Re: [Audyssey] A question related to RTS games

2013-08-18 Thread Mohsin Ali
Thanx guys!

@ John:
Iam looking for games which come closer to soundRTS in stretegy vise
and to castaways in management vise.

and yes T.O.C. and T.B.(Tectical Battle) are one of my favourites but
still I feel that there's something missing



about other games:

I  have checked the games John suggested, they are present at aprone's
website, right? but still they dont come close.

about Galaxy ranger:

I think that I might check it out and if it also does not appears as I
want, then I think that I may send another E-mail, asking for pointers
on devveloping one of my own.


sorry guys but bordem is getting upto me.


with best regards


Mohsin(Eagalon)

-
If you cant find a path ahead, and you dont want to return back then.
you need to make a path of your own.(unonimus)
--





On 8/17/13, john jpcarnemo...@comcast.net wrote:
 Thank you for mentioning TOC; I have no idea how I missed that
 one.

  - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Sat, 17 Aug 2013 12:06:11 -0400
 Subject: Re: [Audyssey] A question related to RTS games

 Hi,

 Sure can. There is one called Time of Conflict written by GMA
 Games.
 It is one of the best accessible RTS games on the market. Go to
 http://www.gmagames.com
 and look for Time of Conflict.

 Cheers!

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[Audyssey] Swamp Tide

2013-08-18 Thread Jeremy Kaldobsky
I'm going to do a stress test of some code during the 
night as I sleep.  Special thanks goes out to Saul, Jessicat, and 
TrueZombie (listed in order by name length, from shortest to longest) 
for helping me work out the bugs tonight!  
As you guys may remember, it only took me half a day out of the 2 days I 
set aside for repairing the Swamp records.  I used the other day and a 
half, plus a bit of debugging tonight, to put together a little add-on 
game for Swamp.  This little game uses the Swamp sounds and map files, 
but it plays a bit differently.  I present to you, the rough stress-test beta 
of Swamp Tide.
Just toss this file into your existing Swamp 
folder and run it.  Eventually this will be sort of tied into the Swamp 
client, but for now this will work.  When you run the program it will 
automatically connect you, using the last name you signed in to Swamp 
with.  No worrying about your hard earned equipment, because it won't be going 
with you into Swamp Tide.  Everything will be waiting for you 
when you get back.
For this test, only the most basic mechanics 
are working.  When players join the server, you spawn as a zombie.  
Elsewhere there will be humans that you must hunt down and kill.  Any 
zombies that die will simply respawn again, but any humans that die will 
respawn as zombies themselves!  Once there is only 1 human left, or 
none if someone disconnects, the game match ends and the server starts 
up a new one.  Every player is spawned as a human, equipped with a 
random weapon.  There will be 1 starting zombie who is the winner of the last 
match, or randomly chosen if the winner disconnected.  Any humans 
who have melee weapons will find that they swing much slower than in 
normal Swamp, and any humans with guns will be limited to precious 
little ammunition.  Make each round count soldier!
Zombies will 
randomly growl, and humans will randomly say phrases, but it is much 
less likely than growling.  This is a fun way to give away your position to 
anyone within ear shot, hehe.  Randomly swinging your melee weapon 
as you walk is not as good of an idea in Swamp Tide, since the noise 
pretty much tells every zombie player where to find their next meal.
Chat and whispers won't work between species, so the opposing team can not hear 
what you type.
Have fun, and hopefully the stress goes well.  I can pretty easily add in 
the other features once I know these are working.  Other features 
include zombie upgrades so that you grow into the stronger zombies as 
you kill humans, other random weapons for humans to start with, and ways for 
humans to get extra ammo.
www.kaldobsky.com/audiogames/tidetest.zip
Enjoy.  
P.S.  I forgot to mention that the game requires 3 people to function 
properly.  So if you happen to get on and there are less than 3 players, it 
won't end the match to start up a new one.  It will start playing 
the matches as soon as a 3rd person joins though.
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Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread Cara Quinn
Hi John, essentially yes, with a couple of caveats…

As long as you call your collision detection every frame, you don't necessarily 
need to call it from within your movement methods. As long as it gets called to 
check your objects' positions then you're fine. Does this make sense?

Also, when collisions are detected, you don't necessarily need to stop your 
game loop. It depends on what you'd like to have happen when you see a 
collision. I.E. maybe you'd just like your player to bounce back from whatever 
it collided with… In this case, you still want your game loop to be running so 
that your player's new movement will happen.

If you want some special scene to happen or your game to stop immediately upon 
a collision, then yes, you'd want your game loop to stop when your collision 
happens. Does this make sense?…

HTH and talk soon!…

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Aug 17, 2013, at 6:21 AM, john jpcarnemo...@comcast.net wrote:

I know it's been a while since this thread has been active, but I'm going 
through my old emails, and was wondering if I could get some more clarification 
on this subject. The way I'm understanding this, you would build two functions: 
one for collision detection and one for movement. The movement would run every 
time through the game loop, and would call the collision detection from within 
itself. The movement function would change the player's position, call the 
collision detection function, and if that returns safe, update the game world. 
Does this sound somewhat correct?

Thanks,
John.

- Original Message -
From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 30 Jul 2013 17:38:43 -0700
Subject: Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween 
bgt and java

Hi Ryan, yes and no.

If you're using collision detection, you can actually have your player's avatar 
move and if he's unable to do that then the collision detection routines can 
stop him for you. YOu don't even need a flag.

If your player is moving at a slower speed and touches a wall, then gently stop 
him. If he is running and touches a wall then give him some damage, stop him 
and bounce him back a bit based on his velocity. Does this make sense?

It's really the job of the collision detection to decide whether or not your 
player can move.

Obviously there may be other situations you may want to check for other than 
collisions but the concept of attempting the move is what I'm getting at here.

In a real physical situation sometimes you can't walk because the hill is too 
steep. Know what I mean? Nothing is really stopping you but there's a physical 
reason. YOu attempt to walk but find you cannot.

