I am interested to see what the system can do.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark
On the doom issue, I personally don't find the monsters' origin to really 
contribute to it's fear factor at all, so whether it's a demon or a mutant 
or an alien really doesn't bother me as much.


Personally it's how the monster looks and sounds, and indeed how much you 
know about it that I find makes it scary.


Look at the hp lovecraft creatures. Often you were only told a random (and 
unpronounceable), name with an origin that might be another dimention, hell, 
an alien planet or goodness knows where.


however the mystery combined with the really freaky appearence, humanoid 
squid, birds with dripping eyeballs, black oozing masses with no clear form, 
all makes the creatures worse.


In shades, even though you knew! they were experiment creatures, the 
evilness of the sounds usedand the fact that you didn't get a description 
contributed a lot to their mystery. for instance how are the mutant humans 
mutated? covered with fir? scales?


Organs on the outside of bodies?

I personally always imagined them a bit like frankenstein's monster, 
missshapen with bulging muscles bursting through their clothes, maybe 
protruberances of bone etc, and of course what I imagined is probably far 
scarier than any description!


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Greg Steel
Hi Tom I was wondering if you need any sounds for the game.  I have a lot of 
sound effect cds.  I have at least 8 cds that are related to horror.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 3:03 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Shaun,

Two comments here if I may.

To start with I don't think the VI community has too many
side-scrollers. There is only like five or six that I know of.
Considering there were probably a couple of hundred for the original
NES and Super NES that's hardly too many in my book. In fact, the
style has only barely been touched let alone fully explored.

Second, as this will be a freeby, just something I whipped up for
Halloween, its hardly going to show off all the features of the G3D
Engine. It will not show off all the full power of the engine, as
you put it. In fact, if you base something like MOTA 3D on something
like this you will sadly be overlooking some of the features I could
or would add given more time to do the game in. So, please, please,
please, do not consider this game the be all and end all of the
engine, because I'm going to have to be very basic given the time
frame.

Cheers!


On 9/28/11, shaun everiss sm.ever...@gmail.com wrote:

Hmmm.
A sidescroler would be nice.
However we have far to many of those.
so I will do 3d.
Another reason for me doing this is that no one publically has seen
the full power of genisus in 3d mode.
I am interested to see what the system can do.


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[Audyssey] Getting neospeech to work with my games.

2011-09-28 Thread michael barnes
Hello I just install neospeech to my windows 7 computer but I am having 
a bit of problem.
I can't get my neospeech to work with the kitchensinc games.  However I 
can get it to work with narrator.  I set the voice as my default voice 
but when I go into the kitchensinc program I don't get any voice at all.

When I use the narrator voice it works just fine with the games.
So how can I fix this problem?  Thanks.

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[Audyssey] Castaways version 2.4

2011-09-28 Thread Jeremy Kaldobsky
I've FINALLY! gotten around to posting the next Castaways version.  The biggest 
change with the new version is the handful of bug fixes.  I've also finally 
updated the language file so that translators can change the game's text to fit 
with their own language.  

Even though I strongly recommend against it, rofl, the game's population limit 
has been increased from 500 to 1000.  This has been requested many times so I 
will give the people what they want, even though the game will undoubtedly run 
very slow with such a huge population.

Goblins and Zombies can no longer attack the ship in the water.  I've fixed the 
bug so now enemy troops will not spawn at the edge of the map if a wall is 
already present there.  I think I've solved the recently reported bug where 
resources were vanishing from certain buildings.

The game now pauses when you reach messages about soldiers dedicating their 
lives as the more advanced troops.

I've added in a sandbox mission which is especially designed for new players to 
familiarize themselves with the game before facing any enemies.  There is no 
way to actually win while playing the sandbox mission, it is only for 
practice.

The new language file can be found here.  
www.kaldobsky.com/audiogames/castawayslang.zip
For those who aren't aware of how the language file works, here is a quick 
summary.  Every piece of text in the game has been written twice in the file, 
starting from the longest message down to the shortest.  Leave the top line 
exactly how it already is, and use it for reference as you translate the next 
line.  The second copy of the line needs to be replaced with the equivalent for 
the language you are working on.  When you are finished, rename the file 
language.txt and put it into your castaways directory.  If you've created the 
file correctly, the game's dialog will be displayed as the new language.  The 
language file can then be posted for others to easily download and experience 
the game in another language.

