Re: [Audyssey] Bouncing hopping and stopping

2011-04-21 Thread dark

As I said tom.

i'm afraid I have to disagree sinse it doesn't! require a physics engine, 
certainly a game like super marrio brothers doesn't have anything that 
complex, and I can think of plenty of freeware indi graphical games 
(starting with turrican remakes), which play with the characters' movement 
in this way simply by altering base walking speed in one direction or other 
or altering details about jumps.


Take conveyers or cog wheel platforms as an example.

If a game like Q9 is programmed to move your char one space left or right 
for each press, insert three functions.


1: The character will automatically move right 1 space for each 0.5 seconds 
they are on the convery.


2: The character will move two spaces right for each right press of the 
direction key while on the conveyer.


3: The character will move one space left for each three presses of the 
arrow key while on the conveyer.


And thus we have the function of a current pushing the character along, 
making them walk faster in one direction and slower in another, which could 
be a conveyer, a turning wheel or goodness knows what else, no more physics 
required than altering the characters' base walking speed according to their 
posoition on the conveyer.


While I certainly do take the point that this isn't easy, I think by 
equating such features in games with realistic physics your rather over 
complicating the issue over all.


Beware the grue!

Dark. 



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Re: [Audyssey] Bouncing hopping and stopping

2011-04-21 Thread dark
Indeed, I'd forgotten about the quick sand, though generally I find monkey 
business so problematic in terms of navigation i don't play it much.


Beware the grue!

Dark.
- Original Message - 
From: "Dean Masters" 

To: "Gamers Discussion list" 
Sent: Thursday, April 21, 2011 2:46 PM
Subject: Re: [Audyssey] Bouncing hopping and stopping



Monkey Business has quicksand to drag you down. It has high grass but I
don't remember if that slows you down or if it just hides the coins.

Dean

- Original Message - 
From: "dark" 

To: 
Sent: Wednesday, April 20, 2011 11:46 PM
Subject: [Audyssey] Bouncing hopping and stopping


| Hi.
|
| Once again I've been playing a game people will know, the very original
super marrio brothers game, (actually the version released on the Snes 
with

super mario all stars which has improved graphics, sfx and music, but the
mechanics and game are stil just the same as the Nes).
|
| One factor which (having not played marrio for a while), I am having to
get used to again, is Marrio's less than precise jumps. not only are his
jumps analogue, eg, you get more distance with a run up, and more distance
depending upon how long you hold the button, but also, Mario is not the 
most

reliable at stopping or controlling his moves in the air.
|
| When bouncing off enemies, or jumping  a gap with a run, I'm having to
re-learn the way you need to hit the opposite direction to stop marrio
skidding along.
|
| While playing marrio, I found myself trying to considder which elements
could be shown in an audio game.
|
| Pits of varying distance?  no problem. ledges of variable
hight, --- -possibly slightly more complex but doable. Enemy position
walking at you, falling on you etc?  for most enemies no trouble 
(though
the clockwise or anticlockwise swinging fire chains in bowser's castles 
may

be problematic).
|
| however, one element is stil not doable, namely the fact that Mario 
needs

to take just as much account of things vertically above or below, and that
his chief method of killing enemies,  jumping up above them and 
stomping

on their heads, would not really be easy to do in audio.
|
| However, one element which seems completely missing from any and all 
audio

games, is this business of stopping distance.
|
| Whether it's sarah, Angela carter or the agent in shades of doom, 
everyone

seems to be able to stop on an instant, whether their running along or
jumping.
|
| This doesn't just count 2D games either, as in many 3D or first person
games, moves like sliding sideways to avoid attacks or ducking and rolling
are very common.
|
| Then, there is the question of surface. Ice climbers, Mega man, Marrio 
2,
and about a hundred other platform games (including original dokey kong if 
I

remember correctly), employ various factors to change your characters
stopping distance or walking speed.
|
| These could be conveyer belts moving in one direction or another (even
some walk along beat em ups like double dragon and streets of rage had
these), ice to make you slip further when jumping or not stop so quickly
when walking, winds or fans blowing you about and making you do longer
jumps, quick sand or mud to slow you down, turning cog wheels to walk or
jump on (some of the most evil ledge jumping puzles I know in turrican or
castle vania involved these).
|
| The same goes for 3D games too, indeed in tenchu stealth assassin, you 
had
gravel which you had to walk tthrough softly to avoid making a noise, 
while

