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

2008-03-25 Thread Valiant8086 on laptop
Hi.
Just like in other games, randomness can indeed be implimented in side 
scrolers. In mario rothers, for example, the very first step you take puts 
you within 4 steps of one of those, what are they called, 4 more stepps and 
jump you got him. It doesn't have to be like that though, it's doable to put 
them where ever. Thomas's side scroler is likely to have the levels the 
same, why would the building or geological aspect change, but the 
characters, things like that, will certainly be able to be in diferent 
places each time the game is played.
- Original Message - 
From: "will lomas" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, March 23, 2008 10:14 PM
Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.


> but randomness can't be implemented in these games, am i right?
> so that means that once the snake is in level 2 after taking four
> steps, he'll always be there, so what's the point
>
> On 23 Mar 2008, at 23:28, Thomas Ward wrote:
>
>> Hi Bryan,
>> I couldn't agree with you more. For Will or anyone to play one or two
>> side-scrollers and say all side-scrollers are boring just only proves
>> that the person hasn't had much exposure to them. The truth is some
>> side-scrollers were very difficult and fun in the 1980's.
>> One of my favorites, Double Dragon, was pretty much your average walk
>> along beat-m-up, but it was fun. It was especially fun if you were
>> just
>> in a peed off mood. Grab a bat from one of the thugs and beat him
>> unconscious. If you were attacked by a bunch of enemies you could whip
>> them with a series of well placed punches, kicks, and jumps. It was
>> really fun when you knocked them off of platforms, bridges, or off
>> cliffs. Enemy falls to his doom. Good bye mother huncher.
>> In terms of side-scrollers like Castlevania they were unmatched in
>> replay value. The battle with Dracula was worth every cent of the
>> game.
>> The way he would die and then come back to life in another  form was
>> cool. Dracula was also tough to beat because you would hit him with a
>> weapon, he'd vanish, and reappear somewhere else ready to vamp your
>> rear
>> end. The fire balls he would hurl your way were pretty nasty.
>> The other thing I liked about the original Castlevania is there were
>> all
>> kinds of different monsters from skeletons, knights, dragons, mummies,
>> etc. Each gave their own unique combat style and baddy toughness to
>> the
>> game. I hated taking on the mummies just because they wouldn't die
>> with
>> just any weapon. You needed holy water to get rid of them. If you
>> used a
>> leather whip or a throwing dagger you were dead meat. When you were
>> attacked by 3 to 5 of the mummies at once you were toast.Although, I
>> do
>> remember there was this one area you could jump onto above the
>> mummies,
>> they couldn't climb up after you, and if you had the holy water you
>> could dump it on them, and say by by to the creeps.
>>
>>
>>
>>
>> Bryan Peterson wrote:
>>> That's not the point. The point is that you can't just play Monte
>>> and then
>>> say all side scrollers are too easy. And it's Castlevania, not Castle
>>> Whatchamacallit.
>>> Time is an illusion, lunchtime doubly so.
>>>
>>
>>
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-24 Thread shaun everiss
oh man, can't wait for the next updates.
At 01:53 p.m. 25/03/2008, you wrote:
>Hi Charles,
>You bet. Not only are the monsters going to be meaner, but I am thinking 
>of a couple of other nasties. I have one trap that is especially nasty 
>in mind.
>All I can say is Angela Summers, yes she's back, will have her hands 
>full with this new list of monsters and traps. They are deadlier, 
>smarter, and obviously more dificult.
>
>Charles Rivard wrote:
>> Smarter and more aggressive monsters that attack as soon as you enter a 
>> room??  oo how terrible!  However, oo, what! fun!
>>   
>
>
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

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

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


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

2008-03-24 Thread Andy
What fun this will be! Can't wait, Thom! For another excellent 
side-scroller!





> - Original Message -
>From: "Charles Rivard" <[EMAIL PROTECTED]
>To: "Gamers Discussion list" Date sent: Mon, 24 Mar 2008 14:26:26 -0700
>Subject: Re: [Audyssey] Side-scrollers was MOTA Beta 2.