I haven't put the suggested ALT job keys into the game yet, but I intend to do 
that soon.  I also haven't added the option to remove all pauses from the 
resource messages, the end of mission status sheet, or the new multiplayer 
stuff.

The link to the game is here:
www.kaldobsky.com/audiogames/castaways.zip

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Dark,

Good point, but that is part of the problem for us I think. Since
there are no graphics to speak of its difficult to completely transfer
the right image via sound. I know in just sorting through my extensive
sound library for monster sounds I'm having troubles finding a sound
that is particularly scary.

For instance, take a werewolf. We could use generic wolf sounds which
would work, but sounds too common. I could use a really vicious
sounding dog, but its not beastly enough for mine. So even though I
have sounds that could or would work I'm looking for something truly
beastly and evil sounding, but can't find anything that really fits
the bill. The mutant dogs in Shades of Doom are too tame for what I
have in mind for a really good werewolf sound.

Other creatures I'd like to create escapes me altogether in terms of
sound. One creature I have in mind is the evil undead Sorceress from
the Stoneback Hill adventure in Sryth. The one in the room with the
box with the false bottom in it. I always thought that sorceress would
make a great game vilain in an audio game.


The problem is that a human voice screaming etc sounds to alive to be
an undead creature without lots of alterations. Using rattling bones
is rather sexless and has no gender to them. So I need to think of
some way to create something that sounds both inhuman and is
unmistakably female. Kind of a tall order since I don't know what I
need to create something that sinister.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:
 On the doom issue, I personally don't find the monsters' origin to really
 contribute to it's fear factor at all, so whether it's a demon or a mutant
 or an alien really doesn't bother me as much.

 Personally it's how the monster looks and sounds, and indeed how much you
 know about it that I find makes it scary.

 Look at the hp lovecraft creatures. Often you were only told a random (and
 unpronounceable), name with an origin that might be another dimention, hell,
 an alien planet or goodness knows where.

 however the mystery combined with the really freaky appearence, humanoid
 squid, birds with dripping eyeballs, black oozing masses with no clear form,
 all makes the creatures worse.

 In shades, even though you knew! they were experiment creatures, the
 evilness of the sounds usedand the fact that you didn't get a description
 contributed a lot to their mystery. for instance how are the mutant humans
 mutated? covered with fir? scales?

 Organs on the outside of bodies?

 I personally always imagined them a bit like frankenstein's monster,
 missshapen with bulging muscles bursting through their clothes, maybe
 protruberances of bone etc, and of course what I imagined is probably far
 scarier than any description!

 Beware the grue!

 Dark.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi Greg,

Anything you got rip it to mp3 and Sendspace it my way. I've got some
horror stuff, but I could use a wider selection of sounds. Please, use
a high quality bit rate etc as I try to use cd quality sounds when and
where possible.

Cheers!


On 9/28/11, Greg Steel greegste...@sbcglobal.net wrote:
 Hi Tom I was wondering if you need any sounds for the game.  I have a lot of
 sound effect cds.  I have at least 8 cds that are related to horror.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread john

Off the top of my head:
super liam
mota
battlezome
q9
palace punch-up and kringle crash (though these two are 
debateable)

and I believe I'm missing a few others.


- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 13:36:46 -0600
Subject: Re: [Audyssey] USA Games Halloween Project

Too many side scrollers? Three or four isn't too many. MOTA, 
which isn't
even finished yet, Q9 and Super Liam. Well and Perilous Hearts 
which if I'm
not mistaken is also going to be a side scroller. SO no, we don't 
have too

many side scrolers. Far from it in fact.
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 1:18 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Hmmm.
A sidescroler would be nice.
However we have far to many of those.
so I will do 3d.
Another reason for me doing this is that no one publically has 
seen the

full power of genisus in 3d mode.
I am interested to see what the system can do.
 At 11:35 p.m. 28/09/2011, you wrote:
Hi everyone,