So let's look at this another way;

You're velocity is 0. You attempt to walk which simply changes your velocity to 
something greater than 0.

The game loop processes your player's movement and if nothing is preventing you 
from moving in the direction you want at the speed you want then you do. Simple 
as that. If something is in your way then your collision detection will stop 
you or move you back to where you were and reassign your velocity to 0.


Obviously this is really primitive but do you get the idea?

Also, as Ian has mentioned, you would want to also take into account the timing 
of your game loop or your frame rate as we've been calling it as well, to 
manage your movements. YOu can sort of think of this as a movie. But it's a 
dynamic movie with interaction. :)

Does this make sense?

If not then by all means, just shout back out! -And I'm happy to clarify and 
I'm sure Thomas, Ian and others will happily do so as well. :)

HTH

Cara :)
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Re: [Audyssey] Swamp Tide

2013-08-18 Thread shaun everiss

on that note jeremy.
I'd like a way to set your char when you die, I'd like a way to 
choose my resporn point when I die.

right now I tried to get to map2.
That was fine, I mostly got there, but died in the sewers.
I ended up on map 2.
However I really want to be back on map1, because I really don't want 
to stay on map2 all day long.
I don't have the power to force myself back to map1 however, I never 
made it to map2, in fact it would be good if you never made it to 
somewhere you died back in the map you came from since I was still in 
the sewers.
right now if at all possible I'd like to have my char crashmaster 
resporn back at map1 when I next load, until I can find a way to get 
to map2 without going down big time and get the courage to navigate 
the sewers, well.

You could just empty my char records and I can restart that char I guess.

At 07:47 PM 8/18/2013, you wrote:

I'm going to do a stress test of some code during the
night as I sleep.  Special thanks goes out to Saul, Jessicat, and
TrueZombie (listed in order by name length, from shortest to longest)
for helping me work out the bugs tonight!
As you guys may remember, it only took me half a day out of the 2 days I
set aside for repairing the Swamp records.  I used the other day and a
half, plus a bit of debugging tonight, to put together a little add-on
game for Swamp.  This little game uses the Swamp sounds and map files,
but it plays a bit differently.  I present to you, the rough 
stress-test beta of Swamp Tide.

Just toss this file into your existing Swamp
folder and run it.  Eventually this will be sort of tied into the Swamp
client, but for now this will work.  When you run the program it will
automatically connect you, using the last name you signed in to Swamp
with.  No worrying about your hard earned equipment, because it 
won't be going with you into Swamp Tide.  Everything will be waiting for you

when you get back.
For this test, only the most basic mechanics
are working.  When players join the server, you spawn as a zombie.
Elsewhere there will be humans that you must hunt down and kill.  Any
zombies that die will simply respawn again, but any humans that die 
will respawn as zombies themselves!  Once there is only 1 human left, or

none if someone disconnects, the game match ends and the server starts
up a new one.  Every player is spawned as a human, equipped with a
random weapon.  There will be 1 starting zombie who is the winner of 
the last match, or randomly chosen if the winner disconnected.  Any humans

who have melee weapons will find that they swing much slower than in
normal Swamp, and any humans with guns will be limited to precious
little ammunition.  Make each round count soldier!
Zombies will
randomly growl, and humans will randomly say phrases, but it is much
less likely than growling.  This is a fun way to give away your 
position to anyone within ear shot, hehe.  Randomly swinging your melee weapon

as you walk is not as good of an idea in Swamp Tide, since the noise
pretty much tells every zombie player where to find their next meal.
Chat and whispers won't work between species, so the opposing team 
can not hear what you type.

Have fun, and hopefully the stress goes well.  I can pretty easily add in
the other features once I know these are working.  Other features
include zombie upgrades so that you grow into the stronger zombies as
you kill humans, other random weapons for humans to start with, and 
ways for humans to get extra ammo.

www.kaldobsky.com/audiogames/tidetest.zip
Enjoy.
P.S.  I forgot to mention that the game requires 3 people to function
properly.  So if you happen to get on and there are less than 3 
players, it won't end the match to start up a new one.  It will start playing

the matches as soon as a 3rd person joins though.
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Re: [Audyssey] A question related to RTS games

2013-08-18 Thread Thomas Ward
Hi Mohsin,


Unfortunately, you are out of luck there. SoundRTS really is the only
real time strategy game of its type that is accessible. It happens to
be a genre of game I've been interested in developing myself when I
have the time and energy to do so, but for the moment real time
strategy isn't a genre of game that has lots of options for a blind
gamer.


Cheers!


On 8/18/13, Mohsin Ali sma...@gmail.com wrote:
 Thanx guys!

 @ John:
 Iam looking for games which come closer to soundRTS in stretegy vise
 and to castaways in management vise.

 and yes T.O.C. and T.B.(Tectical Battle) are one of my favourites but
 still I feel that there's something missing



 about other games:

 I  have checked the games John suggested, they are present at aprone's
 website, right? but still they dont come close.

 about Galaxy ranger:

 I think that I might check it out and if it also does not appears as I
 want, then I think that I may send another E-mail, asking for pointers
 on devveloping one of my own.


 sorry guys but bordem is getting upto me.


 with best regards


 Mohsin(Eagalon)

---
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[Audyssey] does anybody know why Kitchensinc games don't work right with windows 7

2013-08-18 Thread Bryan and Chris
Hi all.  Does anybody know why kitchensinc games don't work correctly 
for windows 7.  Every time I try to install them I get error messages 
all the time.

Talk later,
Bryan
The Forum radio show is on a new location!  To hear it just dial 
641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by pound.

Once you do so the show will begin.
Want to hear more than one broad cast either by phone or skype?
Then the advantage is for you.
Call 641-7153800 then you will be asked for an access code.
When you are, just punch in 2-5-6-7-5 Followed by pound.
Note you don't need to type or try to enter a dash chairactor by phone.
The - is just there for the people who use speech to read 
e-mails.  In this way the speech will read it correctly.   