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

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


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

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



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

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

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


> Hi Will,
> Not true. There are all kinds of areas where randomization can be used
> in side-scrollers. The reason it wasn't used in the Montezuma's Revenge
> game engine is simply that Michael Feir, Charles, and a few  others
> wanted the game to be along the lines of the Atari classic.
> Even if a snake is staticly placed in room x there are ways to make your
> encounter more challenging. One the developer can make the snake mor
> agressive and combat oriented. Two, the developer can use random hit
> point damage and defense to make the battle more random and realistic.
> Three, the developer might use a random generator to have the monster
> appear or not appear in that room at all per game.
> Currently, I am working on a totally new collection of monsters for the
> new side-scroller. These new monsters won't be as stupid as the
> Montezuma's Revenge monsters were. The Monte monsters basicly moved back
> and forth and attacked if you were in range. They were basically passive
> until you were in range. The new monsters will be more agressive. The
> second you enter a room with monsters in it they will  start attacking
> you with what ever weapon they have. No single swing from a sword or
> shot from your gun will kill them. It will be a battle. There are
> different weapons being introduced into the game and some weapons will
> be more effective than others.
>
> will lomas wrote:
>> but randomness can't be implemented in these games, am i right?
>> so that means that once the snake is in level 2 after taking four
>> steps, he'll always be there, so what's the point
>>
>
>
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

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


> Hi Will,
> Not true. There are all kinds of areas where randomization can be used
> in side-scrollers. The reason it wasn't used in the Montezuma's Revenge
> game engine is simply that Michael Feir, Charles, and a few  others
> wanted the game to be along the lines of the Atari classic.
> Even if a snake is staticly placed in room x there are ways to make your
> encounter more challenging. One the developer can make the snake mor
> agressive and combat oriented. Two, the developer can use random hit
> point damage and defense to make the battle more random and realistic.
> Three, the developer might use a random generator to have the monster
> appear or not appear in that room at all per game.
> Currently, I am working on a totally new collection of monsters for the
> new side-scroller. These new monsters won't be as stupid as the
> Montezuma's Revenge monsters were. The Monte monsters basicly moved back
> and forth and attacked if you were in range. They were basically passive
> until you were in range. The new monsters will be more agressive. The
> second you enter a room with monsters in it they will  start attacking
> you with what ever weapon they have. No single swing from a sword or
> shot from your gun will kill them. It will be a battle. There are
> different weapons being introduced into the game and some weapons will
> be more effective than others.
>
> will lomas wrote:
>> but randomness can't be implemented in these games, am i right?
>> so that means that once the snake is in level 2 after taking four
>> steps, he'll always be there, so what's the point
>>
>
>
> ---
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> list,
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

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

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


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

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


> Hi Bryan,
> Yes, I also loved he original Castlevania theme music. The first level
> music really put in the mood of monster hunting. The Dracula theme song
> was also pretty cool.
> When it comes down to it the original NES games usually did have good
> music. Mario Brothers, Castlevania, Double Dragon, Megaman, TMNT, you
> name it were cool just to listen to.
>
> Bryan Peterson wrote:
>> Ah yes, Castlevania. The music was rockin', too. My favorite was the 
>> theme
>> in level 1.
>> Time is an illusion, lunchtime doubly so.
>>
>
>
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

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

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


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

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


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


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

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

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

> Hi Bryan,
> I couldn't agree with you more. For Will or anyone to play one or two
> side-scrollers and say all side-scrollers are boring just only proves
> that the person hasn't had much exposure to them. The truth is some
> side-scrollers were very difficult and fun in the 1980's.
> One of my favorites, Double Dragon, was pretty much your average walk
> along beat-m-up, but it was fun. It was especially fun if you were  
> just
> in a peed off mood. Grab a bat from one of the thugs and beat him
> unconscious. If you were attacked by a bunch of enemies you could whip
> them with a series of well placed punches, kicks, and jumps. It was
> really fun when you knocked them off of platforms, bridges, or off
> cliffs. Enemy falls to his doom. Good bye mother huncher.
> In terms of side-scrollers like Castlevania they were unmatched in
> replay value. The battle with Dracula was worth every cent of the  
> game.
> The way he would die and then come back to life in another  form was
> cool. Dracula was also tough to beat because you would hit him with a
> weapon, he'd vanish, and reappear somewhere else ready to vamp your  
> rear
> end. The fire balls he would hurl your way were pretty nasty.
> The other thing I liked about the original Castlevania is there were  
> all
> kinds of different monsters from skeletons, knights, dragons, mummies,
> etc. Each gave their own unique combat style and baddy toughness to  
> the
> game. I hated taking on the mummies just because they wouldn't die  
> with
> just any weapon. You needed holy water to get rid of them. If you  
> used a
> leather whip or a throwing dagger you were dead meat. When you were
> attacked by 3 to 5 of the mummies at once you were toast.Although, I  
> do
> remember there was this one area you could jump onto above the  
> mummies,
> they couldn't climb up after you, and if you had the holy water you
> could dump it on them, and say by by to the creeps.
>
>
>
>
> Bryan Peterson wrote:
>> That's not the point. The point is that you can't just play Monte  
>> and then
>> say all side scrollers are too easy. And it's Castlevania, not Castle
>> Whatchamacallit.
>> Time is an illusion, lunchtime doubly so.
>>
>
>
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> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] Side-scrollers was MOTA Beta 2.