you could walk at normal speed on grass.
|
| I find it quite strange that racing games like topspeed have done a lot
for stopping distance and different surface, but none of the audio 2D or 
3d

games as yet have.
|
| it just strikes me this is a very easy factor to play with in audio, ---
simply by altering the sound of your characters' steps, and I find it a
litle perplexing as to why nobody has yet, which is why I'm bringing it up
here.
|
| Obviously, if mota's mechanics and traps are already designed so this 
sort

of thing won't fit in fair enough, but maybe anyone who is working on a 2D
or 3D action game could considder this.
|
| Beware the Grue!
|
| Dark.
| ---
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| If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
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list,
| please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] Bouncing hopping and stopping

2011-04-21 Thread Thomas Ward
Hi Oriol,

Yes, that's exactly the problem in a nutshell. As you correctly
pointed out most amateur developers, blind and sighted alike, don't
have the background math and physics skills required to add such a
degree of realism to their games. Even if you do have the skills it is
just one more complexity you need to worry about when programming. So
that's basically why you don't see things like this in Q9, Super Liam,
Mysteries of the Ancients, etc.

On 4/21/11, Oriol Gómez  wrote:
> Dark,
> the problem is that these things require physics. surface friction,
> speed, gravity (if you're in the air) etc.
> Most blind people have never studied physics, and some of them don't
> even bother to look at easy premade physics functions.
> So this is really the main issue. I have been looking through racing
> game programming tutorials etc so I can learn the physics I never took
> at school, but haven't had time to  code anything simple yet.
>
> hth

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Re: [Audyssey] Bouncing hopping and stopping

2011-04-21 Thread Dean Masters
Monkey Business has quicksand to drag you down. It has high grass but I 
don't remember if that slows you down or if it just hides the coins.

Dean

- Original Message - 
From: "dark" 
To: 
Sent: Wednesday, April 20, 2011 11:46 PM
Subject: [Audyssey] Bouncing hopping and stopping


| Hi.
|
| Once again I've been playing a game people will know, the very original 
super marrio brothers game, (actually the version released on the Snes with 
super mario all stars which has improved graphics, sfx and music, but the 
mechanics and game are stil just the same as the Nes).
|
| One factor which (having not played marrio for a while), I am having to 
get used to again, is Marrio's less than precise jumps. not only are his 
jumps analogue, eg, you get more distance with a run up, and more distance 
depending upon how long you hold the button, but also, Mario is not the most 
reliable at stopping or controlling his moves in the air.
|
| When bouncing off enemies, or jumping  a gap with a run, I'm having to 
re-learn the way you need to hit the opposite direction to stop marrio 
skidding along.
|
| While playing marrio, I found myself trying to considder which elements 
could be shown in an audio game.
|
| Pits of varying distance?  no problem. ledges of variable 
hight, --- -possibly slightly more complex but doable. Enemy position 
walking at you, falling on you etc?  for most enemies no trouble (though 
the clockwise or anticlockwise swinging fire chains in bowser's castles may 
be problematic).
|
| however, one element is stil not doable, namely the fact that Mario needs 
to take just as much account of things vertically above or below, and that 
his chief method of killing enemies,  jumping up above them and stomping 
on their heads, would not really be easy to do in audio.
|
| However, one element which seems completely missing from any and all audio 
games, is this business of stopping distance.
|
| Whether it's sarah, Angela carter or the agent in shades of doom, everyone 
seems to be able to stop on an instant, whether their running along or 
jumping.
|
| This doesn't just count 2D games either, as in many 3D or first person 
games, moves like sliding sideways to avoid attacks or ducking and rolling 
are very common.
|
| Then, there is the question of surface. Ice climbers, Mega man, Marrio 2, 
and about a hundred other platform games (including original dokey kong if I 
remember correctly), employ various factors to change your characters 
stopping distance or walking speed.
|
| These could be conveyer belts moving in one direction or another (even 
some walk along beat em ups like double dragon and streets of rage had 
these), ice to make you slip further when jumping or not stop so quickly 
when walking, winds or fans blowing you about and making you do longer 
jumps, quick sand or mud to slow you down, turning cog wheels to walk or 
jump on (some of the most evil ledge jumping puzles I know in turrican or 
castle vania involved these).
|
| The same goes for 3D games too, indeed in tenchu stealth assassin, you had 
gravel which you had to walk tthrough softly to avoid making a noise, while 
you could walk at normal speed on grass.
|
| I find it quite strange that racing games like topspeed have done a lot 
for stopping distance and different surface, but none of the audio 2D or 3d 
games as yet have.
|
| it just strikes me this is a very easy factor to play with in audio, ---  
simply by altering the sound of your characters' steps, and I find it a 
litle perplexing as to why nobody has yet, which is why I'm bringing it up 
here.
|
| Obviously, if mota's mechanics and traps are already designed so this sort 
of thing won't fit in fair enough, but maybe anyone who is working on a 2D 
or 3D action game could considder this.
|
| Beware the Grue!
|
| Dark.
| ---
| Gamers mailing list __ Gamers@audyssey.org
| If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.
| You can make changes or update your subscription via the web, at
| http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
| All messages are archived and can be searched and read at
| http://www.mail-archive.com/gamers@audyssey.org.
| If you have any questions or concerns regarding the management of the 
list,
| please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] Bouncing hopping and stopping