---
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Re: [Audyssey] Swamp Tide

2013-08-18 Thread john
Wow. I haven't (and won't for a while) had time to check this 
out, but it sounds totally awesome. Would there be any chance you 
could add something where when somebody wins a match, their 
character on the actual game gets a random item? I feel like that 
would give players some long-term incentive for winning.



- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Date sent: Sun, 18 Aug 2013 00:47:25 -0700 (PDT)
Subject: [Audyssey] Swamp Tide

I'm going to do a stress test of some code during the
night as I sleep.  Special thanks goes out to Saul, Jessicat, and
TrueZombie (listed in order by name length, from shortest to 
longest)

for helping me work out the bugs tonight! 
As you guys may remember, it only took me half a day out of the 2 
days I
set aside for repairing the Swamp records.  I used the other day 
and a
half, plus a bit of debugging tonight, to put together a little 
add-on
game for Swamp.  This little game uses the Swamp sounds and map 
files,
but it plays a bit differently.  I present to you, the rough 
stress-test beta of Swamp Tide.

Just toss this file into your existing Swamp
folder and run it.  Eventually this will be sort of tied into the 
Swamp
client, but for now this will work.  When you run the program it 
will
automatically connect you, using the last name you signed in to 
Swamp
with.  No worrying about your hard earned equipment, because it 
won't be going with you into Swamp Tide.  Everything will be 
waiting for you

when you get back.
For this test, only the most basic mechanics
are working.  When players join the server, you spawn as a 
zombie. 
Elsewhere there will be humans that you must hunt down and kill.  
Any
zombies that die will simply respawn again, but any humans that 
die will respawn as zombies themselves!  Once there is only 1 
human left, or
none if someone disconnects, the game match ends and the server 
starts
up a new one.  Every player is spawned as a human, equipped with 
a
random weapon.  There will be 1 starting zombie who is the winner 
of the last match, or randomly chosen if the winner 
disconnected.  Any humans
who have melee weapons will find that they swing much slower than 
in
normal Swamp, and any humans with guns will be limited to 
precious

little ammunition.  Make each round count soldier!
Zombies will
randomly growl, and humans will randomly say phrases, but it is 
much
less likely than growling.  This is a fun way to give away your 
position to anyone within ear shot, hehe.  Randomly swinging your 
melee weapon
as you walk is not as good of an idea in Swamp Tide, since the 
noise
pretty much tells every zombie player where to find their next 
meal.
Chat and whispers won't work between species, so the opposing 
team can not hear what you type.
Have fun, and hopefully the stress goes well.  I can pretty 
easily add in

the other features once I know these are working.  Other features
include zombie upgrades so that you grow into the stronger 
zombies as
you kill humans, other random weapons for humans to start with, 
and ways for humans to get extra ammo.

www.kaldobsky.com/audiogames/tidetest.zip
Enjoy. 
P.S.  I forgot to mention that the game requires 3 people to 
function
properly.  So if you happen to get on and there are less than 3 
players, it won't end the match to start up a new one.  It will 
start playing

the matches as soon as a 3rd person joins though.
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Re: [Audyssey] does anybody know why Kitchensinc games don't work right with windows 7

2013-08-18 Thread Charles Rivard
Without an idea of what the error messages are, no.  Can you provide 
details?


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: Bryan and Chris bhage...@wi.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 18, 2013 7:04 AM
Subject: [Audyssey] does anybody know why Kitchensinc games don't work right 
with windows 7



Hi all.  Does anybody know why kitchensinc games don't work correctly for 
windows 7.  Every time I try to install them I get error messages all the 
time.

Talk later,
Bryan
The Forum radio show is on a new location!  To hear it just dial 
641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by 
pound.

Once you do so the show will begin.
Want to hear more than one broad cast either by phone or skype?
Then the advantage is for you.
Call 641-7153800 then you will be asked for an access code.
When you are, just punch in 2-5-6-7-5 Followed by pound.
Note you don't need to type or try to enter a dash chairactor by phone.
The - is just there for the people who use speech to read e-mails.  In 
this way the speech will read it correctly.


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[Audyssey] help with mud client for mac.

2013-08-18 Thread Ian McNamara
Hi all, is mudder still the best mud client out there for mac. If so how do I 
set it up so it best works with voice over.

thanks very much.

Ian McNamara
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Re: [Audyssey] does anybody know why Kitchensinc games don't work right with windows 7

2013-08-18 Thread Thomas Ward
Hi,

There are a couple of possible reasons. The first is if you have User
Account Control, (UAC,) active you will have to run the setup by
invoking it using the Run As Administrator option from the context
menu in Windows Explorer. The second is if you have a 64-bit machine
you need to make sure the files go to
C:\Program Files (x86)\Kitchensinc
and not in
C:\Program Files\Kitchensinc.

HTH

On 8/18/13, Bryan and Chris bhage...@wi.rr.com wrote:
 Hi all.  Does anybody know why kitchensinc games don't work correctly
 for windows 7.  Every time I try to install them I get error messages
 all the time.
 Talk later,
 Bryan
 The Forum radio show is on a new location!  To hear it just dial
 641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by
 pound.
 Once you do so the show will begin.
 Want to hear more than one broad cast either by phone or skype?
 Then the advantage is for you.
 Call 641-7153800 then you will be asked for an access code.
 When you are, just punch in 2-5-6-7-5 Followed by pound.
 Note you don't need to type or try to enter a dash chairactor by phone.
 The - is just there for the people who use speech to read
 e-mails.  In this way the speech will read it correctly.


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 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Swamp Tide

2013-08-18 Thread loriduncan
Wow, am just trying this out, it's so cool being a zombie, butwhat I don't 
understand is why i can't stay one as long as I like.  Is there a way to 
switch between zombie and human in an update?  Thanks from Lori.