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


> Hi Bryan,
> I couldn't agree with you more. For Will or anyone to play one or two
> side-scrollers and say all side-scrollers are boring just only proves
> that the person hasn't had much exposure to them. The truth is some
> side-scrollers were very difficult and fun in the 1980's.
> One of my favorites, Double Dragon, was pretty much your average walk
> along beat-m-up, but it was fun. It was especially fun if you were just
> in a peed off mood. Grab a bat from one of the thugs and beat him
> unconscious. If you were attacked by a bunch of enemies you could whip
> them with a series of well placed punches, kicks, and jumps. It was
> really fun when you knocked them off of platforms, bridges, or off
> cliffs. Enemy falls to his doom. Good bye mother huncher.
> In terms of side-scrollers like Castlevania they were unmatched in
> replay value. The battle with Dracula was worth every cent of the game.
> The way he would die and then come back to life in another  form was
> cool. Dracula was also tough to beat because you would hit him with a
> weapon, he'd vanish, and reappear somewhere else ready to vamp your rear
> end. The fire balls he would hurl your way were pretty nasty.
> The other thing I liked about the original Castlevania is there were all
> kinds of different monsters from skeletons, knights, dragons, mummies,
> etc. Each gave their own unique combat style and baddy toughness to the
> game. I hated taking on the mummies just because they wouldn't die with
> just any weapon. You needed holy water to get rid of them. If you used a
> leather whip or a throwing dagger you were dead meat. When you were
> attacked by 3 to 5 of the mummies at once you were toast.Although, I do
> remember there was this one area you could jump onto above the mummies,
> they couldn't climb up after you, and if you had the holy water you
> could dump it on them, and say by by to the creeps.
>
>
>
>
> Bryan Peterson wrote:
>> That's not the point. The point is that you can't just play Monte and 
>> then
>> say all side scrollers are too easy. And it's Castlevania, not Castle
>> Whatchamacallit.
>> Time is an illusion, lunchtime doubly so.
>>
>
>
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[Audyssey] Side-scrollers was MOTA Beta 2.

2008-03-23 Thread Thomas Ward
Hi Bryan,
I couldn't agree with you more. For Will or anyone to play one or two 
side-scrollers and say all side-scrollers are boring just only proves 
that the person hasn't had much exposure to them. The truth is some 
side-scrollers were very difficult and fun in the 1980's.
One of my favorites, Double Dragon, was pretty much your average walk 
along beat-m-up, but it was fun. It was especially fun if you were just 
in a peed off mood. Grab a bat from one of the thugs and beat him 
unconscious. If you were attacked by a bunch of enemies you could whip 
them with a series of well placed punches, kicks, and jumps. It was 
really fun when you knocked them off of platforms, bridges, or off 
cliffs. Enemy falls to his doom. Good bye mother huncher.
In terms of side-scrollers like Castlevania they were unmatched in 
replay value. The battle with Dracula was worth every cent of the game. 
The way he would die and then come back to life in another  form was 
cool. Dracula was also tough to beat because you would hit him with a 
weapon, he'd vanish, and reappear somewhere else ready to vamp your rear 
end. The fire balls he would hurl your way were pretty nasty.
The other thing I liked about the original Castlevania is there were all 
kinds of different monsters from skeletons, knights, dragons, mummies, 
etc. Each gave their own unique combat style and baddy toughness to the 
game. I hated taking on the mummies just because they wouldn't die with 
just any weapon. You needed holy water to get rid of them. If you used a 
leather whip or a throwing dagger you were dead meat. When you were 
attacked by 3 to 5 of the mummies at once you were toast.Although, I do 
remember there was this one area you could jump onto above the mummies, 
they couldn't climb up after you, and if you had the holy water you 
could dump it on them, and say by by to the creeps.




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


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