2011-04-21 Thread dark
While I see your point here Oriol, I'm less certain it actually requires 
that! much realistic physics at all the way a racing game would.


Take a game like ice climbers. You jump about five times your characters' 
own hight but only one block to either side.


You have three basic functions, walking, jumping and swinging your hammer 
and that is it, sinse the game is incredibly simple, in fact I doubt there 
is an overall physics engine there at all.


yet, it uses the conveyer belts idea, as well as ledges moving at different 
speeds to create complex situations as a challenge to the player, simply I 
believe by tracking different movement wrates wrelative to the characters' 
walking speed.


I'm not suggesting a full blown physics engine here, just that monkeying 
around with surfaces your char walks on might be a fun addition to games.


Beware the Grue!

Dark. 



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Re: [Audyssey] Bouncing hopping and stopping

2011-04-21 Thread Oriol Gómez
Dark,
the problem is that these things require physics. surface friction,
speed, gravity (if you're in the air) etc.
Most bilnd people have never studied physics, and some of them don't
even bother to look at easy premade physics functions.
So this is really the main sisue. I have been looking through racing
game programming tutorials etc so I can learn the physics I never took
at school, but haven't had time to  code anything simple yet.

hth

On 4/21/11, dark  wrote:
> Hi.
>
> Once again I've been playing a game people will know, the very original
> super marrio brothers game, (actually the version released on the Snes with
> super mario all stars which has improved graphics, sfx and music, but the
> mechanics and game are stil just the same as the Nes).
>
> One factor which (having not played marrio for a while), I am having to get
> used to again, is Marrio's less than precise jumps. not only are his jumps
> analogue, eg, you get more distance with a run up, and more distance
> depending upon how long you hold the button, but also, Mario is not the most
> reliable at stopping or controlling his moves in the air.
>
> When bouncing off enemies, or jumping  a gap with a run, I'm having to
> re-learn the way you need to hit the opposite direction to stop marrio
> skidding along.
>
> While playing marrio, I found myself trying to considder which elements
> could be shown in an audio game.
>
> Pits of varying distance?  no problem. ledges of variable hight, ---
> -possibly slightly more complex but doable. Enemy position walking at you,
> falling on you etc?  for most enemies no trouble (though the clockwise
> or anticlockwise swinging fire chains in bowser's castles may be
> problematic).
>
> however, one element is stil not doable, namely the fact that Mario needs to
> take just as much account of things vertically above or below, and that his
> chief method of killing enemies,  jumping up above them and stomping on
> their heads, would not really be easy to do in audio.
>
> However, one element which seems completely missing from any and all audio
> games, is this business of stopping distance.
>
> Whether it's sarah, Angela carter or the agent in shades of doom, everyone
> seems to be able to stop on an instant, whether their running along or
> jumping.
>
> This doesn't just count 2D games either, as in many 3D or first person
> games, moves like sliding sideways to avoid attacks or ducking and rolling
> are very common.
>
> Then, there is the question of surface. Ice climbers, Mega man, Marrio 2,
> and about a hundred other platform games (including original dokey kong if I
> remember correctly), employ various factors to change your characters
> stopping distance or walking speed.
>
> These could be conveyer belts moving in one direction or another (even some
> walk along beat em ups like double dragon and streets of rage had these),
> ice to make you slip further when jumping or not stop so quickly when
> walking, winds or fans blowing you about and making you do longer jumps,
> quick sand or mud to slow you down, turning cog wheels to walk or jump on
> (some of the most evil ledge jumping puzles I know in turrican or castle
> vania involved these).
>
> The same goes for 3D games too, indeed in tenchu stealth assassin, you had
> gravel which you had to walk tthrough softly to avoid making a noise, while
> you could walk at normal speed on grass.
>
> I find it quite strange that racing games like topspeed have done a lot for
> stopping distance and different surface, but none of the audio 2D or 3d
> games as yet have.
>
> it just strikes me this is a very easy factor to play with in audio, ---
> simply by altering the sound of your characters' steps, and I find it a
> litle perplexing as to why nobody has yet, which is why I'm bringing it up
> here.
>
> Obviously, if mota's mechanics and traps are already designed so this sort
> of thing won't fit in fair enough, but maybe anyone who is working on a 2D
> or 3D action game could considder this.
>
> Beware the Grue!
>
> Dark.
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> If you have any questions or concerns regarding the management of the list,
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[Audyssey] Bouncing hopping and stopping