-Original Message- 
From: john

Sent: Sunday, August 18, 2013 1:29 PM
To: Jeremy Kaldobsky ; Gamers Discussion list
Subject: Re: [Audyssey] Swamp Tide

Wow. I haven't (and won't for a while) had time to check this
out, but it sounds totally awesome. Would there be any chance you
could add something where when somebody wins a match, their
character on the actual game gets a random item? I feel like that
would give players some long-term incentive for winning.


- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Date sent: Sun, 18 Aug 2013 00:47:25 -0700 (PDT)
Subject: [Audyssey] Swamp Tide

I'm going to do a stress test of some code during the
night as I sleep.  Special thanks goes out to Saul, Jessicat, and
TrueZombie (listed in order by name length, from shortest to
longest)
for helping me work out the bugs tonight!
As you guys may remember, it only took me half a day out of the 2
days I
set aside for repairing the Swamp records.  I used the other day
and a
half, plus a bit of debugging tonight, to put together a little
add-on
game for Swamp.  This little game uses the Swamp sounds and map
files,
but it plays a bit differently.  I present to you, the rough
stress-test beta of Swamp Tide.
Just toss this file into your existing Swamp
folder and run it.  Eventually this will be sort of tied into the
Swamp
client, but for now this will work.  When you run the program it
will
automatically connect you, using the last name you signed in to
Swamp
with.  No worrying about your hard earned equipment, because it
won't be going with you into Swamp Tide.  Everything will be
waiting for you
when you get back.
For this test, only the most basic mechanics
are working.  When players join the server, you spawn as a
zombie.
Elsewhere there will be humans that you must hunt down and kill.
Any
zombies that die will simply respawn again, but any humans that
die will respawn as zombies themselves!  Once there is only 1
human left, or
none if someone disconnects, the game match ends and the server
starts
up a new one.  Every player is spawned as a human, equipped with
a
random weapon.  There will be 1 starting zombie who is the winner
of the last match, or randomly chosen if the winner
disconnected.  Any humans
who have melee weapons will find that they swing much slower than
in
normal Swamp, and any humans with guns will be limited to
precious
little ammunition.  Make each round count soldier!
Zombies will
randomly growl, and humans will randomly say phrases, but it is
much
less likely than growling.  This is a fun way to give away your
position to anyone within ear shot, hehe.  Randomly swinging your
melee weapon
as you walk is not as good of an idea in Swamp Tide, since the
noise
pretty much tells every zombie player where to find their next
meal.
Chat and whispers won't work between species, so the opposing
team can not hear what you type.
Have fun, and hopefully the stress goes well.  I can pretty
easily add in
the other features once I know these are working.  Other features
include zombie upgrades so that you grow into the stronger
zombies as
you kill humans, other random weapons for humans to start with,
and ways for humans to get extra ammo.
www.kaldobsky.com/audiogames/tidetest.zip
Enjoy.
P.S.  I forgot to mention that the game requires 3 people to
function
properly.  So if you happen to get on and there are less than 3
players, it won't end the match to start up a new one.  It will
start playing
the matches as soon as a 3rd person joins though.
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Re: [Audyssey] help with mud client for mac.

2013-08-18 Thread Harmony Neil
If you want to pay for one, sure.  If you want to use a terminal based client, 
I can help you install tintin++ for which there are a couple of soundpacks.
Which muds do you play by the way?
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Re: [Audyssey] Swamp Tide

2013-08-18 Thread Johnny Tai
Heh even as a zombie, when I trigger a voice command it still does my human
voice :)


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Re: [Audyssey] Swamp Tide

2013-08-18 Thread loriduncan
S, i use that as my master plan, trigger off my voice, a player moves to 
help me, and pow pow pow, got um!!!


-Original Message- 
From: Johnny Tai

Sent: Sunday, August 18, 2013 5:48 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp Tide

Heh even as a zombie, when I trigger a voice command it still does my human
voice :)


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Re: [Audyssey] help with mud client for mac.

2013-08-18 Thread Ian McNamara
Hi I don't mind paying for one or a free one I just want one that is really 
accessible and can be used without a lot of trouble. I did get tintin++ but 
could not work it out. It seems quite complicated to get working. I play alter 
eon sometimes and i'm always looking for other muds to play.

Ian McNamara
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Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread Cara Quinn
Hi again John,

Just as a follow-up to my own note here, I thought I'd add that I personally 
prefer not to have collision detection called from within any movement code.

I think it's good practice to have your methods only doing what they say they 
will. I.E. movement only moves. Collision detection only detects collisions.

this way if you want to move your player for some other reason than a 
traditional game movement, you can always call your player's movement methods 
and not need to worry about some other method getting called somewhere to get 
in the way of what you'd like to do. Does this make sense?

Your collision detection method can either report back which objects collided, 
or simply call the appropriate methods on those objects that collided with each 
other. 

For example, if two objects collide, then call the touch methods on each of 
those objects. That way each object will do what it is supposed to when it is 
touched by another object.

Hope this helps!

Have a great day!

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Aug 18, 2013, at 12:57 AM, Cara Quinn caraqu...@caraquinn.com wrote:

Hi John, essentially yes, with a couple of caveats…

As long as you call your collision detection every frame, you don't necessarily 
need to call it from within your movement methods. As long as it gets called to 
check your objects' positions then you're fine. Does this make sense?

Also, when collisions are detected, you don't necessarily need to stop your 
game loop. It depends on what you'd like to have happen when you see a 
collision. I.E. maybe you'd just like your player to bounce back from whatever 
it collided with… In this case, you still want your game loop to be running so 
that your player's new movement will happen.

If you want some special scene to happen or your game to stop immediately upon 
a collision, then yes, you'd want your game loop to stop when your collision 
happens. Does this make sense?…

HTH and talk soon!…

Smiles,

Cara :)
---
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On Aug 17, 2013, at 6:21 AM, john jpcarnemo...@comcast.net wrote:

I know it's been a while since this thread has been active, but I'm going 
through my old emails, and was wondering if I could get some more clarification 
on this subject. The way I'm understanding this, you would build two functions: 
one for collision detection and one for movement. The movement would run every 
time through the game loop, and would call the collision detection from within 
itself. The movement function would change the player's position, call the 
collision detection function, and if that returns safe, update the game world. 
Does this sound somewhat correct?