As of this morning I have started work on a game for Halloween. 
I'm
thinking of something loosely based on the popular Castlevania 
series
by Nintendo. As there isn't anything like this for the VI audio 
games
community I felt it would be a nice break from MOTA, and 
something we
can all enjoy for the Halloween season. Since the G3D engine is 
now at
1.0 stable it shouldn't take too long to produce a basic game 
within a

couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit 
the
genre, but I'm also eager to sink my teeth into a full 3d 
environment.
After all, the G3D engine was specifically designed for 3d FPS 
style

game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would 
you

like a 2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread john
On the subject of the dogs in shades, have you ever had one of 
those things pop out of an alcove at you? If that's not scary, I
really don't know what is. As far as modifying a voice goes, 
there's something to be said for messing around with the affects 
in an audio editing program to see what you can turn out. Perhaps
lowering the pitch and distorting the sound a bit might give you 
what your looking for?- Original Message -

From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 21:32:49 -0400
Subject: Re: [Audyssey] USA Games Halloween Project

Hi Dark,

Good point, but that is part of the problem for us I think. Since
there are no graphics to speak of its difficult to completely 
transfer
the right image via sound. I know in just sorting through my 
extensive
sound library for monster sounds I'm having troubles finding a 
sound

that is particularly scary.

For instance, take a werewolf. We could use generic wolf sounds 
which

would work, but sounds too common. I could use a really vicious
sounding dog, but its not beastly enough for mine. So even though 
I
have sounds that could or would work I'm looking for something 
truly
beastly and evil sounding, but can't find anything that really 
fits
the bill. The mutant dogs in Shades of Doom are too tame for what 
I

have in mind for a really good werewolf sound.

Other creatures I'd like to create escapes me altogether in terms 
of
sound. One creature I have in mind is the evil undead Sorceress 
from
the Stoneback Hill adventure in Sryth. The one in the room with 
the
box with the false bottom in it. I always thought that sorceress 
would

make a great game vilain in an audio game.


The problem is that a human voice screaming etc sounds to alive 
to be
an undead creature without lots of alterations. Using rattling 
bones
is rather sexless and has no gender to them. So I need to think 
of

some way to create something that sounds both inhuman and is
unmistakably female. Kind of a tall order since I don't know what 
I

need to create something that sinister.

Cheers!


On 9/28/11, dark d...@xgam.org wrote:
On the doom issue, I personally don't find the monsters' origin 
to really
contribute to it's fear factor at all, so whether it's a demon 
or a mutant

or an alien really doesn't bother me as much.

Personally it's how the monster looks and sounds, and indeed how 
much you

know about it that I find makes it scary.

Look at the hp lovecraft creatures. Often you were only told a 
random (and
unpronounceable), name with an origin that might be another 
dimention, hell,

an alien planet or goodness knows where.

however the mystery combined with the really freaky appearence, 
humanoid
squid, birds with dripping eyeballs, black oozing masses with no 
clear form,

all makes the creatures worse.

In shades, even though you knew! they were experiment creatures, 
the
evilness of the sounds usedand the fact that you didn't get a 
description
contributed a lot to their mystery. for instance how are the 
mutant humans

mutated? covered with fir? scales?

Organs on the outside of bodies?

I personally always imagined them a bit like frankenstein's 
monster,
missshapen with bulging muscles bursting through their clothes, 
maybe
protruberances of bone etc, and of course what I imagined is 
probably far

scarier than any description!

Beware the grue!

Dark.

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Re: [Audyssey] Castaways version 2.4

2011-09-28 Thread john
One thousand people... how in the world could anybody manage 
that! I'm glad to see the bug with the walls fixed, that 
particular one cost me a few games.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi John,

Yeah, you did overlook a few. Off the top of my head you forgot Tarzan
Junior by PB Games, and Hunter by BSC. There is also a side-scroller
level in Pipe II although the game generally isn't really a
side-scroller throughout the entire game.

On 9/28/11, john jpcarnemo...@comcast.net wrote:
 Off the top of my head:
 super liam
 mota
 battlezome
 q9
 palace punch-up and kringle crash (though these two are
 debateable)
 and I believe I'm missing a few others.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Bryan Peterson
Still what I'd hardlycall too many. In fact not even close. Once we have 
several hundred or even more, then maybe we'll talk.

It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 7:45 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Off the top of my head:
super liam
mota
battlezome
q9
palace punch-up and kringle crash (though these two are debateable)
and I believe I'm missing a few others.


- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 13:36:46 -0600
Subject: Re: [Audyssey] USA Games Halloween Project

Too many side scrollers? Three or four isn't too many. MOTA, which isn't
even finished yet, Q9 and Super Liam. Well and Perilous Hearts which if 
I'm

not mistaken is also going to be a side scroller. SO no, we don't have too
many side scrolers. Far from it in fact.
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 1:18 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Hmmm.
A sidescroler would be nice.
However we have far to many of those.
so I will do 3d.
Another reason for me doing this is that no one publically has seen the
full power of genisus in 3d mode.
I am interested to see what the system can do.
 At 11:35 p.m. 28/09/2011, you wrote:
Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Thomas Ward
Hi,

Well, I have Soundforge and Goldwave, and I did a decent job with the
zombies in MOTA simply by lowering the pitch of some screams and
growns. I'll probably end up doing something similar for the monsters
here once I find the right voice for the character. Not every voice
sounds quite right, got the touch so to speak, when altered.

Cheers!


On 9/28/11, john jpcarnemo...@comcast.net wrote:
 On the subject of the dogs in shades, have you ever had one of
 those things pop out of an alcove at you? If that's not scary, I
 really don't know what is. As far as modifying a voice goes,
 there's something to be said for messing around with the affects
 in an audio editing program to see what you can turn out. Perhaps
 lowering the pitch and distorting the sound a bit might give you
 what your looking for?- Original Message -

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Re: [Audyssey] game styles was, USA Games Halloween Project

2011-09-28 Thread Scott Chesworth
Fair play Dark, after reading the messages between you and Tom and
your description, I'm starting to understand the untapped potential
here. I grew up on mainstream games, but really only ever geeked out
on MK and a couple of beat 'em ups that were playable back in the SNES
and MegaDrive days. As a result, when I compare what we have to
mainstream side scrollers, I probably head straight for something
retro like Streets of Rage. Fun in abundance in it's own way, but
nowhere near as cool as what you described of the torture chamber.

Standing corrected...

Scott

On 9/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 Yes indeed it is slime in my version sinse I'm playing the uk release, 
 and in fact don't have a manual which is why I describe it as slime.

 I did know about the japanese version, we've probably read the same faq on
 the subject ;D.

 But obviously when thinking out what the level is like and what it contains
 I used what I remember, hence the slime.

 I'll have to ask my friend who owns a wii if the version on the wii is the
 Japanese or Us/europe one, sinse a lot of people were as annoyed as you
 about the cuts,  afterall a lot didn't make sense, like taking all the
 crosses out of the game (for goodness sake, it's supposed to be a tomb! ie,
 consecrated ground).

 Beware the Grue!

 dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 28, 2011 5:45 PM
 Subject: Re: [Audyssey] game styles was, USA Games Halloween Project


 Hi Dark,

 Great description. Although, a slight correction. According to the
 Castlevania manual those slime pits are actually suppose to be pools
 of blood. I call them blood pools for short. Only they do look more
 like slime than blood because Nintendo changed the color from red to
 green in order to sell it to younger audiences in the USA and
 elsewhere.

 What they should have done, in my opinion, is release a version rated
 T, for teen, and then a rated m version for mature audiences. After
 all, i've played the Japanese version and it totally rocks. there is
 lots of stuff they yanked out like the naked statues, turned the blood
 green instead of red, and things like that to make it less offensive
 to American audiences. I'd like to see an American version uncut and
 unsensored.

 Cheers!

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Mich

Hi Yes deffently 3d all the way
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, September 28, 2011 7:45 PM
Subject: Re: [Audyssey] USA Games Halloween Project



3d baby

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, September 28, 2011 6:36 AM
To: Gamers Discussion list
Subject: [Audyssey] USA Games Halloween Project

Hi everyone,

As of this morning I have started work on a game for Halloween. I'm 
thinking
of something loosely based on the popular Castlevania series by Nintendo. 
As

there isn't anything like this for the VI audio games community I felt it
would be a nice break from MOTA, and something we can all enjoy for the
Halloween season. Since the G3D engine is now at 1.0 stable it shouldn't
take too long to produce a basic game within a couple of weeks. The only
question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the genre,
but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style game
play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you like 
a

2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Greg Steel
Hi Tom I made a folder with all of my sound effect Horror cds in it.  How do 
I compress it in a zip or rar format?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 6:35 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi Greg,

Anything you got rip it to mp3 and Sendspace it my way. I've got some
horror stuff, but I could use a wider selection of sounds. Please, use
a high quality bit rate etc as I try to use cd quality sounds when and
where possible.