2011-04-20 Thread dark
Hi. 

Once again I've been playing a game people will know, the very original super 
marrio brothers game, (actually the version released on the Snes with super 
mario all stars which has improved graphics, sfx and music, but the mechanics 
and game are stil just the same as the Nes). 

One factor which (having not played marrio for a while), I am having to get 
used to again, is Marrio's less than precise jumps. not only are his jumps 
analogue, eg, you get more distance with a run up, and more distance depending 
upon how long you hold the button, but also, Mario is not the most reliable at 
stopping or controlling his moves in the air. 

When bouncing off enemies, or jumping  a gap with a run, I'm having to re-learn 
the way you need to hit the opposite direction to stop marrio skidding along. 

While playing marrio, I found myself trying to considder which elements could 
be shown in an audio game. 

Pits of varying distance?  no problem. ledges of variable hight, --- 
-possibly slightly more complex but doable. Enemy position walking at you, 
falling on you etc?  for most enemies no trouble (though the clockwise or 
anticlockwise swinging fire chains in bowser's castles may be problematic).

however, one element is stil not doable, namely the fact that Mario needs to 
take just as much account of things vertically above or below, and that his 
chief method of killing enemies,  jumping up above them and stomping on 
their heads, would not really be easy to do in audio.

However, one element which seems completely missing from any and all audio 
games, is this business of stopping distance. 

Whether it's sarah, Angela carter or the agent in shades of doom, everyone 
seems to be able to stop on an instant, whether their running along or jumping. 

This doesn't just count 2D games either, as in many 3D or first person games, 
moves like sliding sideways to avoid attacks or ducking and rolling are very 
common. 

Then, there is the question of surface. Ice climbers, Mega man, Marrio 2, and 
about a hundred other platform games (including original dokey kong if I 
remember correctly), employ various factors to change your characters stopping 
distance or walking speed. 

These could be conveyer belts moving in one direction or another (even some 
walk along beat em ups like double dragon and streets of rage had these), ice 
to make you slip further when jumping or not stop so quickly when walking, 
winds or fans blowing you about and making you do longer jumps, quick sand or 
mud to slow you down, turning cog wheels to walk or jump on (some of the most 
evil ledge jumping puzles I know in turrican or castle vania involved these).

The same goes for 3D games too, indeed in tenchu stealth assassin, you had 
gravel which you had to walk tthrough softly to avoid making a noise, while you 
could walk at normal speed on grass. 

I find it quite strange that racing games like topspeed have done a lot for 
stopping distance and different surface, but none of the audio 2D or 3d games 
as yet have. 

it just strikes me this is a very easy factor to play with in audio, --- simply 
by altering the sound of your characters' steps, and I find it a litle 
perplexing as to why nobody has yet, which is why I'm bringing it up here. 

Obviously, if mota's mechanics and traps are already designed so this sort of 
thing won't fit in fair enough, but maybe anyone who is working on a 2D or 3D 
action game could considder this.

Beware the Grue! 

Dark.
---
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You can make changes or update your subscription via the web, at
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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,
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