Thanks,
John.

- Original Message -
From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 30 Jul 2013 17:38:43 -0700
Subject: Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween 
bgt and java

Hi Ryan, yes and no.

If you're using collision detection, you can actually have your player's avatar 
move and if he's unable to do that then the collision detection routines can 
stop him for you. YOu don't even need a flag.

If your player is moving at a slower speed and touches a wall, then gently stop 
him. If he is running and touches a wall then give him some damage, stop him 
and bounce him back a bit based on his velocity. Does this make sense?

It's really the job of the collision detection to decide whether or not your 
player can move.

Obviously there may be other situations you may want to check for other than 
collisions but the concept of attempting the move is what I'm getting at here.

In a real physical situation sometimes you can't walk because the hill is too 
steep. Know what I mean? Nothing is really stopping you but there's a physical 
reason. YOu attempt to walk but find you cannot.

So let's look at this another way;

You're velocity is 0. You attempt to walk which simply changes your velocity to 
something greater than 0.

The game loop processes your player's movement and if nothing is preventing you 
from moving in the direction you want at the speed you want then you do. Simple 
as that. If something is in your way then your collision detection will stop 
you or move you back to where you were and reassign your velocity to 0.


Obviously this is really primitive but do you get the idea?

Also, as Ian has mentioned, you would want to also take into account the timing 
of your game loop or your frame rate as we've been calling it as well, to 
manage your movements. YOu can sort of think of this as a movie. But it's a 
dynamic movie with interaction. :)

Does this make sense?

If not then by all means, just shout back out! -And I'm happy to clarify and 
I'm sure Thomas, Ian and others will happily do 

Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread john
I'm not sure I follow you here. What type of a situation are you 
referencing? Even if I wanted to teleport the player, I wouldn't 
want to teleport them into a wall.


- Original Message -
From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 18 Aug 2013 13:14:27 -0700
Subject: Re: [Audyssey] looking for 
programmingadvice:cyntaxdifferencebetween bgt and java


Hi again John,

Just as a follow-up to my own note here, I thought I'd add that I 
personally prefer not to have collision detection called from 
within any movement code.


I think it's good practice to have your methods only doing what 
they say they will. I.E. movement only moves. Collision detection 
only detects collisions.


this way if you want to move your player for some other reason 
than a traditional game movement, you can always call your 
player's movement methods and not need to worry about some other 
method getting called somewhere to get in the way of what you'd 
like to do. Does this make sense?


Your collision detection method can either report back which 
objects collided, or simply call the appropriate methods on those 
objects that collided with each other.


For example, if two objects collide, then call the touch methods 
on each of those objects. That way each object will do what it is 
supposed to when it is touched by another object.


Hope this helps!

Have a great day!

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

---
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread Phil Vlasak

Hi Cara,
One reason to have Collision detection turned off when moving is to allow 
you to move through walls.
In game development mode this is handy so you don't automatically pick up 
objects or interact with other creatures.

Phil


- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 18, 2013 4:14 PM
Subject: Re: [Audyssey] looking for 
programmingadvice:cyntaxdifferencebetween bgt and java



Hi again John,

Just as a follow-up to my own note here, I thought I'd add that I personally 
prefer not to have collision detection called from within any movement code.


I think it's good practice to have your methods only doing what they say 
they will. I.E. movement only moves. Collision detection only detects 
collisions.


this way if you want to move your player for some other reason than a 
traditional game movement, you can always call your player's movement 
methods and not need to worry about some other method getting called 
somewhere to get in the way of what you'd like to do. Does this make sense?


Your collision detection method can either report back which objects 
collided, or simply call the appropriate methods on those objects that 
collided with each other.


For example, if two objects collide, then call the touch methods on each of 
those objects. That way each object will do what it is supposed to when it 
is touched by another object.


Hope this helps!

Have a great day!

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Aug 18, 2013, at 12:57 AM, Cara Quinn caraqu...@caraquinn.com wrote:

Hi John, essentially yes, with a couple of caveats…

As long as you call your collision detection every frame, you don't 
necessarily need to call it from within your movement methods. As long as it 
gets called to check your objects' positions then you're fine. Does this 
make sense?


Also, when collisions are detected, you don't necessarily need to stop your 
game loop. It depends on what you'd like to have happen when you see a 
collision. I.E. maybe you'd just like your player to bounce back from 
whatever it collided with… In this case, you still want your game loop to be 
running so that your player's new movement will happen.


If you want some special scene to happen or your game to stop immediately 
upon a collision, then yes, you'd want your game loop to stop when your 
collision happens. Does this make sense?…


HTH and talk soon!…

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Aug 17, 2013, at 6:21 AM, john jpcarnemo...@comcast.net wrote:

I know it's been a while since this thread has been active, but I'm going 
through my old emails, and was wondering if I could get some more 
clarification on this subject. The way I'm understanding this, you would 
build two functions: one for collision detection and one for movement. The 
movement would run every time through the game loop, and would call the 
collision detection from within itself. The movement function would change 
the player's position, call the collision detection function, and if that 
returns safe, update the game world. Does this sound somewhat correct?


Thanks,
John.

- Original Message -
From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 30 Jul 2013 17:38:43 -0700
Subject: Re: [Audyssey] looking for programming 
advice:cyntaxdifferencebetween bgt and java


Hi Ryan, yes and no.

If you're using collision detection, you can actually have your player's 
avatar move and if he's unable to do that then the collision detection 
routines can stop him for you. YOu don't even need a flag.


If your player is moving at a slower speed and touches a wall, then gently 
stop him. If he is running and touches a wall then give him some damage, 
stop him and bounce him back a bit based on his velocity. Does this make 
sense?


It's really the job of the collision detection to decide whether or not your 
player can move.