Cheers!


On 9/28/11, Greg Steel greegste...@sbcglobal.net wrote:
Hi Tom I was wondering if you need any sounds for the game.  I have a lot 
of

sound effect cds.  I have at least 8 cds that are related to horror.


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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread shaun everiss

aah, well in that case I choose side scroler.
Though I would really like to see something with the full feature set 
of the engine one day even if its only a couple rooms.

At 11:03 a.m. 29/09/2011, you wrote:

Hi Shaun,

Two comments here if I may.

To start with I don't think the VI community has too many
side-scrollers. There is only like five or six that I know of.
Considering there were probably a couple of hundred for the original
NES and Super NES that's hardly too many in my book. In fact, the
style has only barely been touched let alone fully explored.

Second, as this will be a freeby, just something I whipped up for
Halloween, its hardly going to show off all the features of the G3D
Engine. It will not show off all the full power of the engine, as
you put it. In fact, if you base something like MOTA 3D on something
like this you will sadly be overlooking some of the features I could
or would add given more time to do the game in. So, please, please,
please, do not consider this game the be all and end all of the
engine, because I'm going to have to be very basic given the time
frame.

Cheers!


On 9/28/11, shaun everiss sm.ever...@gmail.com wrote:
 Hmmm.
 A sidescroler would be nice.
 However we have far to many of those.
 so I will do 3d.
 Another reason for me doing this is that no one publically has seen
 the full power of genisus in 3d mode.
 I am interested to see what the system can do.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Hi Tom.

that is indeed a problem, however i don't think it's an insummountable one 
though the solution may be a litle odd.


I've been listening to a lot of the Doctor who audio dramas from big finish, 
and as you'll know doctor who has always been famous for it's monsters.
What they do is have an actual actor rather than generic clips to play each 
monster, who's voice they slightly modify with pitch, echo or another 
effect, often with some movement sfx thrown in.


You will sometimes in the audio drama get a small description, something 
like It's a wolf doctor,  and it's six foot high! but certainly not an 
absolutely ful description, and usually it's possible to tell a lot of the 
monster by the sounds.


the key thing however is that the actors playing the monsters really! don't 
hold back. When required to growl, scream, gurgling in the throat or moan 
the actors put everything into doing it. pluss being professional actors, 
certain vocal techniques like projection, changing the shape of the larinks 
to deepen or alter the voice etc are all available to them.


another good example of this is Shelob in the bbc radio play of lord of the 
rings, who is actually counted in the creddits but has no speaking lines at 
all.


all you are told is that she is in spider form the rest you need to infer 
from the rather eavil moaning she makes combined with the sounds of slime 
and ratling.


In doctor who, similar things are done, for instance in the story absolution 
there is a mutant bat woman, who they create with one of the actresses 
screamming shrilling and deffinately with intent, with her voice slightly 
modified, backgrounded with the sound of slapping wings.


In the story loops Garaux they do a similar thing with a warewolf.

thus I think if you could find some good enough actors to reccord the clips, 
you'd end up with scary enough monsters.


For the undead sorceress you mentioned, I'd probably combine a rasping, 
female voice whispering and doing a slight groul through a doubled tinny 
effect, , along with the sound of slightly moving cloth and maybe a rattle 
like metal amulets or charms..


I've actually been doing some voice recording for another game project 
recently, so am well sorted with recording gear.


sinse It's six in the morning currently i can't really do a lot of reccord 
(pespecially of monster sounds), but this afternoon I'll have a go at some 
warewolf for you, - actually doing monster voices is something I've 
always! wanted to do in a game.


Hopefuly if you take some actual human clips, add some reverb, echos, change 
the pitch or add some doubling it would work.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark
I'd also argue that only mota and hopefully perilous hearts are realside 
scrollers in the sense of using vertical movement.


Compare this to where we have for instance over 20 space invaders games and 
the difference should be obvious.


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 3:12 AM
Subject: Re: [Audyssey] USA Games Halloween Project


Still what I'd hardlycall too many. In fact not even close. Once we have 
several hundred or even more, then maybe we'll talk.