Obviously there may be other situations you may want to check for other than 
collisions but the concept of attempting the move is what I'm getting at 
here.


In a real physical situation sometimes you can't walk because the hill is 
too steep. Know what I mean? Nothing is really stopping you but there's a 
physical reason. YOu attempt to walk but find you cannot.


So let's look at this another way;

You're velocity is 0. You attempt to walk which simply changes your velocity 
to something greater than 0.


The game loop processes your player's movement and if nothing is preventing 
you from moving in the direction you want at the speed you want then you do. 
Simple as that. If something is in your way then your collision detection 
will stop you or move you back to where you were and 

Re: [Audyssey] help with mud client for mac.

2013-08-18 Thread Jesse Gaona
Hi Harmony.
Does tintin++ work well with VoiceOver? If so, how would I go about installing 
it? Thanks.

Sent from my jPhone 5

On Aug 18, 2013, at 11:22 AM, Harmony Neil harmony.n...@gmail.com wrote:

 If you want to pay for one, sure.  If you want to use a terminal based 
 client, I can help you install tintin++ for which there are a couple of 
 soundpacks.
 Which muds do you play by the way?
 ---
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Re: [Audyssey] A question related to RTS games

2013-08-18 Thread James Bartlett

Hello there

	I know what you are saying. I posted a similar post be for, ON turn based 
strategy games. I like real time to, but I can't find anything like what I 
had be for I went blind. I've played civ 1 through 3 or 4 and Age of empire 
to. It has been 3 almost 4 years now. So if you have any luck finding 
anything new that is worth playing keep us informed thanks.


Bfn
James


--
From: Mohsin Ali sma...@gmail.com
Sent: Sunday, August 18, 2013 2:41 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] A question related to RTS games


Thanx guys!

@ John:
Iam looking for games which come closer to soundRTS in stretegy vise
and to castaways in management vise.

and yes T.O.C. and T.B.(Tectical Battle) are one of my favourites but
still I feel that there's something missing



about other games:

I  have checked the games John suggested, they are present at aprone's
website, right? but still they dont come close.

about Galaxy ranger:

I think that I might check it out and if it also does not appears as I
want, then I think that I may send another E-mail, asking for pointers
on devveloping one of my own.


sorry guys but bordem is getting upto me.


with best regards


Mohsin(Eagalon)

-
If you cant find a path ahead, and you dont want to return back then.
you need to make a path of your own.(unonimus)
--





On 8/17/13, john jpcarnemo...@comcast.net wrote:

Thank you for mentioning TOC; I have no idea how I missed that
one.

 - Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sat, 17 Aug 2013 12:06:11 -0400
Subject: Re: [Audyssey] A question related to RTS games

Hi,

Sure can. There is one called Time of Conflict written by GMA
Games.
It is one of the best accessible RTS games on the market. Go to
http://www.gmagames.com
and look for Time of Conflict.

Cheers!

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Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread Cara Quinn
HI John, I'm not referring to a specific situation but I will say that Phil 
brings up a great point.

My point though is that since I cannot predict what I might want later on, it 
is a very good practice to keep your code modular.

YOu want to know exactly what you are calling at any given time and exactly 
what it is causing to happen. As your game grows, you will find that this is 
becoming more and more important for you. The idea that you always know what 
code is doing what, is a very good idea to keep in mind.

Make sense?…

Thanks,

Cara :)
---
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On Aug 18, 2013, at 1:35 PM, john jpcarnemo...@comcast.net wrote:

I'm not sure I follow you here. What type of a situation are you referencing? 
Even if I wanted to teleport the player, I wouldn't want to teleport them into 
a wall.

- Original Message -
From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 18 Aug 2013 13:14:27 -0700
Subject: Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween 
bgt and java

Hi again John,

Just as a follow-up to my own note here, I thought I'd add that I personally 
prefer not to have collision detection called from within any movement code.

I think it's good practice to have your methods only doing what they say they 
will. I.E. movement only moves. Collision detection only detects collisions.

this way if you want to move your player for some other reason than a 
traditional game movement, you can always call your player's movement methods 
and not need to worry about some other method getting called somewhere to get 
in the way of what you'd like to do. Does this make sense?

Your collision detection method can either report back which objects collided, 
or simply call the appropriate methods on those objects that collided with each 
other.

For example, if two objects collide, then call the touch methods on each of 
those objects. That way each object will do what it is supposed to when it is 
touched by another object.

Hope this helps!

Have a great day!

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

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Re: [Audyssey] A question related to RTS games

2013-08-18 Thread James Bartlett

hI Thomas

   I wish you would create a game in that genre. I think that would be 
great.


bfn
James

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Sunday, August 18, 2013 5:19 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] A question related to RTS games


Hi Mohsin,


Unfortunately, you are out of luck there. SoundRTS really is the only
real time strategy game of its type that is accessible. It happens to
be a genre of game I've been interested in developing myself when I
have the time and energy to do so, but for the moment real time
strategy isn't a genre of game that has lots of options for a blind
gamer.


Cheers!


On 8/18/13, Mohsin Ali sma...@gmail.com wrote:

Thanx guys!

@ John:
Iam looking for games which come closer to soundRTS in stretegy vise
and to castaways in management vise.

and yes T.O.C. and T.B.(Tectical Battle) are one of my favourites but
still I feel that there's something missing



about other games:

I  have checked the games John suggested, they are present at aprone's
website, right? but still they dont come close.

about Galaxy ranger:

I think that I might check it out and if it also does not appears as I
want, then I think that I may send another E-mail, asking for pointers
on devveloping one of my own.


sorry guys but bordem is getting upto me.


with best regards


Mohsin(Eagalon)


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Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread Cara Quinn
Absolutely!

Also, as I mention to Jon, I may not know what I may want later on so having 
your code be modular is very desirable. Especially as your game grows larger…

I know you understand. :)

Talk soon and have an awesome evening!

Cara :)
---
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On Aug 18, 2013, at 1:58 PM, Phil Vlasak phi...@bex.net wrote:

Hi Cara,
One reason to have Collision detection turned off when moving is to allow you 
to move through walls.
In game development mode this is handy so you don't automatically pick up 
objects or interact with other creatures.
Phil


- Original Message - From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 18, 2013 4:14 PM
Subject: Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween 
bgt and java


Hi again John,

Just as a follow-up to my own note here, I thought I'd add that I personally 
prefer not to have collision detection called from within any movement code.

I think it's good practice to have your methods only doing what they say they 
will. I.E. movement only moves. Collision detection only detects collisions.

this way if you want to move your player for some other reason than a 
traditional game movement, you can always call your player's movement methods 
and not need to worry about some other method getting called somewhere to get 
in the way of what you'd like to do. Does this make sense?

Your collision detection method can either report back which objects collided, 
or simply call the appropriate methods on those objects that collided with each 
other.

For example, if two objects collide, then call the touch methods on each of 
those objects. That way each object will do what it is supposed to when it is 
touched by another object.

Hope this helps!

Have a great day!

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Aug 18, 2013, at 12:57 AM, Cara Quinn caraqu...@caraquinn.com wrote:

Hi John, essentially yes, with a couple of caveats…

As long as you call your collision detection every frame, you don't necessarily 
need to call it from within your movement methods. As long as it gets called to 
check your objects' positions then you're fine. Does this make sense?

Also, when collisions are detected, you don't necessarily need to stop your 
game loop. It depends on what you'd like to have happen when you see a 
collision. I.E. maybe you'd just like your player to bounce back from whatever 
it collided with… In this case, you still want your game loop to be running so 
that your player's new movement will happen.

If you want some special scene to happen or your game to stop immediately upon 
a collision, then yes, you'd want your game loop to stop when your collision 
happens. Does this make sense?…

HTH and talk soon!…

Smiles,

Cara :)
---
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http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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On Aug 17, 2013, at 6:21 AM, john jpcarnemo...@comcast.net wrote:

I know it's been a while since this thread has been active, but I'm going 
through my old emails, and was wondering if I could get some more clarification 
on this subject. The way I'm understanding this, you would build two functions: 
one for collision detection and one for movement. The movement would run every 
time through the game loop, and would call the collision detection from within 
itself. The movement function would change the player's position, call the 
collision detection function, and if that returns safe, update the game world. 
Does this sound somewhat correct?

Thanks,
John.

- Original Message -
From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 30 Jul 2013 17:38:43 -0700
Subject: Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween 
bgt and java

Hi Ryan, yes and no.

If you're using collision detection, you can actually have your player's avatar 
move and if he's unable to do that then the collision detection routines can 
stop him for you. YOu don't even need a flag.

If your player is moving at a slower speed and touches a wall, then gently stop 
him. If he is running and touches a wall then give him some damage, stop him 
and bounce him back a bit based on his velocity. Does this make sense?

It's really the job of the collision detection to decide whether or not your 
player can move.

Obviously there may be other situations you may want to check for other than 
collisions but the concept of attempting the move is what I'm getting at here.

In a real physical situation sometimes you can't walk because the hill is too 
steep. Know what I mean? Nothing is really stopping you but there's a physical 
reason. YOu attempt to walk but find you cannot.

So let's look at 

Re: [Audyssey] does anybody know why Kitchensinc games don't work right with windows 7

2013-08-18 Thread James Bartlett

Hello there

   The same here. I don't know why. I just play them on my xp pc.

bfn
James

--
From: Bryan and Chris bhage...@wi.rr.com
Sent: Sunday, August 18, 2013 8:04 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] does anybody know why Kitchensinc games don't work right 
with windows 7


Hi all.  Does anybody know why kitchensinc games don't work correctly for 
windows 7.  Every time I try to install them I get error messages all the 
time.

Talk later,
Bryan
The Forum radio show is on a new location!  To hear it just dial 
641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by 
pound.

Once you do so the show will begin.
Want to hear more than one broad cast either by phone or skype?
Then the advantage is for you.
Call 641-7153800 then you will be asked for an access code.
When you are, just punch in 2-5-6-7-5 Followed by pound.
Note you don't need to type or try to enter a dash chairactor by phone.
The - is just there for the people who use speech to read e-mails.  In 
this way the speech will read it correctly.


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Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread James Bartlett
hI l o l that would be funny though. r o f l have you ever seen the movie 
Spaceballs be for? if not you need to.


bfn
James

--
From: john jpcarnemo...@comcast.net
Sent: Sunday, August 18, 2013 4:35 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] looking forprogrammingadvice:cyntaxdifferencebetween 
bgt and java


I'm not sure I follow you here. What type of a situation are you 
referencing? Even if I wanted to teleport the player, I wouldn't want to 
teleport them into a wall.


- Original Message -
From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 18 Aug 2013 13:14:27 -0700
Subject: Re: [Audyssey] looking for 
programmingadvice:cyntaxdifferencebetween bgt and java


Hi again John,

Just as a follow-up to my own note here, I thought I'd add that I 
personally prefer not to have collision detection called from within any 
movement code.


I think it's good practice to have your methods only doing what they say 
they will. I.E. movement only moves. Collision detection only detects 
collisions.


this way if you want to move your player for some other reason than a 
traditional game movement, you can always call your player's movement 
methods and not need to worry about some other method getting called 
somewhere to get in the way of what you'd like to do. Does this make 
sense?


Your collision detection method can either report back which objects 
collided, or simply call the appropriate methods on those objects that 
collided with each other.


For example, if two objects collide, then call the touch methods on each 
of those objects. That way each object will do what it is supposed to when 
it is touched by another object.


Hope this helps!

Have a great day!

Cara :)---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

---
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Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread Thomas Ward
Hi Cara,

Interesting. I guess this is up to personal style, but as I understand
it you would separate the movement functions from the collision
detection function like this.

while (running)
{

// Update player movement and position
UpdatePosition();

// Update collision detection
UpdateCollision();

// Sleep for x MS
Sleep(time);
}

Is this an accurate assessment of how you would write your main loop
and separate collision detection and movement?