It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 7:45 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Off the top of my head:
super liam
mota
battlezome
q9
palace punch-up and kringle crash (though these two are debateable)
and I believe I'm missing a few others.


- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 13:36:46 -0600
Subject: Re: [Audyssey] USA Games Halloween Project

Too many side scrollers? Three or four isn't too many. MOTA, which isn't
even finished yet, Q9 and Super Liam. Well and Perilous Hearts which if 
I'm
not mistaken is also going to be a side scroller. SO no, we don't have 
too

many side scrolers. Far from it in fact.
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 1:18 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Hmmm.
A sidescroler would be nice.
However we have far to many of those.
so I will do 3d.
Another reason for me doing this is that no one publically has seen the
full power of genisus in 3d mode.
I am interested to see what the system can do.
 At 11:35 p.m. 28/09/2011, you wrote:
Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] game styles was, USA Games Halloween Project

2011-09-28 Thread dark

Hi Scot.

Even a walk along beatemup like streets of rage is fairly different to 
something like castlevania, sinse there you literally do! only travel left 
to right and a small amount forwards and backwards, there is no exploration, 
and almost all enemies are onn the same level as you.


Basically if you imagine your keyboard, and that axel, blaze etc is standing 
on the A key. In streets of rage, you could move up to the q key, or down to 
the z key, or along the row to the s key.


this is however generally it as far as your movement options go. You don't 
get to explore, or move in full directions, nor do you get the space above 
your a key. Thus, it wouldn't be possible to represent in this vane a castle 
with long staircases, multiple floors etc.


In a true 2D side scrolling platformer though, you can go up and down as 
much as you like, indeed in Super Castlevania, some of the stages just! 
involve you moving up with litle left/right movement, like the very last 
level where your climbing a tower with a huge spinning wheel chacing you and 
the staircases disappearing under your feet.


It's this sort of thing I'd like to see in an audio side scroller, though if 
the game ends up 3D I certainly won't complain sinse that would be awsome as 
well in it's own right.


i suppose though sinse I've had enough vision to play side scrollers, 
they've sort of become my preferd genre, indeed the game that got me 
interested in games in the first place, Turrican 2, is a side scroller 
famous for huge levels and much exploration.


Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread dark

Hi greg.

I'd recommend getting 7zip from http://www.7zip.com/

this is a free zipping tool, and does an absolutely fantastic job as well as 
being really easy to use.


When you've installed it, just hit the application key (or any right click 
type thing), on the folder, and find the 7zip option. In there will be a 
menue that lets you do various things, but the one you use most is the add 
to archive item at the top.


Hit this and you'll be in a box where you can choose various things like 
compression method, or archive type such as zip or 7z as well as name the 
file (by default it'll be the name of the folder but you can change this if 
you want), if you don't want to change anything (which you probably won't), 
just hit enter and wait a bit and vuala!


It's extremely simple to use and it's compression levels are great. You can 
also use the same process to compress multiple files and zip them up by 
selecting them as you would to copy and paste, and it also unzips more 
efficiently than windows does and will tell you if there are any errors.


it can unzip Ra, iso, zip and several other formats, and can zip up in zip, 
ta, or 7z format.


hth.

Beware the grue!

Dark. 



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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Bryan Peterson
Agreed. So I'd hardly say we have too many. I wouldn't necessarily even say 
we have too many of any specific genre, although to many of one genre of 
game developed in a sort time could indeed get tedious, particularly if no 
one adds any inovation, whether it be in storyline or gameplay, to make it 
worth playing. Judgment Day, for instance, could have and probably would 
indeed have been extremely boring if Liam hadn't had the good sense to 
incorporate lots of unlockable trophies and audio movies and bonus games to 
liven it up. So it's not te number of any games in a genre bt the number of 
quality games tat make it worthwhile.

It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 11:17 PM
Subject: Re: [Audyssey] USA Games Halloween Project


I'd also argue that only mota and hopefully perilous hearts are realside 
scrollers in the sense of using vertical movement.


Compare this to where we have for instance over 20 space invaders games 
and the difference should be obvious.


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 3:12 AM
Subject: Re: [Audyssey] USA Games Halloween Project


Still what I'd hardlycall too many. In fact not even close. Once we have 
several hundred or even more, then maybe we'll talk.

It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 7:45 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Off the top of my head:
super liam
mota
battlezome
q9
palace punch-up and kringle crash (though these two are debateable)
and I believe I'm missing a few others.


- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 28 Sep 2011 13:36:46 -0600
Subject: Re: [Audyssey] USA Games Halloween Project

Too many side scrollers? Three or four isn't too many. MOTA, which isn't
even finished yet, Q9 and Super Liam. Well and Perilous Hearts which if 
I'm
not mistaken is also going to be a side scroller. SO no, we don't have 
too

many side scrolers. Far from it in fact.
It's hard for me to turn on that radio when I'm at home.
'Cuz every song has got some Autotune.
- Original Message -
From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 1:18 PM
Subject: Re: [Audyssey] USA Games Halloween Project


Hmmm.
A sidescroler would be nice.
However we have far to many of those.
so I will do 3d.
Another reason for me doing this is that no one publically has seen the
full power of genisus in 3d mode.
I am interested to see what the system can do.
 At 11:35 p.m. 28/09/2011, you wrote:
Hi everyone,

As of this morning I have started work on a game for Halloween. I'm
thinking of something loosely based on the popular Castlevania series
by Nintendo. As there isn't anything like this for the VI audio games
community I felt it would be a nice break from MOTA, and something we
can all enjoy for the Halloween season. Since the G3D engine is now at
1.0 stable it shouldn't take too long to produce a basic game within a
couple of weeks. The only question I have for you guys is format.

Now, I am well aware the original Castlevania series were all
side-scrollers. I am tempted to do that given that it would fit the
genre, but I'm also eager to sink my teeth into a full 3d environment.
After all, the G3D engine was specifically designed for 3d FPS style
game play. So here is the question.

Would you guys and girls prefer a full 3d FPS type game, or would you
like a 2d side-scroller more or less based on Castlevania?

Thanks.

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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread william lomas
will it if it 3d just b one big sprawling level?

On Sep 28, 2011, at 11:03 PM, Thomas Ward wrote:

 Hi Shaun,
 
 Two comments here if I may.
 
 To start with I don't think the VI community has too many
 side-scrollers. There is only like five or six that I know of.
 Considering there were probably a couple of hundred for the original
 NES and Super NES that's hardly too many in my book. In fact, the
 style has only barely been touched let alone fully explored.
 
 Second, as this will be a freeby, just something I whipped up for
 Halloween, its hardly going to show off all the features of the G3D
 Engine. It will not show off all the full power of the engine, as
 you put it. In fact, if you base something like MOTA 3D on something
 like this you will sadly be overlooking some of the features I could
 or would add given more time to do the game in. So, please, please,
 please, do not consider this game the be all and end all of the
 engine, because I'm going to have to be very basic given the time
 frame.
 
 Cheers!
 
 
 On 9/28/11, shaun everiss sm.ever...@gmail.com wrote:
 Hmmm.
 A sidescroler would be nice.
 However we have far to many of those.
 so I will do 3d.
 Another reason for me doing this is that no one publically has seen
 the full power of genisus in 3d mode.
 I am interested to see what the system can do.
 
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Re: [Audyssey] USA Games Halloween Project

2011-09-28 Thread Greg Steel
Cool thanks Dark I have it.  I wasn't sure of what to do I did it with 
windows.  So I know what to do for next time.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 28, 2011 10:34 PM
Subject: Re: [Audyssey] USA Games Halloween Project



Hi greg.

I'd recommend getting 7zip from http://www.7zip.com/

this is a free zipping tool, and does an absolutely fantastic job as well 
as being really easy to use.


When you've installed it, just hit the application key (or any right click 
type thing), on the folder, and find the 7zip option. In there will be a 
menue that lets you do various things, but the one you use most is the 
add to archive item at the top.


Hit this and you'll be in a box where you can choose various things like 
compression method, or archive type such as zip or 7z as well as name the 
file (by default it'll be the name of the folder but you can change this 
if you want), if you don't want to change anything (which you probably 
won't), just hit enter and wait a bit and vuala!


It's extremely simple to use and it's compression levels are great. You 
can also use the same process to compress multiple files and zip them up 
by selecting them as you would to copy and paste, and it also unzips more 
efficiently than windows does and will tell you if there are any errors.


it can unzip Ra, iso, zip and several other formats, and can zip up in 
zip, ta, or 7z format.


hth.

Beware the grue!

Dark.

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