Cheers!


On 8/18/13, Cara Quinn caraqu...@caraquinn.com wrote:
 Hi again John,

 Just as a follow-up to my own note here, I thought I'd add that I personally
 prefer not to have collision detection called from within any movement
 code.

 I think it's good practice to have your methods only doing what they say
 they will. I.E. movement only moves. Collision detection only detects
 collisions.

 this way if you want to move your player for some other reason than a
 traditional game movement, you can always call your player's movement
 methods and not need to worry about some other method getting called
 somewhere to get in the way of what you'd like to do. Does this make sense?

 Your collision detection method can either report back which objects
 collided, or simply call the appropriate methods on those objects that
 collided with each other.

 For example, if two objects collide, then call the touch methods on each of
 those objects. That way each object will do what it is supposed to when it
 is touched by another object.

 Hope this helps!

 Have a great day!

 Cara :)---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara


---
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Re: [Audyssey] does anybody know why Kitchensinc games don't work right with windows 7

2013-08-18 Thread Thomas Ward
Hi James and all,

Well, it would help to provide the list with an error message and a
description of the problem. We don't have ESP, and can not read
peoples' minds. That said, Jim Kitchen's games do run fine on Windows
7, but the most common problems are either do to User Account Control
or missing Visual Basic dependencies.

Cheers!


On 8/18/13, James Bartlett jab8...@gmail.com wrote:
 Hello there

 The same here. I don't know why. I just play them on my xp pc.

 bfn
 James

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Re: [Audyssey] A question related to RTS games

2013-08-18 Thread Thomas Ward
Hi James,

I would certainly like to. I've got too many irons in the fire, so to
speak, to start on one. Still, if I did I think I would like to make
an accessible version of Galaxy Civilization. You would start out at
the beginning of space flight, slowly upgrade through first space
flights, develop deep space travel, and then end up encountering alien
races and such. Galaxy Civilization was one of the coolest games I
remember and too bad there isn't an accessible equivalent right now.

Cheers!


On 8/18/13, James Bartlett jab8...@gmail.com wrote:
 hI Thomas

 I wish you would create a game in that genre. I think that would be
 great.

 bfn
 James

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Re: [Audyssey] does anybody know why Kitchensinc games don't workright with windows 7

2013-08-18 Thread Charles Rivard
It is always helpful to give some indication of what errors you get rather 
than to just say that you get errors.  Thomas Ward probably gave the two 
most common reasons, but that might be guesswork, although it is good 
guesswork based on his expertise.


--
If guns kill people, writing implements cause grammatical and spelling 
errors!
- Original Message - 
From: James Bartlett jab8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 18, 2013 8:17 PM
Subject: Re: [Audyssey] does anybody know why Kitchensinc games don't 
workright with windows 7




Hello there

   The same here. I don't know why. I just play them on my xp pc.

bfn
James

--
From: Bryan and Chris bhage...@wi.rr.com
Sent: Sunday, August 18, 2013 8:04 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] does anybody know why Kitchensinc games don't work 
right with windows 7


Hi all.  Does anybody know why kitchensinc games don't work correctly for 
windows 7.  Every time I try to install them I get error messages all the 
time.

Talk later,
Bryan
The Forum radio show is on a new location!  To hear it just dial 
641-715-3900 when asked for an extention punch in 3-1-2-3-5followed by 
pound.

Once you do so the show will begin.
Want to hear more than one broad cast either by phone or skype?
Then the advantage is for you.
Call 641-7153800 then you will be asked for an access code.
When you are, just punch in 2-5-6-7-5 Followed by pound.
Note you don't need to type or try to enter a dash chairactor by phone.
The - is just there for the people who use speech to read e-mails.  In 
this way the speech will read it correctly.


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Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween bgt and java

2013-08-18 Thread Cara Quinn
Hi Thomas, just a quick one for now as I'm super sleepy.

Yes, this is essentially correct but way over simplified.

What I mean is this:

while (running)
{

// Update player movement and position
UpdatePosition();

// Get input

getPlayerInput();

// process physics

processPhysics();

// Update collision detection
UpdateCollision();

// Sleep for x MS
Sleep(time);
}
If you notice, the first time through the loop, the entities are being rendered 
immediately. Every time after that they are actually being rendered after the 
collision detection is processed. So the input is taken into account and the 
physics are processed, then the collision detection. After that is done then 
the entities are rendered in their new positions. So you can keep the movement 
methods separate and still have the benefit of collision detection preventing 
you from going into walls and such.

Hope this makes sense and have a great night! Yawn!… :)

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Aug 18, 2013, at 7:03 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Cara,

Interesting. I guess this is up to personal style, but as I understand
it you would separate the movement functions from the collision
detection function like this.

while (running)
{

// Update player movement and position
UpdatePosition();

// Update collision detection
UpdateCollision();

// Sleep for x MS
Sleep(time);
}

Is this an accurate assessment of how you would write your main loop
and separate collision detection and movement?

Cheers!


On 8/18/13, Cara Quinn caraqu...@caraquinn.com wrote:
 Hi again John,
 
 Just as a follow-up to my own note here, I thought I'd add that I personally
 prefer not to have collision detection called from within any movement
 code.
 
 I think it's good practice to have your methods only doing what they say
 they will. I.E. movement only moves. Collision detection only detects
 collisions.
 
 this way if you want to move your player for some other reason than a
 traditional game movement, you can always call your player's movement
 methods and not need to worry about some other method getting called
 somewhere to get in the way of what you'd like to do. Does this make sense?
 
 Your collision detection method can either report back which objects
 collided, or simply call the appropriate methods on those objects that
 collided with each other.
 
 For example, if two objects collide, then call the touch methods on each of
 those objects. That way each object will do what it is supposed to when it
 is touched by another object.
 
 Hope this helps!
 
 Have a great day!
 
 Cara :)---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 

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